mirror of
https://github.com/sfall-team/sfall.git
synced 2026-07-27 16:52:34 -07:00
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Generated
+3
-2
@@ -158,12 +158,13 @@
|
||||
//
|
||||
this.bCrittersLvar.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Left)));
|
||||
this.bCrittersLvar.Enabled = false;
|
||||
this.bCrittersLvar.Location = new System.Drawing.Point(119, 401);
|
||||
this.bCrittersLvar.Location = new System.Drawing.Point(118, 401);
|
||||
this.bCrittersLvar.Name = "bCrittersLvar";
|
||||
this.bCrittersLvar.Size = new System.Drawing.Size(99, 23);
|
||||
this.bCrittersLvar.Size = new System.Drawing.Size(100, 23);
|
||||
this.bCrittersLvar.TabIndex = 7;
|
||||
this.bCrittersLvar.Text = "Local variables";
|
||||
this.bCrittersLvar.UseVisualStyleBackColor = true;
|
||||
this.bCrittersLvar.Click += new System.EventHandler(this.bCrittersLvar_Click);
|
||||
//
|
||||
// DebugEditor
|
||||
//
|
||||
|
||||
+42
-1
@@ -38,7 +38,7 @@ namespace FalloutClient {
|
||||
|
||||
private static ByteConverter converter = new ByteConverter();
|
||||
|
||||
private enum Mode { Globals, MapVars, SGlobals, Arrays, Critters }
|
||||
private enum Mode { Globals, MapVars, SGlobals, Arrays, Critters, LocalVars }
|
||||
|
||||
private readonly EditorConnection connection;
|
||||
private Mode mode;
|
||||
@@ -47,6 +47,7 @@ namespace FalloutClient {
|
||||
private readonly Dictionary<uint, string> CritNames = new Dictionary<uint, string>();
|
||||
|
||||
private void Redraw() {
|
||||
bCrittersLvar.Enabled = false;
|
||||
bEdit.Enabled = false;
|
||||
Column2.ReadOnly = false;
|
||||
Column3.ReadOnly = false;
|
||||
@@ -96,6 +97,7 @@ namespace FalloutClient {
|
||||
Column2.HeaderText = "PID";
|
||||
Column3.HeaderText = "Pointer";
|
||||
bEdit.Enabled = true;
|
||||
bCrittersLvar.Enabled = true;
|
||||
for (int i = 0; i < connection.Critters.Length / 2; i++) {
|
||||
uint modcrit = (connection.Critters[i, 0] & 0xfffff);
|
||||
string name = CritNames.ContainsKey(modcrit) ? CritNames[modcrit] : "";
|
||||
@@ -333,6 +335,45 @@ namespace FalloutClient {
|
||||
}
|
||||
}
|
||||
|
||||
private void bCrittersLvar_Click(object sender, EventArgs e) {
|
||||
if (dataGridView1.SelectedRows.Count == 0) return;
|
||||
int i = (int)dataGridView1.SelectedRows[0].Tag;
|
||||
|
||||
connection.WriteDataType(DataTypeSend.RetrieveCritter);
|
||||
connection.WriteInt(i);
|
||||
BinaryReader br = new BinaryReader(new System.IO.MemoryStream(connection.ReadBytes(33 * 4)));
|
||||
br.BaseStream.Position = 30 * 4;
|
||||
int sid = br.ReadInt32();
|
||||
br.Close();
|
||||
if (sid != -1) {
|
||||
connection.WriteDataType(DataTypeSend.GetLocal);
|
||||
connection.WriteInt(sid);
|
||||
int totalVar = connection.ReadInt();
|
||||
string[] values = new string[totalVar];
|
||||
if (totalVar > 0) {
|
||||
br = new BinaryReader(new System.IO.MemoryStream(connection.ReadBytes(totalVar * 4)));
|
||||
for (int j = 0; j < totalVar; j++) {
|
||||
values[j] = br.ReadInt32().ToString();
|
||||
}
|
||||
br.Close();
|
||||
}
|
||||
values = EditorWindow.ShowEditor(this, values);
|
||||
if (values != null) {
|
||||
int countVar = values.Length;
|
||||
MemoryStream ms = new MemoryStream(countVar * 4);
|
||||
BinaryWriter bw = new BinaryWriter(ms);
|
||||
for (int j = 0; j < countVar; j++) bw.Write(int.Parse(values[j]));
|
||||
connection.WriteDataType(DataTypeSend.SetLocal);
|
||||
connection.WriteInt(sid);
|
||||
connection.WriteInt(countVar);
|
||||
connection.WriteBytes(ms.GetBuffer(), 0, countVar * 4);
|
||||
bw.Close();
|
||||
}
|
||||
} else {
|
||||
MessageBox.Show("This critter has no script attached.");
|
||||
}
|
||||
}
|
||||
|
||||
private void dataGridView1_CellDoubleClick(object sender, DataGridViewCellEventArgs e) {
|
||||
bEdit.PerformClick();
|
||||
}
|
||||
|
||||
Generated
+16
@@ -29,6 +29,7 @@
|
||||
this.Column1 = new System.Windows.Forms.DataGridViewTextBoxColumn();
|
||||
this.Column2 = new System.Windows.Forms.DataGridViewTextBoxColumn();
|
||||
this.Column3 = new System.Windows.Forms.DataGridViewTextBoxColumn();
|
||||
this.checkBox = new System.Windows.Forms.CheckBox();
|
||||
((System.ComponentModel.ISupportInitialize)(this.dataGridView1)).BeginInit();
|
||||
this.SuspendLayout();
|
||||
//
|
||||
@@ -100,11 +101,24 @@
|
||||
this.Column3.SortMode = System.Windows.Forms.DataGridViewColumnSortMode.NotSortable;
|
||||
this.Column3.Width = 150;
|
||||
//
|
||||
// checkBox
|
||||
//
|
||||
this.checkBox.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Left)));
|
||||
this.checkBox.AutoSize = true;
|
||||
this.checkBox.Location = new System.Drawing.Point(103, 341);
|
||||
this.checkBox.Name = "checkBox";
|
||||
this.checkBox.Size = new System.Drawing.Size(91, 17);
|
||||
this.checkBox.TabIndex = 3;
|
||||
this.checkBox.Text = "Values in Hex";
|
||||
this.checkBox.UseVisualStyleBackColor = true;
|
||||
this.checkBox.Click += new System.EventHandler(this.checkBox_Click);
|
||||
//
|
||||
// EditorWindow
|
||||
//
|
||||
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
|
||||
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
|
||||
this.ClientSize = new System.Drawing.Size(458, 371);
|
||||
this.Controls.Add(this.checkBox);
|
||||
this.Controls.Add(this.dataGridView1);
|
||||
this.Controls.Add(this.bCancel);
|
||||
this.Controls.Add(this.bSave);
|
||||
@@ -115,6 +129,7 @@
|
||||
this.Text = "Edit Values";
|
||||
((System.ComponentModel.ISupportInitialize)(this.dataGridView1)).EndInit();
|
||||
this.ResumeLayout(false);
|
||||
this.PerformLayout();
|
||||
|
||||
}
|
||||
|
||||
@@ -126,5 +141,6 @@
|
||||
private System.Windows.Forms.DataGridViewTextBoxColumn Column1;
|
||||
private System.Windows.Forms.DataGridViewTextBoxColumn Column2;
|
||||
private System.Windows.Forms.DataGridViewTextBoxColumn Column3;
|
||||
private System.Windows.Forms.CheckBox checkBox;
|
||||
}
|
||||
}
|
||||
@@ -8,15 +8,34 @@ namespace FalloutClient {
|
||||
|
||||
public partial class EditorWindow : Form
|
||||
{
|
||||
private readonly DataType[] types;
|
||||
private readonly string[] values;
|
||||
private readonly DataType[] types = null;
|
||||
private string[] values;
|
||||
private bool save;
|
||||
private static bool valueInHex = false;
|
||||
|
||||
private void ConvertValues(bool toHex) {
|
||||
for (int i = 0; i < values.Length; i++) {
|
||||
if (toHex) {
|
||||
