GraceCB

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May 7th, 2024 (edited)
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  1. [Setup]
  2.  
  3. #Enables weapon requirements effects for melee and hand to hand weapons
  4. RequirementsMelee=1
  5. #for non-auto melee weapons, attack speed is divided by (1 + (STR difference * StrengthMeleeSpeed / 100)), and floored at 33%
  6. StrengthMeleeSpeed=12.5
  7. #for auto melee weapons, damage is divided by (1 + (STR difference * StrengthMeleeDam / 100))
  8. StrengthMeleeDam=7.5
  9. #for all melee weapons, damage is further divided by (1 + (skill difference * StrengthSkillDam / 100))
  10. StrengthSkillDam=1
  11.  
  12. #Enables weapon requirements effects for firearms
  13. RequirementsFirearms=1
  14. #aiming sway is increased by (STR difference * StrengthFirearmsSpread)
  15. StrengthFirearmsSpread=0.25
  16. #aiming sway is also increased by (skill difference * SkillFirearmsSpread)
  17. SkillFirearmsSpread=0.01
  18. #reload speed is divided by (1 + (skill difference * SkillFirearmsReload / 100)), and floored at 33%
  19. SkillFirearmsReload=2
  20.  
  21. #Enables weapon requirements effects for throwing attacks
  22. RequirementsThrow=1
  23. #chance for a thrown weapon to fail is (skill difference * SkillThrowingWeapon)
  24. SkillThrowingWeapon=1
  25. #chance for a grenade to fail is (skill difference * SkillThrowingGrenade)
  26. SkillThrowingGrenade=1
  27.  
  28. #Enables weapon requirements effects for mine and explosive charge laying
  29. RequirementsMineLaying=0
  30. #chance for the mine laying to botch is (skill difference * SkillMineFail)
  31. SkillMineFail=1
  32. #if the laying is botched, chance for the mine to begin beeping and blow up. Otherwise it will fail to detonate when triggered by the enemy
  33. ChanceMineBlowup=50
  34. #chance for remote detonation to fail is (skill difference * SkillDetonatorFail)
  35. SkillDetonatorFail=1
  36.  
  37. #Enables weapon requirements effects for mine disarming
  38. RequirementsMineDisarm=1
  39. #prevents manipulating the mine if you don't meet its Strength requirement
  40. StrengthMinePrevent=0
  41. #chance for the mine to blow up when trying to disarm it is (skill difference * SkillMineDisarmFail)
  42. SkillMineDisarmFail=1
  43. #exempts the player's mines from failing to be disarmed
  44. PlayerMineExempt=0
  45.  
  46. #Enables tutorial messages the first time you equip a weapon type if you don't meet its requirements
  47. RequirementsTutorial=0
  48.  
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