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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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+1
-2
@@ -4,7 +4,6 @@
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[Main]
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;Set to 1 to enable the built-in High Resolution Patch mode that is similar to the hi-res patch by Mash
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;The required settings will be read from the f2_res.ini configuration file of the original hi-res patch
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;This option is always read from the main ddraw.ini file
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HiResMode=1
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;Set to 1 if you want to use command line arguments to tell sfall to use another ini file
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@@ -58,7 +57,7 @@ SpeedMultiInitial=100
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;Set to 6 for DX9 fullscreen windowed (the resolution in f2_res.ini should be set to the same aspect ratio as your desktop resolution)
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;A DX9 mode is required for any graphics related script extender functions to work (i.e. fullscreen shaders)
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;Modes 1, 2 and 3 are no longer supported
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;This option will always be read from the main ddraw.ini file when using the hi-res patch by Mash
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;If using the hi-res patch by Mash, this option will always be read from the main ddraw.ini file
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Mode=0
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;If using a DX9 mode, this changes the resolution
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+1
-1
@@ -167,7 +167,7 @@ static __declspec(naked) void GNW95_process_message_hack() {
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void Setting::init(const char* exeFileName, std::string &cmdline) {
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ViewMap::RedrawFix();
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bool hiResMode = sf::IniReader::GetIntDefaultConfig("Main", "HiResMode", 1) != 0;
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bool hiResMode = sf::IniReader::GetConfigInt("Main", "HiResMode", 1) != 0;
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if (!Setting::ExternalEnabled() && !hiResMode) return; // vanilla game mode
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