if (types == null || types[i] == DataType.Int) {
|
||||
int val = int.Parse(values[i]);
|
||||
values[i] = "0x" + val.ToString("x").ToUpper();
|
||||
}
|
||||
} else {
|
||||
if (types == null || types[i] == DataType.Int) {
|
||||
values[i] = Convert.ToInt32(values[i], 16).ToString();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private EditorWindow(string[] names, DataType[] types, string[] values, bool isMap) {
|
||||
this.types = types;
|
||||
this.values = values;
|
||||
|
||||
InitializeComponent();
|
||||
checkBox.Checked = EditorWindow.valueInHex;
|
||||
dataGridView1.SuspendLayout();
|
||||
if (valueInHex) ConvertValues(true);
|
||||
if (names == null)
|
||||
for (int i = 0; i < types.Length; i++) {
|
||||
string element = i.ToString();
|
||||
@@ -31,15 +50,46 @@ namespace FalloutClient {
|
||||
public static string[] ShowEditor(DebugEditor form, string[] names, DataType[] types, string[] values, bool isMap = false) {
|
||||
EditorWindow editor = new EditorWindow(names, types, values, isMap);
|
||||
editor.ShowDialog();
|
||||
if (editor.save)
|
||||
if (editor.save) {
|
||||
if (valueInHex) editor.ConvertValues(false);
|
||||
return editor.values;
|
||||
else
|
||||
return null;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
private EditorWindow(string[] values) {
|
||||
this.values = values;
|
||||
InitializeComponent();
|
||||
checkBox.Checked = EditorWindow.valueInHex;
|
||||
dataGridView1.SuspendLayout();
|
||||
if (valueInHex) ConvertValues(true);
|
||||
for (int i = 0; i < values.Length; i++) {
|
||||
dataGridView1.Rows.Add(i.ToString(), "Int", values[i]);
|
||||
}
|
||||
dataGridView1.ResumeLayout();
|
||||
}
|
||||
|
||||
public static string[] ShowEditor(DebugEditor form, string[] lvalues) {
|
||||
EditorWindow editor = new EditorWindow(lvalues);
|
||||
editor.ShowDialog();
|
||||
if (editor.save) {
|
||||
if (valueInHex) editor.ConvertValues(false);
|
||||
return editor.values;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
private bool CheckInput(DataType type, string str) {
|
||||
switch (type) {
|
||||
case DataType.Int:
|
||||
if (valueInHex) {
|
||||
try {
|
||||
Convert.ToInt32(str, 16);
|
||||
return true;
|
||||
} catch (Exception) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
int i;
|
||||
return int.TryParse(str, out i);
|
||||
case DataType.Float:
|
||||
@@ -51,7 +101,7 @@ namespace FalloutClient {
|
||||
|
||||
private void dataGridView1_CellEndEdit(object sender, DataGridViewCellEventArgs e) {
|
||||
string str = (string)dataGridView1.Rows[e.RowIndex].Cells[e.ColumnIndex].Value;
|
||||
if (str != null && CheckInput(types[e.RowIndex], str))
|
||||
if (str != null && CheckInput(((types != null) ? types[e.RowIndex] : DataType.Int), str))
|
||||
values[e.RowIndex] = str;
|
||||
else
|
||||
dataGridView1.Rows[e.RowIndex].Cells[e.ColumnIndex].Value = values[e.RowIndex];
|
||||
@@ -65,5 +115,13 @@ namespace FalloutClient {
|
||||
save = true;
|
||||
Close();
|
||||
}
|
||||
|
||||
private void checkBox_Click(object sender, EventArgs e) {
|
||||
valueInHex = checkBox.Checked;
|
||||
ConvertValues(valueInHex);
|
||||
for (int i = 0; i < values.Length; i++) {
|
||||
dataGridView1.Rows[i].Cells[2].Value = values[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -29,6 +29,8 @@ namespace FalloutClient {
|
||||
SetSGlobal = 4,
|
||||
GetArray = 9,
|
||||
SetArray = 10,
|
||||
GetLocal = 11,
|
||||
SetLocal = 12,
|
||||
Exit = 254
|
||||
}
|
||||
}
|
||||
|
||||
@@ -29,5 +29,5 @@ using System.Runtime.InteropServices;
|
||||
// Build Number
|
||||
// Revision
|
||||
//
|
||||
[assembly: AssemblyVersion("4.1.7.0")]
|
||||
[assembly: AssemblyFileVersion("4.1.7.0")]
|
||||
[assembly: AssemblyVersion("4.1.9.0")]
|
||||
[assembly: AssemblyFileVersion("4.1.9.0")]
|
||||
|
||||
@@ -7,6 +7,26 @@
|
||||
; have an additional NoHardcode option in this file which can
|
||||
; be used to remove their hardcoded effects, and add new stat/skill effects
|
||||
|
||||
[PerksTweak]
|
||||
;Change the penalty distance and distance bonus for 'Weapon Scope Range' weapon perk
|
||||
;0 - no penalty, 8 - default penalty
|
||||
WeaponScopeRangePenalty=8
|
||||
;2 - no bonus, 5 - default bonus
|
||||
WeaponScopeRangeBonus=5
|
||||
|
||||
;Changes the distance bonus for 'Weapon Long Range' weapon perk
|
||||
;2 - no bonus, 4 - default bonus
|
||||
WeaponLongRangeBonus=4
|
||||
|
||||
;Changes the hit chance bonus for 'Weapon Accurate' weapon perk
|
||||
;0 - no bonus, 200 - maximum bonus, 20 - default bonus
|
||||
WeaponAccurateBonus=20
|
||||
|
||||
;Changes the strength bonus for 'Weapon Handling' perk
|
||||
;0 - no bonus, 10 - maximum bonus, 3 - default bonus
|
||||
WeaponHandlingBonus=3
|
||||
|
||||
;##############################################################################
|
||||
;Name=The name of the perk (max 63 characters)
|
||||
;Desc=The description of the perk (max 255 characters)
|
||||
;Image=The line number (0-indexed) of the corresponding FRM in skilldex.lst
|
||||
@@ -43,6 +63,7 @@
|
||||
;Skill3-Skill5 = The skill to be modified (or -1 for none)
|
||||
;Skill3Mod-Skill5Mod = The increased/decreased value to the modified skill
|
||||
|
||||
;##############################################################################
|
||||
;This is a modification to vanilla perk 0
|
||||
[0]
|
||||
Name=Example
|
||||
|
||||
@@ -10,6 +10,7 @@ SaveSfallDataFail=ERROR saving extended savegame information! Check if other pro
|
||||
PartyLvlMsg=Lvl:
|
||||
PartyACMsg=AC:
|
||||
PartyAddictMsg=Addict
|
||||
NPCPickupFail=%s cannot pick up the item.
|
||||
|
||||
[AppearanceMod]
|
||||
RaceText=Race
|
||||
|
||||
@@ -39,6 +39,9 @@ MotionScanner=0
|
||||
Mode=0
|
||||
;PIDList=62,89,97,107,160,161
|
||||
|
||||
;Set a comma delimited list of perk IDs for perks to be inherited from the player during the combat control
|
||||
PerksList=0,73
|
||||
|
||||
;Choose a notification box to display the name of the controlled critter above the interface bar
|
||||
;Must be between 5 and (4 + the value of BoxBarCount in ddraw.ini)
|
||||
;For sfall 4.1.6+ the number for the notification box is set automatically, so just use any value
|
||||
|
||||
+87
-39
@@ -1,21 +1,29 @@
|
||||
;sfall configuration settings
|
||||
;v4.1.7
|
||||
;v4.2
|
||||
|
||||
[Main]
|
||||
;Change to 1 if you want to use command line args to tell sfall to use another ini file.
