fleetcommanders.txt

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// Available fleet commander skills
// Skills added in game marked with '+'
// Skills added in script but not in game marked with '-'

//----- combat skills -------
//+Leader, passive
//+Melee specialist, passive
//+Conqueror, passive
//+Unsinkable, passive
//+Kill shot, active [need some fire & calculations]
//+Rout, active
//+Rally, active
//+Far shot, active
//+Accuracy, active
//+No surrender, active
//+Repair hull, active
//+Repair sails, active
//+Ride the wind, active
//-Fast load, passive
//+Maneuvering, passive
//-Sails master, passive
//+Feared, passive
//-Lucky, passive

//----- navigation skills -------
//+Eagle eyes, passive
//+Navigator, passive
//|Hunter, passive
//|Pirate hunter, passive
//-Privateer, passive

//----- trading skills -------
//+Organizer, passive
//+Haggler, passive
//+Salesman, passive


// commander salaries
Salaries
{
	level0	= 40
	level1	= 60
	level2	= 150
	level3	= 205
	level4	= 330
	level5	= 500
}


FleetCommanders
{
// COMBAT SKILLS
	leader	// passive
	{
		type = str_FLEET_COMMANDER_SKILL_LEADER
		desc = str_FLEET_COMMANDER_SKILL_LEADER_DESC
		value = 1.2
		pic_col = 10
		pic_row = 18
		skilltype = str_FLEET_COMMANDER_TYPE_PASSIVE
		disabled_pic_col = 10
		disabled_pic_row = 18
	}
	
	ride_the_wind	// active
	{
		type = str_FLEET_COMMANDER_SKILL_RIDE_THE_WIND
		desc = str_FLEET_COMMANDER_SKILL_RIDE_THE_WIND_DESC
		value = 1.25
		active_time = 25.0f
		cool_down_time = 40.0f
		skilltype = str_FLEET_COMMANDER_TYPE_ACTIVE
		pic_col = 11
		pic_row = 18
		disabled_pic_col = 11
		disabled_pic_row = 18
	}

	unsinkable //passive
	{
		type = str_FLEET_COMMANDER_SKILL_UNSINKABLE
		desc = str_FLEET_COMMANDER_SKILL_UNSINKABLE_DESC
		value = 0.8
		pic_col = 12
		pic_row = 18
		skilltype = str_FLEET_COMMANDER_TYPE_PASSIVE
		disabled_pic_col = 12
		disabled_pic_row = 18
	}
	
	kill_shot // active
	{
		type = str_FLEET_COMMANDER_SKILL_KILL_SHOT
		desc = str_FLEET_COMMANDER_SKILL_KILL_SHOT_DESC
		value = 1.2
		active_time = 10.0f
		cool_down_time = 25.0f
		pic_col = 13
		pic_row = 18
		skilltype = str_FLEET_COMMANDER_TYPE_ACTIVE
		disabled_pic_col = 13
		disabled_pic_row = 18
	}
	
	rout // active
	{
		type = str_FLEET_COMMANDER_SKILL_ROUT
		desc = str_FLEET_COMMANDER_SKILL_ROUT_DESC
		value = 25.0
		active_time = 25.0f
		cool_down_time = 90.0f
		pic_col = 14
		pic_row = 18
		skilltype = str_FLEET_COMMANDER_TYPE_ACTIVE
		disabled_pic_col = 14
		disabled_pic_row = 18
	}

	rally // active
	{
		type = str_FLEET_COMMANDER_SKILL_RALLY
		desc = str_FLEET_COMMANDER_SKILL_RALLY_DESC
		value = 25.0
		active_time = 30.0f
		cool_down_time = 60.0f
		pic_col = 15
		pic_row = 18
		skilltype = str_FLEET_COMMANDER_TYPE_ACTIVE
		disabled_pic_col = 15
		disabled_pic_row = 18
	}
	
	far_shot	// active
	{
		type = str_FLEET_COMMANDER_SKILL_FAR_SHOT
		desc = str_FLEET_COMMANDER_SKILL_FAR_SHOT_DESC
		value = 1.2
		active_time = 10.0f
		cool_down_time = 20.0f
		pic_col = 16
		pic_row = 18
		skilltype = str_FLEET_COMMANDER_TYPE_ACTIVE
		disabled_pic_col = 16
		disabled_pic_row = 18
	}

	accuracy	// active
	{
		type = str_FLEET_COMMANDER_SKILL_ACCURACY
		desc = str_FLEET_COMMANDER_SKILL_ACCURACY_DESC
		value = 1.2
		active_time = 15.0f
		cool_down_time = 20.0f
		pic_col = 17
		pic_row = 18
		skilltype = str_FLEET_COMMANDER_TYPE_ACTIVE
		disabled_pic_col = 17
		disabled_pic_row = 18
	}
	
