Added full ddraw.ini + other config files and all relevant artifacts from latest modderspack.

This commit is contained in:
VladislavKolosovsky
2015-07-07 00:44:58 +07:00
parent cafa0158a7
commit b82348ed33
65 changed files with 5078 additions and 1 deletions
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;This is the old critical override format.
;I advise against using it, due to the effects on loading times
;Enable overriding the critical hit tables
;For details on the tables and their values, see:
; http://falloutmods.wikia.com/wiki/Critical_hit_tables
;In the section names, the first two digits are the critter type
; the third digit is the body part, (0-8) and the forth is the
; level of critical hit (0-5)
[c_01_0_0]
DamageMultiplier=100
EffectFlags=0
StatCheck=0
StatMod=0
FailureEffect=0
Message=0
FailMessage=0
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;This is the new critical hit table override format
;It's faster loading than the old one, and is compatible with the extra kill types option
;Note that the player's critter number is now 38 rather than 19
;Enable overriding the critical hit tables
;For details on the tables and their values, see:
; http://falloutmods.wikia.com/wiki/Critical_hit_tables
[c_00] ; The entries for the 'men' critter type
Enabled=1 ; Tell sfall that we want to modify this table
Part0=1 ; Tell sfall that we want to modify the head entries
; If we had set 'Enabled=2' then sfall will assume you want to modify all
; parts, and will not check the PartX entries
[c_00_0] ; The entries for the head table of the men critter type.
e0_DamageMultiplier=100 ;First level critical
e0_EffectFlags=0
e0_StatCheck=0
e0_StatMod=0
e0_FailureEffect=0
e0_Message=0 ; This is an index into the msg file, not a string
e0_FailMessage=0
e1_... ; Second level critical
... ; And so on up to the hardest hitting level 5 critical
e5_...
;You can skip any entries from this section to leave them at their defaults
;Any missing entries for critters 19-37 will be replaced by a 0, since they have no default
;Note that the UOP fixes are included in the defaults, and do not need to be
; added manually when using this override format, as opposed to the old one
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;This file handles modifications to perks and traits
;When adding extra perks to a mod, it's advisable to use
; the fake perk scripting functions rather than make modifications
; in this file, as some perks have hardcoded effects which may
; catch you out
;Since traits need to be picked before any scripts run, they
; have an additional NoHardcode option in this file which can
; be used to remove their hardcoded effects, and add new stat/skill effects
;This is a modification to perk 119
[119]
Name=Example
Desc=This is an example perk~Second line
Image=72
Ranks=1
Level=1
Type=0
Stat=-1
StatMag=0
Skill1=-1
Skill1Mag=0
Skill2=-1
Skill2Mag=0
STR=0
PER=0
END=0
CHR=0
INT=0
AGL=0
LCK=0
;This is a modification to trait 0
[t0]
NoHardcode=0
Name=Example
Desc=This is an example trait
Image=72
StatMod=0|-1 ;Subtract 1 from strength
SkillMod=0|20|1|-5 ;Add 20 to the players small guns skill and subtract 5 from big guns
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;This file lets you set the formula for calculating skills
[skills]
BasedOnPoints=0 ;Set to 1 to base skill costs on spent points instead of current level
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
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;This file can be used to set the relationship between derived stats and base stats
;Put the stat id in brackets, then use the following keys
;base - the initial value of the stat
;min - the lower limit of the stat after applying the base stats,
; but before adding any extra/perk/trait bonuses
;multi[x] - where x is from 0 to 6, the multiplier of st/pe/en/etc.
;shift[x] - shifts the base stat before the multiplication
;max hp
[7]
base=15 ; base of 15
multi0=1 ; +1*st
multi2=2 ; +2*en
;max ap
[8]
base=5 ; base of 5
multi5=0.5 ; +0.5*ag
;ac
[9]
multi5=1
;melee damage
[11]
min=1
shift0=-5
multi0=1
;carry weight
[12]
base=25
multi0=25
;sequence
[13]
multi1=2
;heal rate
[14]
min=1
multi2=0.3333333333
;critical chance
[15]
multi6=1
;rad resist
[31]
multi2=2
;poison resist
[32]
multi2=5
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[sfall]
SaveInCombat=Cannot save at this time
KarmaGain=You gained %d karma.
KarmaLoss=You lost %d karma.
HighlightFail1=You aren't carrying a motion sensor.
HighlightFail2=Your motion sensor is out of charge.
SuperStimExploitMsg=You cannot use a super stim on someone who is not injured!
BlockedCombat=You cannot enter combat at this time.
SaveSfallDataFail=ERROR saving extended savegame information! Check if other programs interfere with savegame files/folders and try again.
[AppearanceMod]
RaceText=Race
StyleText=Style
MainButtonText=Appearance
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; Allows to reassign books to different object PIDs, text messages.
; Maximum 30 books are allowed (25 if overrideVanilla is 0)
[main]
; total number of books in this file
count=5
; set to 1 to override all vanilla books, so you will have to define ALL books in this file;
; otherwise only new books are defined here
overrideVanilla=0
; count starts from 1
[1]
; book item PID
PID=626
; textID from proto.msg which displayed when reading book
TextID=802
; corresponding skill
Skill=15
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;Controls the elevators
;Image must match up with the image of an existing elevator
;Make sure you specify the correct number of exit targets
;The maximum number of elevators is currently capped at 50
;Override elevator 0
[000]
;This elevator uses the frm of the original forth elevator
Image=4
;Set up the first exit point
ID1=49
Elevation1=0
Tile1=14920
;Second exit point
ID2=49
Elevation2=1
Tile2=15120
;Third exit point
ID3=50
Elevation3=0
Tile3=12944
;No forth exit point
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sfall's main configuration options appear in ddraw.ini, but there are several other configuration files that it can read in for modding purposes.
books.ini: Lets you override/add books to the game (associated PIDs, skills and messages)
perks.ini: Lets you override the name/description/frm image/other stats of perks and traits
elevators.ini: Lets you override which elevators lead where
CriticalOverrides.ini: Lets you make modifications to the critical hit tables
Translations.ini: Contains some text strings which sfall displays, to allow their translation
Skills.ini: Lets you change the formula used for calculating skills
stats.ini: Lets you change the formula used to calculate the derived stats