|
||||
UseCommandLine=0
|
||||
|
||||
;Uncomment and point to a file to get alternate translations for some sfall messages
|
||||
;TranslationsINI=./Translations.ini
|
||||
;TranslationsINI=.\Translations.ini
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
[ExtraPatches]
|
||||
;This section allows you to set multiple paths to folders containing mods or patches that will be loaded by the game
|
||||
;The priority of read files will be higher than the files in patchXXX.dat. If DataLoadOrderPatch is enabled, the data load order will be:
|
||||
;The priority of read files will be higher than the files in patchXXX.dat
|
||||
;If DataLoadOrderPatch is enabled, the data load order will be:
|
||||
;master_patches > critter_patches > PatchFile99 - PatchFile0 > patchXXX.dat > ...
|
||||
;Paths to folders and Fallout .dat files are supported. The available range for PatchFile option names is from 0 to 99
|
||||
;The greater numbers take precedence over lesser numbers
|
||||
;PatchFile0=mods\RP_data
|
||||
|
||||
;Path to the folder in which the game will automatically search and load custom .dat files
|
||||
;The data load order of the .dat files in the folder will be in reverse alphabetical order of the filenames
|
||||
;The .dat files specified in the PatchFileXX options will have higher priority than others
|
||||
;Uncomment the option to specify a different folder path. The default path is <GameRoot>\mods\
|
||||
;AutoSearchPath=mods
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
[Sound]
|
||||
;Sets the number of allowed simultaneous sound effects
|
||||
@@ -23,14 +31,14 @@ UseCommandLine=0
|
||||
NumSoundBuffers=0
|
||||
|
||||
;Set to 1 to allow attaching sound files to combat float messages
|
||||
AllowSoundForFloats=1
|
||||
AllowSoundForFloats=0
|
||||
|
||||
;Set to 1 to automatically search for alternative formats (mp3/wma/wav) when Fallout tries to play an acm
|
||||
;Set to 2 to play alternative music files even if original acm files are not present in the music folder
|
||||
;This does not effect the play_sfall_sound and stop_sfall_sound script functions
|
||||
AllowDShowSound=0
|
||||
|
||||
;Set to 1 to override the music path used by default if not present in the cfg
|
||||
;Set to 1 to override the music path used by default (i.e. data\sound\music\) if not present in the cfg
|
||||
;Set to 2 to overwrite all occurances of the music path
|
||||
OverrideMusicDir=2
|
||||
|
||||
@@ -79,7 +87,7 @@ GraphicsHeight=0
|
||||
GPUBlt=0
|
||||
|
||||
;Set to 1 to allow using 32-bit textures for talking heads
|
||||
;The texture files should be placed in art/heads/<name of the talking head FRM file>/ (w/o extension)
|
||||
;The texture files should be placed in art\heads\<name of the talking head FRM file>\ (w/o extension)
|
||||
;The files in the folder should be numbered according to the number of frames in the talking head FRM file (0.png, 1.png, etc.)
|
||||
;See the text file in the modders pack for a detailed description
|
||||
;Requires DX9 graphics mode and v2.0 pixel shader support (see GPUBlt option)
|
||||
@@ -93,6 +101,20 @@ AllowDShowMovies=0
|
||||
;Default is 100. Decrease/increase this value to speed up/slow down fade effects
|
||||
FadeMultiplier=100
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
[Interface]
|
||||
;Set to 1 to use the expanded world map interface
|
||||
;Set to 2 to skip correcting the position of entrance markers on town maps
|
||||
;You can use resized FRMs in 700x682 for town maps in the expanded world map interface
|
||||
;Requires High Resolution Patch v4.1.8 and a new WORLDMAP.frm file in art\intrface\ (included in sfall.dat)
|
||||
;The resolution of hi-res patch must be set to at least 890x720
|
||||
ExpandWorldMap=0
|
||||
|
||||
;Set to 1 to expand the number of action points displayed on the interface bar
|
||||
;Requires new IFACE_E.frm and HR_IFACE_<res>E.frm files in art\intrface\ (included in sfall.dat) to display correctly
|
||||
;The minimum supported version of High Resolution Patch is 4.1.8
|
||||
ActionPointsBar=0
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
[Input]
|
||||
;Set to 1 to enable the mouse scroll wheel to scroll through the inventory, barter, and loot screens
|
||||
@@ -164,11 +186,16 @@ FastMoveFromContainer=0
|
||||
|
||||
;A key to press to open a debug game editor
|
||||
;Set to 0 to disable, or a DX scancode otherwise
|
||||
;Requires sfall debugging mode and FalloutClient.exe from the modders pack
|
||||
;Requires sfall debugging mode to be enabled and FalloutClient.exe from the modders pack
|
||||
DebugEditorKey=0
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
[Misc]
|
||||
;Changes some of Fallout 2 engine functions to Fallout 1 behavior:
|
||||
;- disables playing the final movie/credits after the endgame slideshow
|
||||
;- disables halving the weight for power armor items
|
||||
Fallout1Behavior=0
|
||||
|
||||
;Time limit in years. Must be between -3 and 13
|
||||
;Set to 0 if you want to die the instant you leave arroyo
|
||||
;Set to -1 to remove the time limit, and automatically reset the date back to 2241 each time you would have reached it
|
||||
@@ -216,10 +243,10 @@ UseFileSystemOverride=0
|
||||
;Set to 1 to use the modified data load order for the engine to find game data
|
||||
;Original: patchXXX.dat > critter_patches > critter_dat > f2_res_patches > f2_res_dat > master_patches > master_dat
|
||||
;Modified: master_patches > critter_patches > patchXXX.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
|
||||
DataLoadOrderPatch=0
|
||||
DataLoadOrderPatch=1
|
||||
|
||||
;Set to 1 to enable loading alternative dialog msg files from text/language/dialog_female/ for female PC
|
||||
;Set to 2 to also load subtitle files from text/language/cuts_female/ for female PC
|
||||
;Set to 1 to enable loading alternative dialog msg files from text\<language>\dialog_female\ for female PC
|
||||
;Set to 2 to also load subtitle files from text\<language>\cuts_female\ for female PC
|
||||
FemaleDialogMsgs=0
|
||||
|
||||
;To change the default and starting player models, uncomment the next four lines.
|
||||
@@ -250,13 +277,13 @@ Movie16=artimer4.mve
|
||||
Movie17=credits.mve
|
||||
|
||||
;To change the starting year, month or day, uncomment the next 3 lines
|
||||
;Both StartMonth and StartDay are 0-indexed
|
||||
;Both StartMonth and StartDay are 0-indexed (i.e. 0 is January or the first day of a month)
|
||||
;StartYear=-1
|
||||
;StartMonth=-1
|
||||
;StartDay=-1
|
||||
|
||||
;To change the limit of the distance away from the player to which you're allowed to scroll the local maps, uncomment the next two lines
|
||||
;Defaults are 0x1E0 in the x direction and 0x190 in the y direction.
|
||||
;Defaults are 480 in the x direction and 400 in the y direction.
|
||||
;Not compatible with the res patch!
|
||||
;LocalMapXLimit=480
|
||||
;LocalMapYLimit=400
|
||||
@@ -314,7 +341,7 @@ OverrideArtCacheSize=0
|
||||
;Set to 2 to block all saving in combat
|
||||
SaveInCombatFix=1
|
||||
|
||||
;Point at an ini file containing elevator data
|
||||
;Point to an ini file containing elevator data
|
||||
;ElevatorsFile=Elevators.ini
|
||||
|
||||
;Uncomment and set a comma delimited list of numbers to use a custom xp table.