	repair_hull	// active
	{
		type = str_FLEET_COMMANDER_SKILL_REPAIR_HULL
		desc = str_FLEET_COMMANDER_SKILL_REPAIR_HULL_DESC
		value = 0.1
		active_time = 0.0f
		cool_down_time = 60.0f
		pic_col = 18
		pic_row = 18
		skilltype = str_FLEET_COMMANDER_TYPE_ACTIVE
		disabled_pic_col = 18
		disabled_pic_row = 18
	}

	repair_sails	// active
	{
		type = str_FLEET_COMMANDER_SKILL_REPAIR_SAILS
		desc = str_FLEET_COMMANDER_SKILL_REPAIR_SAILS_DESC
		value = 0.1
		active_time = 0.0f
		cool_down_time = 60.0f
		pic_col = 19
		pic_row = 18
		skilltype = str_FLEET_COMMANDER_TYPE_ACTIVE
		disabled_pic_col = 19
		disabled_pic_row = 18
	}

	feared	// passive
	{
		type = str_FLEET_COMMANDER_SKILL_FEARED
		desc = str_FLEET_COMMANDER_SKILL_FEARED_DESC
		value = 0.8
		pic_col = 10
		pic_row = 19
		skilltype = str_FLEET_COMMANDER_TYPE_PASSIVE
		disabled_pic_col = 10
		disabled_pic_row = 19
	}

// NAVIGATION SKILLS
	eagle_eyes	// passive
	{
		type = str_FLEET_COMMANDER_SKILL_EAGLE_EYES
		desc = str_FLEET_COMMANDER_SKILL_EAGLE_EYES_DESC
		value = 1.2
		pic_col = 11
		pic_row = 19
		skilltype = str_FLEET_COMMANDER_TYPE_PASSIVE
		disabled_pic_col = 11
		disabled_pic_row = 19
	}

	navigator	// passive = no active or cool down time
	{
		type = str_FLEET_COMMANDER_SKILL_NAVIGATOR
		desc = str_FLEET_COMMANDER_SKILL_NAVIGATOR_DESC
		value = 1.2
		pic_col = 12
		pic_row = 19
		skilltype = str_FLEET_COMMANDER_TYPE_PASSIVE
		disabled_pic_col = 12
		disabled_pic_row = 19
	}

//TRADING SKILLS
	organizer // passive (added to AIShip::getCargoSpace() )
	{
		type = str_FLEET_COMMANDER_SKILL_ORGANIZER
		desc = str_FLEET_COMMANDER_SKILL_ORGANIZER_DESC
		value = 1.2
		pic_col = 13
		pic_row = 19
		skilltype = str_FLEET_COMMANDER_TYPE_PASSIVE
		disabled_pic_col = 13
		disabled_pic_row = 19
	}
	
	haggler // passive (check AIFleet::tradeModeBuyAt/SellAt..)
	{
		type = str_FLEET_COMMANDER_SKILL_HAGGLER
		desc = str_FLEET_COMMANDER_SKILL_HAGGLER_DESC
		value = 0.95
		pic_col = 14
		pic_row = 19
		skilltype = str_FLEET_COMMANDER_TYPE_PASSIVE
		disabled_pic_col = 14
		disabled_pic_row = 19
	}
	
	salesman // passive (check AIFleet::tradeModeBuyAt/SellAt..)
	{
		type = str_FLEET_COMMANDER_SKILL_SALESMAN
		desc = str_FLEET_COMMANDER_SKILL_SALESMAN_DESC
		value = 1.05
		pic_col = 15
		pic_row = 19
		skilltype = str_FLEET_COMMANDER_TYPE_PASSIVE
		disabled_pic_col = 15
		disabled_pic_row = 19
	}
	
	flee	// passive
	{
		type = str_FLEET_COMMANDER_SKILL_FLEE
		desc = str_FLEET_COMMANDER_SKILL_FLEE_DESC
		value = 1.2
		pic_col = 16
		pic_row = 19
		skilltype = str_FLEET_COMMANDER_TYPE_PASSIVE
		disabled_pic_col = 16
		disabled_pic_row = 18
	}
	
	// lucky	// passive
	// {
		// type = str_FLEET_COMMANDER_SKILL_LUCKY
		// desc = str_FLEET_COMMANDER_SKILL_LUCKY_DESC
		// value = 1.1
		// pic_col = 11
		// pic_row = 10
		// skilltype = str_FLEET_COMMANDER_TYPE_PASSIVE
		// disabled_pic_col = 11
		// disabled_pic_row = 18
	// }
	
