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Added TagSkillMode option to the skills ini file
Added a fix to the radiation handling in the engine when an NPC is under the player's control. Code correction in Graphics.cpp.
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@@ -1,16 +1,22 @@
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;This file lets you set the formula for calculating skills
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[skills]
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;Changes the initial bonus to skill level for tagged skills
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;Changes the initial bonus to skill level for tag skills
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;valid range: 0..100, 20 - default bonus
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TagSkillBonus=20
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;Changes the behavior of tag skills
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;Set to 1 to give the initial skill bonus to the fourth tag skill from "Tag!" perk (Fallout 1 behavior)
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;Set to 2 to disable the double bonus of skill points for tag skills
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;Set to 3 to use both modes
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TagSkillMode=0
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;Set to 1 to base skill costs on spent points instead of current level
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BasedOnPoints=0
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Skill0=s1|i2|l1.5 ;Skill 0 (small guns) is str*1 + int*2 + luck*1.5
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SkillBase1=50 ;Big guns has a base of 50
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SkillMulti2=10 ;Each point spent in energy weapons increases it by 10
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SkillImage1=72
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SkillCost0=0|0|0|0|0|300 ;Each level of small guns costs 6 skill points
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;Examples
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;Skill0=s1|i2|l1.5 ;Skill 0 (small guns) is str*1 + int*2 + luck*1.5
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;SkillBase1=50 ;Big guns has a base of 50
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;SkillMulti2=10 ;Each point spent in energy weapons increases it by 10
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;SkillImage1=72
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;SkillCost0=0|0|0|0|0|300 ;Each level of small guns costs 6 skill points
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