|
||||
@@ -327,14 +354,17 @@ SaveInCombatFix=1
|
||||
AdditionalWeaponAnims=1
|
||||
|
||||
;Uncomment these lines to modify the default modifiers for aimed shots at specific bodyparts
|
||||
;Modifiers affect both NPCs and the player
|
||||
;BodyHit_Head=-40
|
||||
;BodyHit_Left_Arm=-30
|
||||
;BodyHit_Right_Arm=-30
|
||||
;BodyHit_Torso_Uncalled=0
|
||||
;BodyHit_Torso=0
|
||||
;BodyHit_Right_Leg=-20
|
||||
;BodyHit_Left_Leg=-20
|
||||
;BodyHit_Eyes=-60
|
||||
;BodyHit_Groin=-30
|
||||
;The modifier for unaimed shots
|
||||
;BodyHit_Torso_Uncalled=0
|
||||
|
||||
;Set to 1 to use a CriticalOverrides.ini file to override the default critical table
|
||||
;Set to 2 to use the default critical with bug fixes (doesn't require an ini)
|
||||
@@ -342,6 +372,8 @@ AdditionalWeaponAnims=1
|
||||
;If the ExtraKillTypes option is enabled, this should be set to 3, with containing entries for any new types
|
||||
;Must be non-zero to use the edit/get/reset_critical script functions
|
||||
OverrideCriticalTable=2
|
||||
;To change the path and filename of the critical table file, uncomment the next line
|
||||
;OverrideCriticalFile=CriticalOverrides.ini
|
||||
|
||||
;Set to 1 to get notification of karma changes in the notification window
|
||||
DisplayKarmaChanges=0
|
||||
@@ -353,7 +385,7 @@ AlwaysReloadMsgs=0
|
||||
PlayIdleAnimOnReload=0
|
||||
|
||||
;Set to 1 to prevent corpses from blocking line of fire
|
||||
CorpseLineOfFireFix=0
|
||||
CorpseLineOfFireFix=1
|
||||
|
||||
;Changes the timer (in days) for deleting corpses on a map after you leave (valid range: 0..13)
|
||||
;The corpses of critters with 'Ages' flag or on maps with 'dead_bodies_age=No' set in maps.txt will not disappear
|
||||
@@ -366,15 +398,13 @@ CorpseDeleteTime=6
|
||||
;Set to 1 (or some higher number if needed, the maximum is 127) to prevent 100% CPU use
|
||||
ProcessorIdle=-1
|
||||
|
||||
;Set a number of how many protos per type can be loaded into memory at once (valid range: 512..4096)
|
||||
;Set to -1 to let set_proto_data script function automatically increase the limit when needed
|
||||
LoadProtoMaxLimit=-1
|
||||
|
||||
;Set to 1 if using the hero appearance mod
|
||||
;You can add AppChCrt.frm and AppChEdt.frm files to art/intrface/ to set a custom background for the character screen
|
||||
;Set to 2 for backward compatibility with old scripts that manually fix obj_art_fid script function for dude_obj
|
||||
;You can add AppChCrt.frm and AppChEdt.frm files to art\intrface\ to set a custom background for the character screen
|
||||
EnableHeroAppearanceMod=0
|
||||
|
||||
;Set to 1 to skip the 3 opening movies
|
||||
;Set to 2 to also skip the splash screen
|
||||
SkipOpeningMovies=0
|
||||
|
||||
;Causes NPCs who complete their combat turn with AP left over will try and find other ways to spend it.
|
||||
@@ -389,9 +419,9 @@ AIBestWeaponFix=0
|
||||
;Set to 1 to fix NPCs not taking chem_primary_desire in AI.txt as drug use preference when using drugs in their inventory
|
||||
AIDrugUsePerfFix=0
|
||||
|
||||
;Allows the use of tiles over 80*36 in size. sfall will just split and resave them at startup
|
||||
;Allows the use of tiles over 80x36 in size. sfall will just split and resave them at startup
|
||||
;Set to 1 to check all tiles on started (slow)
|
||||
;Set to 2 if you provide a XLtiles.lst file in art/tiles/ containing a list of the tile ids that need checking
|
||||
;Set to 2 if you provide a XLtiles.lst file in art\tiles\ containing a list of the tile ids that need checking
|
||||
AllowLargeTiles=0
|
||||
|
||||
;Set to 1 to boost the maximum number of tile FRMs from 4096 to 16383
|
||||
@@ -481,9 +511,11 @@ RemoveCriticalTimelimits=0
|
||||
;Set to 1 to enable party members with level 6 protos to reach level 6
|
||||
NPCStage6Fix=0
|
||||
|
||||
;Change the colour of the font used on the main menu for the Fallout/sfall version number
|
||||
;It's the last byte ('3c' by default) that picks the colour used. The first byte supplies additional flags
|
||||
;MainMenuFontColour=0x0600003c
|
||||
;Change the colour of the font used on the main menu for the Fallout/sfall version number and copyright text
|
||||
;It's the last byte ('3C' by default) that picks the colour used. The first byte supplies additional flags for this option
|
||||
;MainMenuFontColour=0x00003C
|
||||
;Change the colour of the font used on the main menu for the button text
|
||||
;MainMenuBigFontColour=0x3C
|
||||
|
||||
;Two alternate fixes to the interaction between HtH attacks and the fast shot trait
|
||||
;0 - Fallout 2 original behaviour
|
||||
@@ -495,7 +527,7 @@ FastShotFix=1
|
||||
BoostScriptDialogLimit=0
|
||||
|
||||
;Allows you to edit the skill tables
|
||||
;Point the next line at an ini file containing the replacement skill data
|
||||
;Point the next line to an ini file containing the replacement skill data
|
||||
;SkillsFile=Skills.ini
|
||||
|
||||
;To change the relationship between SPECIAL stats and derived stats, uncomment the next line
|
||||
@@ -614,12 +646,9 @@ StackEmptyWeapons=0
|
||||
;If the amount of ammo boxes in the inventory is less than or equal to the reserve, only one box will be used
|
||||
ReloadReserve=-1
|
||||
|
||||
;Set to 1 to change the counter in the 'Move Items' window to start at the maximum number of items
|
||||
;Set to 1 to change the counter in the 'Move Items' window to start with maximum number except in the barter screen
|
||||
ItemCounterDefaultMax=0
|
||||
|
||||
;Allows 9 options (lines of text) to be displayed correctly in a dialog window
|
||||
DialogOptions9Lines=1
|
||||
|
||||
;Set to 1 to leave the music playing in dialogue with talking heads
|
||||
EnableMusicInDialogue=0
|
||||
|
||||
@@ -630,13 +659,17 @@ DontTurnOffSneakIfYouRun=0
|
||||
;Set to 0 to disable switching. (Default is 3)
|
||||
UseWalkDistance=3
|
||||
|