	// melee_specialist // passive
	// {
		// type = str_FLEET_COMMANDER_SKILL_MELEE_SPECIALIST
		// desc = str_FLEET_COMMANDER_SKILL_MELEE_SPECIALIST_DESC
		// value = 1.2
		// pic_col = 11
		// pic_row = 18
		// skilltype = str_FLEET_COMMANDER_TYPE_PASSIVE
		// disabled_pic_col = 11
		// disabled_pic_row = 18
	// }

	// conqueror // passive
	// {
		// type = str_FLEET_COMMANDER_SKILL_CONQUEROR
		// desc = str_FLEET_COMMANDER_SKILL_CONQUEROR_DESC
		// value = 1.2
		// pic_col = 12
		// pic_row = 18
		// skilltype = str_FLEET_COMMANDER_TYPE_PASSIVE
		// disabled_pic_col = 12
		// disabled_pic_row = 18
	// }
	
		// fast_load	// passive
	// {
		// type = str_FLEET_COMMANDER_SKILL_FAST_LOAD
		// desc = str_FLEET_COMMANDER_SKILL_FAST_LOAD_DESC
		// value = 0.8
		// pic_col = 7
		// pic_row = 10
		// skilltype = str_FLEET_COMMANDER_TYPE_PASSIVE
		// disabled_pic_col = 7
		// disabled_pic_row = 18
	// }
	
	// sails_master	// passive
	// {
		// type = str_FLEET_COMMANDER_SKILL_SAILS_MASTER
		// desc = str_FLEET_COMMANDER_SKILL_SAILS_MASTER_DESC
		// value = 0.8
		// pic_col = 9
		// pic_row = 10
		// skilltype = str_FLEET_COMMANDER_TYPE_PASSIVE
		// disabled_pic_col = 9
		// disabled_pic_row = 18
	// }

	// no_surrender	// active
	// {
		// type = str_FLEET_COMMANDER_SKILL_NO_SURRENDER
		// desc = str_FLEET_COMMANDER_SKILL_NO_SURRENDER_DESC
		// value = 1.2
		// active_time = 40.0f
		// cool_down_time = 60.0f
		// pic_col = 19
		// pic_row = 18
		// skilltype = str_FLEET_COMMANDER_TYPE_ACTIVE
		// disabled_pic_col = 19
		// disabled_pic_row = 18
	// }

	// repair_hull	// active
	// {
		// type = str_FLEET_COMMANDER_SKILL_REPAIR_HULL
		// desc = str_FLEET_COMMANDER_SKILL_REPAIR_HULL_DESC
		// value = 0.1
		// active_time = 0.0f
		// cool_down_time = 60.0f
		// pic_col = 10
		// pic_row = 19
		// skilltype = str_FLEET_COMMANDER_TYPE_ACTIVE
		// disabled_pic_col = 10
		// disabled_pic_row = 19
	// }

	// repair_sails	// active
	// {
		// type = str_FLEET_COMMANDER_SKILL_REPAIR_SAILS
		// desc = str_FLEET_COMMANDER_SKILL_REPAIR_SAILS_DESC
		// value = 0.1
		// active_time = 0.0f
		// cool_down_time = 60.0f
		// pic_col = 11
		// pic_row = 19
		// skilltype = str_FLEET_COMMANDER_TYPE_ACTIVE
		// disabled_pic_col = 11
		// disabled_pic_row = 19
	// }

	// ride_the_wind	// active
	// {
		// type = str_FLEET_COMMANDER_SKILL_RIDE_THE_WIND
		// desc = str_FLEET_COMMANDER_SKILL_RIDE_THE_WIND_DESC
		// value = 1.25
		// active_time = 25.0f
		// cool_down_time = 40.0f
		// skilltype = str_FLEET_COMMANDER_TYPE_ACTIVE
		// pic_col = 12
		// pic_row = 19
		// disabled_pic_col = 12
		// disabled_pic_row = 19
	// }

	// maneuvering	// passive
	// {
		// type = str_FLEET_COMMANDER_SKILL_MANEUVERING
		// desc = str_FLEET_COMMANDER_SKILL_MANEUVERING_DESC
		// value = 0.8
		// pic_col = 13
		// pic_row = 19
		// skilltype = str_FLEET_COMMANDER_TYPE_PASSIVE
		// disabled_pic_col = 13
		// disabled_pic_row = 19
	// }

}
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