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game.schema.yaml
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game.schema.yaml
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$schema: http://json-schema.org/draft-04/schema#
type: object
title: Game Settings
description: The settings in this file have an influence on the game in general.
properties:
extra_hotkeys:
type: boolean
title: Extra Hotkeys
description: |
Enable new hotkeys introduced in JA2 Stracciatella
- `ctrl+i` to show sector inventory of selected sector in strategic view.
- `j` to jump over fences, climb on rooftops etc.
- `ctrl+n` to swap the squads head gear from night mode (NV or UV Goggles) to day mode (sun goggles) and back.
- `alt+r` to reload
- `ctrl+q` to swap hand items
- `shift+j` to climb through open window
Vanilla setting: `false`
can_enter_turnbased:
type: boolean
title: Can enter turnbased
description: |
Press d in realtime mode to manually start turn based mode.
Vanilla setting: `false`
middle_mouse_look:
type: boolean
title: Middle mouse button look
description: |
Enables middle mouse button to trigger a look into cursor direction.
Vanilla setting: `false`
draw_item_shadow:
type: boolean
title: Draw item shadow
description: |
Automatically draw a shadow for all items in a merc's inventory.
Vanilla setting: `true`
target_fps:
type: number
minimum: 1
maximum: 144
title: Target FPS
description: |
Specifies how often the game tries to refresh the screen. Lower values reduce
power consumption, higher values can make the game appear to be more responsive.
Stracciatella default value: `40`
game_durations_multiplier:
type: number
minimum: 0.25
maximum: 4.0
title: Game durations multiplier
description: |
Many of the game's predefined durations are multiplied by this value, including animations. This means
that a value greater than 1 slows down the game, while values less than 1 speed it up. For example, the
dot on the radar map blinks once every 400 milliseconds by default; with game_durations_multiplier set
to 1.15 this would be slowed down to once every 460 milliseconds.
Stracciatella default value: `1`
starting_cash_easy:
$ref: types/int32.schema.yaml
title: Starting cash on easy difficulty
description: |
Amount of money the player starts the game with on easy difficulty.
Vanilla setting: `45000`
starting_cash_medium:
$ref: types/int32.schema.yaml
title: Starting cash on medium difficulty
description: |
Amount of money the player starts the game with on medium difficulty.
Vanilla setting: `35000`
starting_cash_hard:
$ref: types/int32.schema.yaml
title: Starting cash on hard difficulty
description: |
Amount of money the player starts the game with on hard difficulty.
Vanilla setting: `30000`
drop_everything:
type: boolean
title: Drop everything on death
description: |
Will enemies drop ALL of their equipment when they die?
Vanilla setting: `false`
all_drops_visible:
type: boolean
title: All drops visible
description: |
Will dropped items always be visible to the player, regardless of distance?
Vanilla setting: `false`
multiple_interrupts:
type: boolean
title: Multiple interrupts
description: |
Everyone will be able to interrupt multiple times in the same turn. Vanilla behaviour is that if you skipped reacting to the first interrupt
(say your buddies took care of it), you'd still get skipped for any further interrupts. Annoying in ambushes or when sneaking.
Vanilla setting: `false`
enemy_weapon_minimal_status:
$ref: types/percentage.schema.yaml
title: Minimal status of enemy weapons
description: |
Minimal status in % for each gun in the hand of enemy soldiers. Note that this value has no influence on enemy behaviour (CtH, jams).
Vanilla setting: `0`
squad_size:
$ref: types/uint16.schema.yaml
title: Maximum Squad Size
description: |
Maximum number of soldiers in one squad.
Note: Larger squad sizes requires the wider screen to display all members. For a squad size of n, the screen must be at
least (640 + (n-6)*83) pixels wide. For example, squad size of 8 requires the screen to be at least 806px wide.
Vanilla setting: `6`
ai:
type: object
title: AI Settings
description: AI specific settings
properties:
better_aiming_choice:
type: boolean
title: Better aiming choice
description: |
AI will choose other body parts to shoot at when appropriate and random choice was selected.
Vanilla setting: `false`
go_prone_more_often:
type: boolean
title: Go prone more often
description: |
When already facing its focus, lay down if nothing else.
Vanilla setting: `false`
threshold_cth_head:
$ref: types/int8.schema.yaml
title: Threshold chance-to-hit head
description: AI will choose to target head if CTH is over this threshold
threshold_cth_legs:
$ref: types/int8.schema.yaml
title: Threshold chance-to-hit legs
description: AI will choose to target legs if CTH is over this threshold
avoid_ambushes:
type: boolean
title: Avoid ambushes
description: |
AI is capable of knowing and avoid of an ambush on seeing corpses of friendlies, but
it was not enabled in the original game due to a bug
Vanilla setting: `false`
stay_on_rooftop:
type: boolean
title: Stay on rooftop
description: |
Enemy guards on rooftop are disallowed to climb down
Vanilla setting: `false`
required:
- better_aiming_choice
- go_prone_more_often
- threshold_cth_head
- threshold_cth_legs
- avoid_ambushes
- stay_on_rooftop
enemy_elite_minimum_level:
$ref: types/int8.schema.yaml
title: Elite enemies minimum level
description: |
What should be the minimum elite soldier xp level?
