// Rule Doc

RuleData
{
	// Misc
	Tables
	{
		Table
		{
			"Name"		"Item Reload Str Mapping"
			"InternalName"	"Item_Reload_Str_Mapping"

			"Clamping"		"1"

			"0"			"0"	// Short
			"1"			"3.0"	// Medium
			"2"			"4.0"	// Fast
		}

		Table
		{
			"Name"		"Item Range Str Mapping"
			"InternalName"	"Item_Range_Str_Mapping"

			"Clamping"		"1"

			"0"			"0"	// Short
			"1"			"20"	// Medium
			"2"			"100"	// Long
		}

		Table
		{
			"Name"		"Item FireRate Str Mapping"
			"InternalName"	"Item_FireRate_Str_Mapping"

			"Clamping"		"1"

			"0"			"0.0"	// Very High
			"1"			"0.5"	// High
			"2"			"0.8"	// Medium
			"3"			"1.5"	// Low
		}
		
		Table
		{
			"Name"			"Barter_Sell_Adjustment"
			"InternalName"	"Barter_Sell_Adjustment"
			
			"Clamping"		"1"
			
			"0"				"0.50" //"0.75"
			"1"				"0.56" //"0.76"
			"2"				"0.61" //"0.77"
			"3"				"0.67" //"0.79"
			"4"				"0.72" //"0.81"
			"5"				"0.78" //"0.84"
			"6"				"0.83" //"0.87"
			"7"				"0.89" //"0.91"
			"8"				"0.94" //"0.95"
			"9"				"1.00" //"1.0"
		}

		Table
		{
			"Name"			"Barter_Buy_Adjustment"
			"InternalName"	"Barter_Buy_Adjustment"
			
			"Clamping"		"1"
			
			"0"				"1.80" //"1.50"
			"1"				"1.71" //"1.48"
			"2"				"1.62" //"1.46"
			"3"				"1.53" //"1.43"
			"4"				"1.44" //"1.39"
			"5"				"1.36" //"1.33"
			"6"				"1.27" //"1.26"
			"7"				"1.18" //"1.18"
			"8"				"1.09" //"1.09"
			"9"				"1.00" //"1.0"
		}

		Table
		{
			"Name"			"Throwing_Angle_Adjustment"
			"InternalName"	"Throwing_Angle_Adjustment"

			"Clamping"		"1"

			"0"				"35.0"
			"1"				"28.0"
			"2"				"22.0"
			"3"				"16.0"
			"4"				"12.0"
			"5"				"8.0"
			"6"				"5.0"
			"7"				"3.0"
			"8"				"2.0"
			"9"				"1.0"
			"10"			"0.1"
		}


		Table
		{
			"Name"			"Barter_Class_Discount"
			"InternalName"	"Barter_Class_Discount"
			
			"Clamping"		"1"
			
			"0"				"1.0"	//Brujah	
			"1"				"1.0"	//Gangrel   
			"2"				"1.0"	//Malkavian
			"3"				"1.0"   //"0.7"	//Nosferatu  
			"4"				"1.0"	//Toreador
			"5"				"1.0"	//Tremere
			"6"				"1.0"	//Ventrue
		}



		//
		// NOTE: These aren't really "used" anymore (but *ARE* referenced in code), but they are still here in case
		//	we need to do clan-specific balancing...Note that the Discipline table *IS* being used...
		//

		Table
		{
			"Name"			"Subpool_Physical"
			"InternalName"	"Subpool_Physical"
			"Clamping"		"1"
			"0"				"0"
			"1"				"0"
			"2"				"0"	//"3"		//Brujah	
			"3"				"0"	//"3"		//Gangrel   
			"4"				"0"	//"1"		//Malkavian
			"5"				"0"	//"2"		//Nosferatu  
			"6"				"0"	//"1"		//Toreador
			"7"				"0"	//"2"		//Tremere
			"8"				"0"	//"1"		//Ventrue
			"9"				"0"	//"1"		//Condotierre
			"10"				"0"	//"1"		//Inquisitor
			"11"				"0"	//"1"		//Leopold#3
		}