||||
;Set to 1 to fix the bug that unable to sell used geiger counters or stealth boys
|
||||
;Set to 1 to fix the bug of being unable to sell used geiger counters or stealth boys
|
||||
CanSellUsedGeiger=1
|
||||
|
||||
;Set to 1 to fix the issue with being able to charge the car by using cells on other scenary/critters
|
||||
;Set to 1 to fix the issue with being able to charge the car by using cells on other scenery/critters
|
||||
;Set to 0 if another mod you're using has custom vehicles
|
||||
CarChargingFix=1
|
||||
|
||||
;Set to 1 to prevent the car from being lost when entering a location via the Town/World button and then leaving on foot
|
||||
;Note that the global variable 633 (GVAR_CAR_PLACED_TILE) will be set to -1 when the player leaves a location
|
||||
CarPlacedTileFix=1
|
||||
|
||||
;Set to 1 to skip weapon equip/unequip animations when performing various actions
|
||||
InstantWeaponEquip=0
|
||||
|
||||
@@ -672,7 +705,7 @@ PartyMemberExtraInfo=0
|
||||
;that overrides First Aid/Doctor functions has very limited usefulness
|
||||
PartyMemberSkillFix=0
|
||||
|
||||
;Set to 1 to skip loading game settings from a saved game, except for the game/combat difficulty settings
|
||||
;Set to 1 to skip loading all game settings except the game/combat difficulty from a saved game
|
||||
;Set to 2 to also skip loading the game/combat difficulty settings
|
||||
SkipLoadingGameSettings=0
|
||||
|
||||
@@ -687,16 +720,25 @@ SpecialDeathGVAR=491
|
||||
;Note that enabling this option can break the map changes in Modoc and Vault 15
|
||||
DisableSpecialMapIDs=0
|
||||
|
||||
;Changes the base value of the duration of the knockout effect (valid range: 35..100; default is 35)
|
||||
;The formula for the duration in ticks is: 10 * (value - 3 * EN)
|
||||
KnockoutTime=35
|
||||
|
||||
;Set to 1 to display sfall built-in credits at the bottom of credits.txt contents instead of at the top
|
||||
CreditsAtBottom=0
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
[Scripts]
|
||||
;Comma-separated list of masked paths to load global scripts from
|
||||
;Only use single slash \ as directory separator
|
||||
;Only use single backslash \ as the directory separator
|
||||
;Paths outside of scripts folder are supported
|
||||
GlobalScriptPaths=scripts\gl*.int,scripts\sfall\gl*.int
|
||||
|
||||
;Uncomment the option to specify a common folder path for all ini files used by scripts
|
||||
;You will have to put all the available ini files of the mods in this directory
|
||||
;The maximum length of the specified path is 61 characters
|
||||
;IniConfigFolder=IniConfig
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
[Debugging]
|
||||
;Extra sfall configuration settings that can be used by modders
|
||||
@@ -707,6 +749,7 @@ Enable=0
|
||||
|
||||
;Fallout 2 Debug Patch
|
||||
;Set to 1 to send debug output to the screen, 2 to a debug.log file, or 3 to both the screen and a debug.log file
|
||||
;Does not require enabling sfall debugging mode
|
||||
;While you don't need to create an environment variable, you do still need to set the appropriate lines in fallout2.cfg:
|
||||
;-------
|
||||
;[debug]
|
||||
@@ -721,19 +764,23 @@ Enable=0
|
||||
;-------
|
||||
DebugMode=0
|
||||
|
||||
;Set to 1 to hide error messages in debug output when a null value is passed to the function as an object
|
||||
;Requires DebugMode to be enabled
|
||||
HideObjIsNullMsg=0
|
||||
|
||||
;Change to 1 to skip the compatibility mode check
|
||||
SkipCompatModeCheck=0
|
||||
|
||||
;Set to 1 to skip the executable file size check
|
||||
;Does not require sfall debugging mode
|
||||
;Does not require enabling sfall debugging mode
|
||||
SkipSizeCheck=0
|
||||
|
||||
;If you're testing changes to the Fallout exe, you can override the CRC that sfall looks for here
|
||||
;You can use several hex values, separated by commas
|
||||
;Does not require sfall debugging mode
|
||||
;Does not require enabling sfall debugging mode
|
||||
;ExtraCRC=0x00000000,0x00000000
|
||||
|
||||
;Set to 1 to stop Fallout from deleting non readonly protos at startup
|
||||
;Set to 1 to stop Fallout from deleting non read-only protos at startup
|
||||
;Has pretty nasty side effects when saving/reloading, so don't use for regular gameplay
|
||||
DontDeleteProtos=0
|
||||
|
||||
@@ -746,8 +793,9 @@ AlwaysFindScripts=0
|
||||
;Set to 1 to force sfall to inject all hooks code into the game, even if corresponding hook scripts don't exist
|
||||
InjectAllGameHooks=0
|
||||
|
||||
;Set to 1 to hide error messages in debug output when a null value is passed to the function as an object
|
||||
HideObjIsNullMsg=0
|
||||
;Set to 1 to force critters to display combat float messages
|
||||
;Requires AllowSoundForFloats to be enabled
|
||||
Test_ForceFloats=0
|
||||
|
||||
;These options control what output is saved in the debug log (sfall-log.txt)
|
||||
|
||||
|
||||
@@ -0,0 +1,201 @@
|
||||
;Glovz's Damage Fix
|
||||
|
||||
; PID_EXPLOSIVE_ROCKET
|
||||
[1]
|
||||
pid=14
|
||||
ac_adjust=-10
|
||||
dr_adjust=0
|
||||
dam_mult=1
|
||||
dam_div=1
|
||||
|
||||
; PID_10MM_JHP
|
||||
[2]
|
||||
pid=29
|
||||
ac_adjust=0
|
||||
dr_adjust=0
|
||||
dam_mult=2
|
||||
dam_div=1
|
||||
|
||||
; PID_10MM_AP
|
||||
[3]
|
||||
pid=30
|
||||
ac_adjust=-5
|
||||
dr_adjust=0
|
||||
dam_mult=1
|
||||
dam_div=2
|
||||
|
||||
; PID_44_MAGNUM_JHP
|
||||
[4]
|
||||
pid=31
|
||||
ac_adjust=0
|
||||
dr_adjust=-10
|
||||
dam_mult=2
|
||||
dam_div=1
|
||||
|
||||
; PID_FLAMETHROWER_FUEL
|
||||
[5]
|
||||
pid=32
|
||||
ac_adjust=-20
|
||||
dr_adjust=0
|
||||
dam_mult=1
|
||||
dam_div=1
|
||||
|
||||
; PID_14MM_AP
|
||||
[6]
|
||||
pid=33
|
||||
ac_adjust=-5
|
||||
dr_adjust=-30
|
||||
dam_mult=1
|
||||
dam_div=2
|
||||
|
||||
; PID_223_FMJ
|
||||
[7]
|
||||
pid=34
|
||||
ac_adjust=-15
|
||||
dr_adjust=-15
|
||||
dam_mult=2
|
||||
