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.
This commit is contained in:
NovaRain
2021-01-12 11:52:59 +08:00
parent c736e39f9e
commit 4535ec9e20
5 changed files with 42 additions and 23 deletions
+13 -7
View File
@@ -1,16 +1,22 @@
;This file lets you set the formula for calculating skills
[skills]
;Changes the initial bonus to skill level for tagged skills
;Changes the initial bonus to skill level for tag skills
;valid range: 0..100, 20 - default bonus
TagSkillBonus=20
;Changes the behavior of tag skills
;Set to 1 to give the initial skill bonus to the fourth tag skill from "Tag!" perk (Fallout 1 behavior)
;Set to 2 to disable the double bonus of skill points for tag skills
;Set to 3 to use both modes
TagSkillMode=0
;Set to 1 to base skill costs on spent points instead of current level
BasedOnPoints=0
Skill0=s1|i2|l1.5 ;Skill 0 (small guns) is str*1 + int*2 + luck*1.5
SkillBase1=50 ;Big guns has a base of 50
SkillMulti2=10 ;Each point spent in energy weapons increases it by 10
SkillImage1=72
SkillCost0=0|0|0|0|0|300 ;Each level of small guns costs 6 skill points
;Examples
;Skill0=s1|i2|l1.5 ;Skill 0 (small guns) is str*1 + int*2 + luck*1.5
;SkillBase1=50 ;Big guns has a base of 50
;SkillMulti2=10 ;Each point spent in energy weapons increases it by 10
;SkillImage1=72
;SkillCost0=0|0|0|0|0|300 ;Each level of small guns costs 6 skill points