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Changed HiResMode to not always be read from ddraw.ini
Minor edits to Perks.ini (120 CPL)
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@@ -1,7 +1,7 @@
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;This file handles modifications to perks and traits
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;When adding extra perks to a mod, it's advisable to use the fake perk scripting functions rather than make modifications
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; in this file, as some perks have hardcoded effects which may catch you out
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;When adding extra perks to a mod, it's advisable to use the fake perk scripting functions rather than make
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; modifications in this file, as some perks have hardcoded effects which may catch you out
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;Since traits need to be picked before any scripts run, they have an additional NoHardcode option in this file which can
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; be used to remove their hardcoded effects, and add new stat/skill effects
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@@ -64,25 +64,30 @@ Enable=0
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;Image: The line number (0-indexed) of the corresponding FRM in skilldex.lst
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;Ranks: The number of perk levels
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;Level: The minimum required level
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;Type: If 0, the perk checks only Skill1 for skill requirements; if 1, it checks Skill1 or Skill2; if 2, it checks both Skill1 and Skill2
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;Type: If 0, the perk checks only Skill1 for skill requirements; if 1, it checks Skill1 or Skill2; if 2, it checks both
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; Skill1 and Skill2
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;Stat: The modified stat or -1 if you don't want to change any stats
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;StatMag: The increased/decreased value to the modified stat
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;Skill1/Skill2: The first/second skill (or -1 for none) to check, but if you set a specific bit 0x4000000 (67108864), it checks GVAR.
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; For example, if Skill1=0x4000004, then the perk will check GVAR_BAD_MONSTER (0x4000000 + 4) on Skill1Mag value
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;Skill1/Skill2: The first/second skill (or -1 for none) to check, but if you set a specific bit 0x4000000 (67108864),
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; it checks the corresponding GVAR
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; For example, if Skill1=0x4000004, the perk will check GVAR_BAD_MONSTER (0x4000000 + 4) on Skill1Mag value
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;Skill1Mag/Skill2Mag: Positive value is used as the minimum requirements of the first/second skill/GVAR, and a negative value is interpreted as the maximum requirement.
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; For example, with Skill1=0 and Skill1Mag=100, if player has small guns skill >= 100 and meets all other requirements, the perk will be available in the
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; selection window; with Skill1=1 and Skill1Mag=-120, the perk will not be available if player has big guns skill >= 120
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;Skill1Mag/Skill2Mag: Positive value is used as the minimum requirements of the first/second skill/GVAR, and a negative
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; value is interpreted as the maximum requirement
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; For example, with Skill1=0 and Skill1Mag=100, if player has small guns skill >= 100 and meets all other requirements,
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; the perk will be available in the selection window; with Skill1=1 and Skill1Mag=-120, the perk will not be available
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; if player has big guns skill >= 120
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;STR-LCK: Positive values are used as minimum requirements of SPECIAL stats, and negative values are interpreted as maximum requirements.
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; For some special perks processed by the engine (e.g. PERK_armor_powered and PERK_armor_combat), the values are not used as requirements
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; but to add to corresponding SPECIAL stats
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;STR-LCK: Positive values are used as minimum requirements of SPECIAL stats, and negative values are interpreted as
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; maximum requirements
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; For some special perks processed by the engine (e.g. PERK_armor_powered and PERK_armor_combat), the values are not
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; used as requirements but to add to corresponding SPECIAL stats
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;If the value is set to -99999, the variable will be ignored (similar to comment out that line)
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;You can add simple extra perks with ID numbers from 119 to 255
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; that do not require using scripting functions to change player stats, and can also be used for Armor perks
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;The extra perks do not require using scripting functions to change player stats, and can also be used for Armor perks
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;These parameters are only for extra perks
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;Stat1/Stat2: same as Stat
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;Stat1Mag/Stat2Mag: same as StatMag
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