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91 lines
3.5 KiB
INI
91 lines
3.5 KiB
INI
;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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;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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[PerksTweak]
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;Change the penalty distance and distance bonus for 'Weapon Scope Range' weapon perk
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;0 - no penalty, 8 - default penalty
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WeaponScopeRangePenalty=8
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;2 - no bonus, 5 - default bonus
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WeaponScopeRangeBonus=5
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;Changes the distance bonus for 'Weapon Long Range' weapon perk
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;2 - no bonus, 4 - default bonus
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WeaponLongRangeBonus=4
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;Changes the hit chance bonus for 'Weapon Accurate' weapon perk
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;0 - no bonus, 200 - maximum bonus, 20 - default bonus
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WeaponAccurateBonus=20
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;Changes the strength bonus for 'Weapon Handling' perk
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;0 - no bonus, 10 - maximum bonus, 3 - default bonus
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WeaponHandlingBonus=3
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;##############################################################################
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[Perks]
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;Set to 1 to enable the modifications for perks
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Enable=0
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;Name: The name of the perk (max 63 characters)
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;Desc: The description of the perk (max 255 characters)
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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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;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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;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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;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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;If the value is set to -99999, the variable will be ignored (similar to comment out that line)
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;##############################################################################
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;This is a modification to perk 119
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[119]
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Name=Example
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Desc=This is an example perk description
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Image=72
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Ranks=1
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Level=1
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Type=0
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Stat=-1
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StatMag=0
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Skill1=-1
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Skill1Mag=0
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Skill2=-1
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Skill2Mag=0
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STR=0
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PER=0
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END=0
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CHR=0
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INT=0
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AGL=0
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LCK=0
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;##############################################################################
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[Traits]
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;Set to 1 to enable the modifications for traits
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Enable=0
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;This is a modification to trait 0
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[t0]
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NoHardcode=0
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Name=Example
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Desc=This is an example trait
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Image=72
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StatMod=0|-1 ;Subtract 1 from strength
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SkillMod=0|20|1|-5 ;Add 20 to the player's small guns skill and subtract 5 from big guns
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