Vanilla setting: `6`
enemy_elite_maximum_level:
$ref: types/int8.schema.yaml
title: Elite enemies maximum level
description: |
What should be the maximum elite soldier xp level?
Vanilla setting: `10`
gui_extras:
type: boolean
title: GUI extras
description: |
Enables extra GUI features. Currently includes:
- Progress bars for the mercs stats in tactical mode.
Vanilla setting: `false`
skip_sleep_explanation:
type: boolean
title: Skip sleep explanation
description: |
Skips the `cannot sleep` popup when driving or when the merc is already rested.
Vanilla setting: `false`
extra_attachments:
type: boolean
title: Extra attachments
description: |
Enables extra attachments:
- boosters and break lights on leggings
- goggles on helmets
Vanilla setting: `false`
pablo_wont_steal:
type: boolean
title: Pablo won't steal
description: |
Packages at Drassen airport never get stolen, no need to bribe Pablo.
Vanilla setting: `false`
chance_to_hit_minimum:
type: integer
title: Chance-to-hit minimum
description: |
Value below which chance-to-hit can never go
Vanilla setting: `1`
chance_to_hit_maximum:
type: integer
title: Chance-to-hit maximum
description: |
Value above which chance-to-hit can never go
Vanilla setting: `99`
tactical_head_damage_multiplier:
type: number
title: Damage multiplier head
description: |
Multiplier for damage that is inflicted on the head
Vanilla setting: `1.5`
tactical_legs_damage_multiplier:
type: number
title: Damage multiplier legs
description: |
Multiplier for damage that is inflicted on the legs
Vanilla setting: `0.5`
aim_bonus_per_std_ap:
$ref: types/int8.schema.yaml
title: Aim bonus per spent AP
description: |
How much (in percent) does the to-hit chance increase per spent AP?
Vanilla setting: `10`
aim_bonus_sniperscope:
$ref: types/int8.schema.yaml
title: Aim bonus from sniper scope
description: |
How much (in percent) does the to-hit chance increase if using a sniper scope?
Vanilla setting: `20`
aim_bonus_laserscope:
$ref: types/int8.schema.yaml
title: Aim bonus from laser scope
description: |
How much (in percent) does the to-hit chance increase if using a laser scope?
Vanilla setting: `20`
range_penalty_silencer:
$ref: types/int16.schema.yaml
title: Range penalty from silencer
description: |
Range penalty for having a silencer attached. 10 per 1 tile.
Vanilla setting: `0`
range_bonus_barrel_extender:
$ref: types/int16.schema.yaml
title: Range bonus from extender
description: |
Range bonus for having a barrel extender attached. 10 per 1 tile.
Vanilla setting: `100`
always_show_cursor_in_tactical:
type: boolean
title: Always show cursor in tactical
description: |
Always show mouse cursor during tactical view (if false, no mourse cursor is shown when moving in real-time mode, selecting a merc, etc)
Vanilla setting: `false`
show_hit_chance:
type: boolean
title: Show chance-to-hit
description: |
Show chance-to-hit next to mouse cursor when preparing an attack
Vanilla setting: `false`
website_loading_time_scale:
type: number
title: Website loading time scale
description: |
Scales the loading time of websites on the laptop. Lower value means faster loading. Setting this to 0.0 removes the loading entirely.
Vanilla setting: `1.0`
imp:
type: object
title: IMP specific settings
properties:
max_attribute_points:
$ref: types/int8.schema.yaml
title: Maximum attribute points
description: |
Maximum attribute points value that can be set in IMP
Vanilla setting: `85`
min_attribute_points:
$ref: types/int8.schema.yaml
title: Minimum attribute points
description: |
Maximum attribute points value that can be set in IMP
Note: Setting this to a value less than 15 allows the creation of a character with less than 15 health. This is a dying character!
Vanilla setting: `35`
zero_attribute_points_bonus:
$ref: types/int32.schema.yaml
title: Zero attribute points bonus
description: |
Zero attribute point bonus is what you receive for setting a skill to 0.
Vanilla setting: `15`
bonus_attribute_points:
$ref: types/int32.schema.yaml
title: Bonus attribute points
description: |
Bonus attribute points is your initial pool of points to distribute.
Vanilla setting: `40`
pick_skills_directly:
type: boolean
title: Pick skills directly
description: |
Replace the IMP personality quiz with a form to select skills directly
Note: does not set any personality
Vanilla setting: `false`
load_saved_merc_by_nickname:
type: boolean
title: Allow to load saved merc by nickname
description: |
Load an IMP merc from a previous save game by typing in same nickname on IMP form.