dam_div=2
|
||||
|
||||
; PID_5MM_JHP
|
||||
[8]
|
||||
pid=35
|
||||
ac_adjust=0
|
||||
dr_adjust=-15
|
||||
dam_mult=2
|
||||
dam_div=1
|
||||
|
||||
; PID_5MM_AP
|
||||
[9]
|
||||
pid=36
|
||||
ac_adjust=-5
|
||||
dr_adjust=-15
|
||||
dam_mult=1
|
||||
dam_div=2
|
||||
|
||||
; PID_ROCKET_AP
|
||||
[10]
|
||||
pid=37
|
||||
ac_adjust=-10
|
||||
dr_adjust=0
|
||||
dam_mult=1
|
||||
dam_div=2
|
||||
|
||||
; PID_SMALL_ENERGY_CELL
|
||||
[11]
|
||||
pid=38
|
||||
ac_adjust=-20
|
||||
dr_adjust=0
|
||||
dam_mult=2
|
||||
dam_div=1
|
||||
|
||||
; PID_MICRO_FUSION_CELL
|
||||
[12]
|
||||
pid=39
|
||||
ac_adjust=-20
|
||||
dr_adjust=0
|
||||
dam_mult=2
|
||||
dam_div=1
|
||||
|
||||
; PID_SHOTGUN_SHELLS
|
||||
[13]
|
||||
pid=95
|
||||
ac_adjust=-15
|
||||
dr_adjust=0
|
||||
dam_mult=3
|
||||
dam_div=1
|
||||
|
||||
; PID_44_FMJ_MAGNUM
|
||||
[14]
|
||||
pid=111
|
||||
ac_adjust=-5
|
||||
dr_adjust=-10
|
||||
dam_mult=2
|
||||
dam_div=2
|
||||
|
||||
; PID_9MM_BALL
|
||||
[15]
|
||||
pid=121
|
||||
ac_adjust=0
|
||||
dr_adjust=0
|
||||
dam_mult=1
|
||||
dam_div=1
|
||||
|
||||
; PID_BBS
|
||||
[16]
|
||||
pid=163
|
||||
ac_adjust=0
|
||||
dr_adjust=0
|
||||
dam_mult=1
|
||||
dam_div=1
|
||||
|
||||
; PID_ROBO_ROCKET_AMMO
|
||||
[17]
|
||||
pid=274
|
||||
ac_adjust=-10
|
||||
dr_adjust=-10
|
||||
dam_mult=1
|
||||
dam_div=1
|
||||
|
||||
; PID_45_CALIBER_AMMO
|
||||
[18]
|
||||
pid=357
|
||||
ac_adjust=0
|
||||
dr_adjust=-5
|
||||
dam_mult=2
|
||||
dam_div=1
|
||||
|
||||
; PID_2MM_EC_AMMO
|
||||
[19]
|
||||
pid=358
|
||||
ac_adjust=-25
|
||||
dr_adjust=-20
|
||||
dam_mult=1
|
||||
dam_div=3
|
||||
|
||||
; PID_4_7MM_CASELESS
|
||||
[20]
|
||||
pid=359
|
||||
ac_adjust=-5
|
||||
dr_adjust=-25
|
||||
dam_mult=1
|
||||
dam_div=2
|
||||
|
||||
; PID_9MM_AMMO
|
||||
[21]
|
||||
pid=360
|
||||
ac_adjust=0
|
||||
dr_adjust=0
|
||||
dam_mult=2
|
||||
dam_div=1
|
||||
|
||||
; PID_HN_NEEDLER_CARTRIDGE
|
||||
[22]
|
||||
pid=361
|
||||
ac_adjust=-20
|
||||
dr_adjust=-5
|
||||
dam_mult=1
|
||||
dam_div=1
|
||||
|
||||
; PID_HN_AP_NEEDLER_CARTRIDGE
|
||||
[23]
|
||||
pid=362
|
||||
ac_adjust=-20
|
||||
dr_adjust=-5
|
||||
dam_mult=1
|
||||
dam_div=2
|
||||
|
||||
; PID_7_62MM_AMMO
|
||||
[24]
|
||||
pid=363
|
||||
ac_adjust=-10
|
||||
dr_adjust=-20
|
||||
dam_mult=2
|
||||
dam_div=2
|
||||
|
||||
; PID_FLAMETHROWER_FUEL_MK_II
|
||||
[25]
|
||||
pid=382
|
||||
ac_adjust=-20
|
||||
dr_adjust=-15
|
||||
dam_mult=1
|
||||
dam_div=1
|
||||
@@ -0,0 +1,201 @@
|
||||
;YAAM
|
||||
|
||||
; PID_EXPLOSIVE_ROCKET
|
||||
[1]
|
||||
pid=14
|
||||
ac_adjust=0
|
||||
dr_adjust=0
|
||||
dam_mult=3
|
||||
dam_div=2
|
||||
|
||||
; PID_10MM_JHP
|
||||
[2]
|
||||
pid=29
|
||||
ac_adjust=0
|
||||
dr_adjust=0
|
||||
dam_mult=3
|
||||
dam_div=2
|
||||
|
||||
; PID_10MM_AP
|
||||
[3]
|
||||
pid=30
|
||||
ac_adjust=0
|
||||
dr_adjust=4
|
||||
dam_mult=1
|
||||
dam_div=1
|
||||
|
||||
; PID_44_MAGNUM_JHP
|
||||
[4]
|
||||
pid=31
|
||||
ac_adjust=0
|
||||
dr_adjust=0
|
||||
dam_mult=3
|
||||
dam_div=2
|
||||
|
||||
; PID_FLAMETHROWER_FUEL
|
||||
[5]
|
||||
pid=32
|
||||
ac_adjust=-20
|
||||
dr_adjust=0
|
||||
dam_mult=3
|
||||
dam_div=4
|
||||
|
||||
; PID_14MM_AP
|
||||
[6]
|
||||
pid=33
|
||||
ac_adjust=0
|
||||
dr_adjust=8
|
||||
dam_mult=1
|
||||
dam_div=1
|
||||
|
||||
; PID_223_FMJ
|
||||
[7]
|
||||
pid=34
|
||||
ac_adjust=-20
|
||||
dr_adjust=5
|
||||
dam_mult=1
|
||||
dam_div=1
|
||||
|
||||
; PID_5MM_JHP
|
||||
[8]
|
||||
pid=35
|
||||
ac_adjust=0
|
||||
dr_adjust=0
|
||||
dam_mult=3
|
||||
dam_div=2
|
||||
|
||||
; PID_5MM_AP
|
||||
[9]
|
||||
pid=36
|
||||
ac_adjust=0
|
||||
dr_adjust=4
|
||||
dam_mult=1
|
||||
dam_div=1
|
||||
|
||||
; PID_ROCKET_AP
|
||||
[10]
|
||||
pid=37
|
||||
ac_adjust=0
|
||||
dr_adjust=20
|
||||
dam_mult=1
|
||||
dam_div=1
|
||||
|
||||
; PID_SMALL_ENERGY_CELL
|
||||
[11]
|
||||
pid=38
|
||||
ac_adjust=0
|
||||
dr_adjust=0
|
||||
dam_mult=1
|
||||
dam_div=1
|
||||
|
||||
; PID_MICRO_FUSION_CELL
|
||||
[12]
|
||||
pid=39
|
||||
ac_adjust=0
|
||||
dr_adjust=0
|
||||
dam_mult=1
|
||||
dam_div=1
|
||||
|
||||
; PID_SHOTGUN_SHELLS
|
||||
[13]
|
||||
pid=95
|
||||
ac_adjust=-10
|
||||
dr_adjust=0
|
||||
dam_mult=1
|
||||
dam_div=1
|
||||
|
||||
; PID_44_FMJ_MAGNUM
|
||||
[14]
|
||||
pid=111
|
||||
ac_adjust=0
|
||||
dr_adjust=5
|
||||
dam_mult=1
|
||||
dam_div=1
|
||||
|
||||
; PID_9MM_BALL
|
||||
[15]
|
||||
pid=121
|
||||
ac_adjust=0
|
||||
dr_adjust=2
|
||||
dam_mult=3
|
||||
dam_div=2
|
||||
|
||||
; PID_BBS
|
||||
[16]
|
||||
pid=163
|
||||
ac_adjust=0
|
||||
dr_adjust=0
|
||||
dam_mult=1
|
||||
dam_div=1
|
||||
|
||||
; PID_ROBO_ROCKET_AMMO
|
||||
[17]
|
||||
pid=274
|
||||
ac_adjust=0
|
||||
dr_adjust=10
|
||||
dam_mult=1
|
||||
dam_div=1
|
||||
|
||||
; PID_45_CALIBER_AMMO
|
||||
[18]
|
||||
pid=357
|
||||
ac_adjust=0
|
||||
dr_adjust=0
|
||||
dam_mult=1
|
||||
dam_div=1
|
||||
|
||||
; PID_2MM_EC_AMMO
|
||||
[19]
|
||||
pid=358
|
||||
ac_adjust=-30
|
||||
dr_adjust=9
|
||||
dam_mult=3
|
||||
dam_div=2
|
||||
|
||||
; PID_4_7MM_CASELESS
|
||||
[20]
|
||||
pid=359
|
||||
ac_adjust=-5
|
||||
dr_adjust=7
|
||||
dam_mult=3
|
||||
dam_div=2
|
||||
|
||||
; PID_9MM_AMMO
|
||||
[21]
|
||||
pid=360
|
||||
ac_adjust=0
|
||||
dr_adjust=2
|
||||
dam_mult=1
|
||||
dam_div=1
|
||||
|
||||
; PID_HN_NEEDLER_CARTRIDGE
|
||||
[22]
|
||||
pid=361
|
||||
ac_adjust=-10
|
||||
dr_adjust=2
|
||||
dam_mult=1
|
||||
dam_div=1
|
||||
|
||||
; PID_HN_AP_NEEDLER_CARTRIDGE
|
||||
[23]
|
||||
pid=362
|
||||
ac_adjust=-10
|
||||
dr_adjust=5
|
||||
dam_mult=2
|
||||
dam_div=1
|
||||
|
||||
; PID_7_62MM_AMMO
|
||||
[24]
|
||||
pid=363
|
||||
ac_adjust=-5
|
||||
dr_adjust=2
|
||||
dam_mult=1
|
||||
dam_div=1
|
||||
|
||||
; PID_FLAMETHROWER_FUEL_MK_II
|
||||
[25]
|
||||
pid=382
|
||||
ac_adjust=-20
|
||||
dr_adjust=0
|
||||
dam_mult=1
|
||||
dam_div=1
|
||||
Binary file not shown.