Note: Make sure to put in only the nickname and use the same capitalization!
Vanilla setting: `false`
load_keep_inventory:
type: boolean
title: Keep inventory when loading saved merc
description: |
Whether to keep the inventory of a saved merc when loading by nickname
required:
- max_attribute_points
- min_attribute_points
- zero_attribute_points_bonus
- bonus_attribute_points
- pick_skills_directly
- load_saved_merc_by_nickname
- load_keep_inventory
merc_online_min_days:
$ref: types/uint8.schema.yaml
title: M.E.R.C. Online Min Days
description: |
When a new game starts, it picks randomly in the range of min and max (both inclusive)
on which day M.E.R.C. goes online and Speck sends the player an email. If 0 is picked,
then M.E.R.C. will be available right from the start.
Vanilla setting: 1
merc_online_max_days:
$ref: types/uint8.schema.yaml
title: M.E.R.C. Online Max Days
description: |
When a new game starts, it picks randomly in the range of min and max (both inclusive)
on which day M.E.R.C. goes online and Speck sends the player an email. If 0 is picked,
then M.E.R.C. will be available right from the start.
Vanilla setting: 2
progress:
type: object
title: Campaign progress specific settings
properties:
weight_kills:
type: number
title: Weight for kills
description: |
Progress weight for kills
Vanilla setting: `25`
weight_control:
type: number
title: Weight for sector control
description: |
Progress weight for sector control
Vanilla setting: `25`
weight_income:
type: number
title: Weight for income
description: |
Progress weight for income
Vanilla setting: `50`
kills_per_point_easy:
$ref: types/int8.schema.yaml
title: Kills per point on easy difficulty
description: |
Vanilla setting: `7`
kills_per_point_medium:
$ref: types/int8.schema.yaml
title: Kills per point on medium difficulty
description: |
Vanilla setting: `10`
kills_per_point_hard:
$ref: types/int8.schema.yaml
title: Kills per point on hard difficulty
description: |
Vanilla setting: `15`
event_madlab_min:
$ref: types/int8.schema.yaml
title: Event "Madlab" min progress
description: |
Minimum first progress to trigger "Madlab" event
Vanilla setting: `35`
event_mike_min:
$ref: types/int8.schema.yaml
title: Event "Mike" min progress
description: |
Minimum first progress to trigger "Mike" event
Vanilla setting: `50`
event_iggy_min:
$ref: types/int8.schema.yaml
title: Event "Iggy" min progress
description: |
Minimum first progress to trigger "Iggy" event
Vanilla setting: `75`
required:
- weight_kills
- weight_control
- weight_income
- kills_per_point_easy
- kills_per_point_medium
- kills_per_point_hard
- event_madlab_min
- event_mike_min
- event_iggy_min
unhired_merc_deaths_easy:
$ref: types/int8.schema.yaml
title: Unhired merc deaths on easy difficulty
description: |
Max number of unhired merc deaths on easy difficulty
Vanilla setting: `1`
unhired_merc_deaths_medium:
$ref: types/int8.schema.yaml
title: Unhired merc deaths on medium difficulty
description: |
Max number of unhired merc deaths on medium difficulty
Vanilla setting: `2`
unhired_merc_deaths_hard:
$ref: types/int8.schema.yaml
title: Unhired merc deaths on hard difficulty
description: |
Max number of unhired merc deaths on hard difficulty
Vanilla setting: `3`
campaign:
type: object
properties:
start_sector:
$ref: types/sector-id.schema.yaml
title: Start sector
description: |
The sector where your team lands at the start.
Vanilla setting: `A9`
start_sector_revealed:
type: boolean
title: Start sector revealed
description: |
Whether the start sector is revealed
Vanilla setting: `true`
required:
- start_sector
- start_sector_revealed
required:
- extra_hotkeys
- can_enter_turnbased
- middle_mouse_look
- draw_item_shadow
- starting_cash_easy
- starting_cash_medium
- starting_cash_hard
- drop_everything
- all_drops_visible
- multiple_interrupts
- enemy_weapon_minimal_status
- squad_size
- ai
- enemy_elite_minimum_level
- enemy_elite_maximum_level
- gui_extras
- skip_sleep_explanation
- extra_attachments
- pablo_wont_steal
- chance_to_hit_minimum
- chance_to_hit_maximum
- tactical_head_damage_multiplier
- tactical_legs_damage_multiplier
- aim_bonus_per_std_ap
- aim_bonus_sniperscope
- aim_bonus_laserscope
- range_penalty_silencer
- range_bonus_barrel_extender
- always_show_cursor_in_tactical
- show_hit_chance
- website_loading_time_scale
- imp
- merc_online_min_days
- merc_online_max_days
- progress
- unhired_merc_deaths_easy
- unhired_merc_deaths_medium
- unhired_merc_deaths_hard
- campaign