@@ -0,0 +1,63 @@
|
||||
/*
|
||||
|
||||
Ammo INI Loader mod for Fallout 2 by NovaRain
|
||||
---------------------------------------------
|
||||
|
||||
- modifies ammo protos with data from an INI file:
|
||||
* AmmoGlovz.ini if DamageFormula=1 or 2 in ddraw.ini
|
||||
* AmmoYAAM.ini if DamageFormula=5 in ddraw.ini
|
||||
* AmmoMod.ini if not using any bulit-in damage formula
|
||||
|
||||
Requires sfall 3.5 or higher
|
||||
|
||||
*/
|
||||
|
||||
#include "..\headers\define_extra.h"
|
||||
|
||||
procedure set_ammo_mod;
|
||||
procedure start;
|
||||
procedure map_enter_p_proc;
|
||||
|
||||
variable ammoIni;
|
||||
variable enabled;
|
||||
|
||||
procedure set_ammo_mod begin
|
||||
variable pid, dmg_mod, i := 1;
|
||||
|
||||
while (i > 0) do begin
|
||||
pid := get_ini_setting(ammoIni + "|" + i + "|pid");
|
||||
if (pid < 1) then break;
|
||||
set_proto_data(pid, PROTO_AM_AC_MOD, get_ini_setting(ammoIni + "|" + i + "|ac_adjust"));
|
||||
set_proto_data(pid, PROTO_AM_DR_MOD, get_ini_setting(ammoIni + "|" + i + "|dr_adjust"));
|
||||
|
||||
// dam_mult and dam_div must be positive integers
|
||||
dmg_mod := get_ini_setting(ammoIni + "|" + i + "|dam_mult");
|
||||
if (dmg_mod < 1) then dmg_mod := 1;
|
||||
set_proto_data(pid, PROTO_AM_DMG_MULT, dmg_mod);
|
||||
dmg_mod := get_ini_setting(ammoIni + "|" + i + "|dam_div");
|
||||
if (dmg_mod < 1) then dmg_mod := 1;
|
||||
set_proto_data(pid, PROTO_AM_DMG_DIV, dmg_mod);
|
||||
|
||||
i++;
|
||||
end
|
||||
//debug_msg("AmmoMod: " + ammoIni + " - set " + (i - 1) + " ammo protos.");
|
||||
end
|
||||
|
||||
procedure start begin
|
||||
if game_loaded then begin
|
||||
ammoIni := get_ini_setting("ddraw.ini|Misc|DamageFormula");
|
||||
if (ammoIni == 1 or ammoIni == 2) then
|
||||
ammoIni := "AmmoGlovz.ini";
|
||||
else if (ammoIni == 5) then
|
||||
ammoIni := "AmmoYAAM.ini";
|
||||
else
|
||||
ammoIni := "AmmoMod.ini";
|
||||
|
||||
enabled := get_ini_setting(ammoIni + "|1|pid");
|
||||
if (enabled > 0) then call set_ammo_mod;
|
||||
end
|
||||
end
|
||||
|
||||
procedure map_enter_p_proc begin
|
||||
if (enabled > 0) then call set_ammo_mod;
|
||||
end
|
||||
@@ -0,0 +1,12 @@
|
||||
Ammo INI Loader mod for Fallout 2 by NovaRain
|
||||
---------------------------------------------
|
||||
|
||||
- modifies ammo protos with data from an INI file:
|
||||
* AmmoGlovz.ini if DamageFormula=1 or 2 in ddraw.ini
|
||||
* AmmoYAAM.ini if DamageFormula=5 in ddraw.ini
|
||||
* AmmoMod.ini if not using any bulit-in damage formula
|
||||
|
||||
|
||||
Requires sfall 3.5 or higher.
|
||||
|
||||
To use, copy gl_ammomod.int to your scripts folder, and copy the INI files to the same directory as sfall.
|
||||
@@ -0,0 +1,206 @@
|
||||
/*
|
||||
Example algorithm of how the game engine calculates combat damage
|
||||
*/
|
||||
|
||||
#include "..\headers\define.h"
|
||||
#include "..\headers\command.h"
|
||||
#include "..\headers\sfall\sfall.h"
|
||||
#include "..\headers\sfall\define_extra.h"
|
||||
|
||||
procedure start;
|
||||
procedure compute_damage_F2;
|
||||
procedure item_w_damage_hook;
|
||||
procedure item_w_subtype(variable weapon, variable hit_mode);
|
||||
procedure get_ammo_value(variable weapon, variable param);
|
||||
|
||||
variable item_w_damage;
|
||||
|
||||
procedure start begin
|
||||
if game_loaded then begin
|
||||
register_hook_proc(HOOK_COMBATDAMAGE, compute_damage_F2);
|
||||
register_hook_proc(HOOK_ITEMDAMAGE, item_w_damage_hook);
|
||||
end
|
||||
end
|
||||
|
||||
procedure compute_damage_F2 begin
|
||||
variable dmg_type, weapon_perk, dmg_thresh, dmg_resist, weapon_subtype, bonus_ranged, difficulty, i, dmg_mult, dmg_div, damage;
|
||||
variable target, flags, knockback, amount;
|
||||
|
||||
variable
|
||||
ctdTarget := get_sfall_arg,
|
||||
ctdSource := get_sfall_arg,
|
||||
amountTarget := get_sfall_arg,
|
||||
amountSource := get_sfall_arg,
|
||||
flagsTarget := get_sfall_arg,
|
||||
flagsSource := get_sfall_arg,
|
||||
weapon := get_sfall_arg,
|
||||
bodypart := get_sfall_arg,
|
||||
damageMultiplier := get_sfall_arg,
|
||||
rounds := get_sfall_arg,
|
||||
amountKnockback := get_sfall_arg,
|
||||
hit_mode := get_sfall_arg;
|
||||
|
||||
if (flagsSource bwand DAM_HIT) then begin
|
||||
target := ctdTarget;
|
||||
flags := flagsTarget;
|
||||
knockback := 1;
|
||||
end else begin
|
||||
target := ctdSource;
|
||||
flags := flagsSource;
|
||||
knockback := 0;
|
||||
end
|
||||
|
||||
//amount := 0;
|
||||
if target and (obj_type(target) == OBJ_TYPE_CRITTER) then begin
|
||||
if weapon then begin
|
||||
dmg_type := weapon_dmg_type(weapon);
|
||||
weapon_perk := get_proto_data(obj_pid(weapon), PROTO_WP_PERK);
|
||||
end else begin
|
||||
dmg_type := DMG_normal_dam;
|
||||
weapon_perk := -1;
|
||||
end
|
||||
|
||||
dmg_thresh := get_critter_stat(target, STAT_dmg_thresh + dmg_type);
|
||||
dmg_resist := get_critter_stat(target, STAT_dmg_resist + dmg_type);
|
||||
|
||||
if (flags bwand DAM_BYPASS) and (dmg_type != DMG_emp) then begin
|
||||
dmg_thresh := dmg_thresh * 20 / 100;
|
||||
dmg_resist := dmg_resist * 20 / 100;
|
||||
end else begin
|
||||
if (weapon_perk == PERK_weapon_penetrate)
|
||||
or (hit_mode == ATKTYPE_PALMSTRIKE or hit_mode == ATKTYPE_PIERCINGSTRIKE
|
||||
or hit_mode == ATKTYPE_HOOKKICK or hit_mode == ATKTYPE_PIERCINGKICK) then
|
||||
dmg_thresh := dmg_thresh * 20 / 100;
|
||||
|
||||
if ctdSource == dude_obj and has_trait(TRAIT_TRAIT, ctdSource, TRAIT_finesse) then
|
||||
dmg_resist += 30;
|
||||
end
|
||||
|
||||
weapon_subtype := item_w_subtype(weapon, hit_mode); // item_w_subtype_
|
||||
if (ctdSource != dude_obj) or (weapon_subtype != WEAPON_TYPE_GUNS) then
|
||||
bonus_ranged := 0;
|
||||
else
|
||||
bonus_ranged := has_trait(TRAIT_PERK, ctdSource, PERK_bonus_ranged_damage) * 2;
|
||||
|
||||
difficulty := 100;
|
||||
if (has_trait(TRAIT_OBJECT, ctdSource, OBJECT_TEAM_NUM) != has_trait(TRAIT_OBJECT, dude_obj, OBJECT_TEAM_NUM)) then begin
|
||||
if (combat_difficulty == 0) then
|
||||
difficulty := 75;
|
||||
else if (combat_difficulty == 2) then
|
||||
difficulty := 125;
|
||||
end
|
||||
|
||||
// F2 default start
|
||||
// Damage = (1 - (DR_armor + DR_ammo_adjust) * (((raw_damage * (dmg_mult * damageMultiplier)) / dmg_div) - dmg_thresh)
|
||||
dmg_resist += get_ammo_value(weapon, PROTO_AM_DR_MOD); // item_w_dr_adjust_ (DR Adjust %)
|
||||
if (dmg_resist < 100) then begin
|
||||
if (dmg_resist < 0) then dmg_resist := 0;
|
||||
|
||||
dmg_mult := damageMultiplier * get_ammo_value(weapon, PROTO_AM_DMG_MULT); // item_w_dam_mult_ (Dmg mod A)
|
||||
dmg_div := get_ammo_value(weapon, PROTO_AM_DMG_DIV); // item_w_dam_div_ (Dmg mod B)
|
||||
|
||||
for (i := 1; i <= rounds; i++) begin
|
||||
damage := (item_w_damage + bonus_ranged) * dmg_mult; // item_w_damage_ (raw_damage)
|
||||
if dmg_div then damage /= dmg_div;
|
||||
|
||||
damage := (((damage / 2) * difficulty) / 100) - dmg_thresh;
|
||||
if (damage > 0) then begin
|
||||
damage := damage - ((damage * dmg_resist) / 100); // reduce damage by the percentage of DR_armor + DR_Ammo
|
||||
if (damage > 0) then amount += damage;
|
||||
end
|
||||
end
|
||||
end
|
||||
// F2 default end
|
||||
|
||||
if (ctdSource == dude_obj) then begin
|
||||
if has_trait(TRAIT_PERK, ctdSource, PERK_living_anatomy_perk) and (critter_kill_type(ctdTarget) != KILL_TYPE_robot_kills)
|
||||
and (critter_kill_type(ctdTarget) != KILL_TYPE_alien_kills) then
|
||||
amount += 5;
|
||||
if has_trait(TRAIT_PERK, ctdSource, PERK_pyromaniac_perk) and (dmg_type == DMG_fire) then
|
||||
amount += 5;
|
||||
end
|
||||
|
||||
if knockback and ((get_flags(target) bwand FLAG_MULTIHEX) == 0)
|
||||
and (dmg_type == DMG_explosion or weapon == 0 or weapon_subtype == WEAPON_TYPE_MELEE)
|
||||
and ((get_proto_data(obj_pid(target), PROTO_CR_FLAGS) bwand CFLG_NOKNOCKDOWN) == 0) then begin // critter_flag_check_
|
||||
damage := 0;
|
||||
if (target == dude_obj) and has_trait(TRAIT_PERK, target, PERK_stonewall_perk) then begin
|
||||
damage := 1;
|
||||
if (random(0, 100) < 50) then knockback := 0;
|
||||
end
|
||||
if knockback then begin
|
||||
if (weapon_perk == PERK_weapon_knockback) then
|
||||
amountKnockback := amount / 5;
|
||||
else
|
||||
amountKnockback := amount / 10;
|
||||
|
||||
if damage then amountKnockback /= 2;
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if (flagsSource bwand DAM_HIT) then begin
|
||||
display_msg("amountTarget = " + amountTarget+ ", amount = " + amount);
|
||||
amountTarget := amount;
|
||||
flagsTarget := flags;
|
||||
end else begin
|
||||
display_msg("amountSource = " + amountSource+ ", amount = " + amount);
|
||||
amountSource := amount;
|
||||
flagsSource := flags;
|
||||
end
|
||||
|
||||
set_sfall_return(amountTarget);
|
||||
set_sfall_return(amountSource);
|
||||
set_sfall_return(flagsTarget);
|
||||
set_sfall_return(flagsSource);
|
||||
set_sfall_return(amountKnockback);
|
||||
end
|
||||
|
||||
procedure item_w_damage_hook begin
|
||||
variable
|
||||
item_w_damage_min := get_sfall_arg,
|
||||
item_w_damage_max := get_sfall_arg;
|
||||
//weapon := get_sfall_arg,
|
||||
//source := get_sfall_arg,
|
||||
//hit_mode := get_sfall_arg,
|
||||
//isMelee := get_sfall_arg;
|
||||
|
||||
item_w_damage := (item_w_damage_min + (item_w_damage_max - item_w_damage_min) / 2);
|
||||
display_msg("item_w_damage_ = " + item_w_damage);
|
||||
|
||||
set_sfall_return(item_w_damage);
|
||||
end
|
||||
|
||||
procedure item_w_subtype(variable weapon, variable hit_mode) begin
|
||||
variable attack_mode, type := WEAPON_TYPE_UNARMED;
|
||||
|
||||
if weapon and (hit_mode <= ATKTYPE_RWEP2) then begin
|
||||
attack_mode := (get_proto_data(obj_pid(weapon), PROTO_IT_FLAGS));
|
||||
|
||||
if (hit_mode == ATKTYPE_LWEP2) or (hit_mode == ATKTYPE_RWEP2) then
|
||||
attack_mode := (attack_mode bwand 0xF0) / 16; // shift 4 bits to the right
|
||||
else
|
||||
attack_mode := (attack_mode bwand 0x0F);
|
||||
|
||||
if (attack_mode > ATKMODE_PRI_THROW) then
|
||||
type := WEAPON_TYPE_GUNS;
|
||||
else if (attack_mode == ATKMODE_PRI_THROW) then
|
||||
type := WEAPON_TYPE_THROWN;
|
||||
else if (attack_mode > ATKMODE_PRI_KICK) then
|
||||
type := WEAPON_TYPE_MELEE;
|
||||
end
|
||||
|
||||
return type;
|
||||
end
|
||||
|
||||
procedure get_ammo_value(variable weapon, variable param) begin
|
||||
variable pid := -1, value := 0; // default DR value
|
||||
|
||||
if weapon then begin
|
||||
pid := get_weapon_ammo_pid(weapon);
|
||||
if (pid > -1) then value := get_proto_data(pid, param);
|
||||
end
|
||||
if (pid == -1 and param != PROTO_AM_DR_MOD) then value := 1; // default value for Mult/Div
|
||||
|
||||
return value;
|
||||
end
|
||||
@@ -1,5 +1,5 @@
|
||||
Master Theif cheat for fallout 2 by phobos2077
|
||||
----------------------------------------
|
||||
Master Thief cheat for fallout 2 by phobos2077
|
||||
----------------------------------------------
|
||||
|
||||
- forces all steal attempts to succeed
|
||||
|
||||
|
||||
Binary file not shown.
@@ -1,20 +0,0 @@
|
||||
procedure start;
|
||||
// adjust include paths if needed
|
||||
#include "..\..\scripting_docs\headers\sfall.h"
|
||||
#include "..\..\scripting_docs\headers\dik.h"
|
||||
|
||||
procedure start begin
|
||||
if game_loaded then begin
|
||||
register_hook(HOOK_KEYPRESS);
|
||||
end else begin
|
||||
variable
|
||||
event := get_sfall_arg,
|
||||
keyDX := get_sfall_arg;
|
||||
|
||||
if (event == 1) and (keyDX == DIK_SEMICOLON) then begin
|
||||
tap_key(DIK_CAPITAL);
|
||||
tap_key(DIK_A);
|
||||
tap_key(DIK_CAPITAL);
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -1,9 +0,0 @@
|
||||
"Take All" Hotkey mod for Fallout 2 by NovaRain
|
||||
----------------------------------------
|
||||
|
||||
- makes pressing the semicolon key send an uppercase A after a semicolon.
|
||||
- Note: the uppercase A (shift + A if Caps Lock is off) is the built-in hotkey for the TAKE ALL button on the loot screen.
|
||||
|
||||
To use, copy *.int file to your scripts folder.
|
||||
|
||||
This mod is a simple example of how you can use HOOK_KEYPRESS hooks.
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user