		Table
		{
			"Name"			"Subpool_Social"
			"InternalName"	"Subpool_Social"
			"Clamping"		"1"
			"0"				"0"
			"1"				"0"
			"2"				"0"	//"1"		//Brujah	
			"3"				"0"	//"1"		//Gangrel   
			"4"				"0"	//"2"		//Malkavian
			"5"				"0"	//"1"		//Nosferatu  
			"6"				"0"	//"3"		//Toreador
			"7"				"0"	//"1"		//Tremere
			"8"				"0"	//"3"		//Ventrue
			"9"				"0"	//"1"		//Condotierre
			"10"				"0"	//"1"		//Inquisitor
			"11"				"0"	//"1"		//Leopold#3
		}

		Table
		{
			"Name"			"Subpool_Mental"
			"InternalName"	"Subpool_Mental"
			"Clamping"		"1"
			"0"				"0"
			"1"				"0"
			"2"				"0"	//"2"		//Brujah	
			"3"				"0"	//"2"		//Gangrel   
			"4"				"0"	//"3"		//Malkavian
			"5"				"0"	//"3"		//Nosferatu  
			"6"				"0"	//"2"		//Toreador
			"7"				"0"	//"3"		//Tremere
			"8"				"0"	//"2"		//Ventrue
			"9"				"0"	//"1"		//Condotierre
			"10"				"0"	//"1"		//Inquisitor
			"11"				"0"	//"1"		//Leopold#3
		}

		Table
		{
			"Name"			"Subpool_Talents"
			"InternalName"	"Subpool_Talents"
			"Clamping"		"1"
			"0"				"0"
			"1"				"0"
			"2"				"0"	//"4"		//Brujah	
			"3"				"0"	//"3"		//Gangrel   
			"4"				"0"	//"2"		//Malkavian
			"5"				"0"	//"2"		//Nosferatu  
			"6"				"0"	//"4"		//Toreador
			"7"				"0"	//"3"		//Tremere
			"8"				"0"	//"3"		//Ventrue
			"9"				"0"	//"1"		//Condotierre
			"10"				"0"	//"1"		//Inquisitor
			"11"				"0"	//"1"		//Leopold#3
		}

		Table
		{
			"Name"			"Subpool_Skills"
			"InternalName"	"Subpool_Skills"
			"Clamping"		"1"
			"0"				"0"
			"1"				"0"
			"2"				"0"	//"3"		//Brujah	
			"3"				"0"	//"4"		//Gangrel   
			"4"				"0"	//"3"		//Malkavian
			"5"				"0"	//"4"		//Nosferatu  
			"6"				"0"	//"2"		//Toreador
			"7"				"0"	//"2"		//Tremere
			"8"				"0"	//"2"		//Ventrue
			"9"				"0"	//"1"		//Condotierre
			"10"				"0"	//"1"		//Inquisitor
			"11"				"0"	//"1"		//Leopold#3
		}

		Table
		{
			"Name"			"Subpool_Knowledges"
			"InternalName"	"Subpool_Knowledges"
			"Clamping"		"1"
			"0"				"0"
			"1"				"0"
			"2"				"0"	//"2"		//Brujah	
			"3"				"0"	//"2"		//Gangrel   
			"4"				"0"	//"4"		//Malkavian
			"5"				"0"	//"3"		//Nosferatu  
			"6"				"0"	//"3"		//Toreador
			"7"				"0"	//"4"		//Tremere
			"8"				"0"	//"4"		//Ventrue
			"9"				"0"	//"1"		//Condotierre
			"10"				"0"	//"1"		//Inquisitor
			"11"				"0"	//"1"		//Leopold#3
		}

		Table
		{
			"Name"			"Subpool_Disciplines"
			"InternalName"	"Subpool_Disciplines"
			"Clamping"		"1"
			"0"				"0"
			"1"				"0"
			"2"				"1"		//Brujah	
			"3"				"1"		//Gangrel   
			"4"				"1"		//Malkavian
			"5"				"1"		//Nosferatu  
			"6"				"1"		//Toreador
			"7"				"1"		//Tremere
			"8"				"1"		//Ventrue
			"9"				"1"		//Condotierre
			"10"				"1"		//Inquisitor
			"11"				"1"		//Leopold#3
		}

		Table	// changed by wesp from 0,1,250,750,2000
		{
			"Name"			"Wallet_Scale"
			"InternalName"	"Wallet_Scale"
			
			"Clamping"		"1"
			
			"0"				"0"
			"1"				"1"
			"2"				"50"
			"3"				"1000"
			"4"				"5000"
		}

		Table
		{
			"Name"			"Physics_Lift_Supernatural_Value"
			"InternalName"	"Physics_Lift_Supernatural_Value"

			"Clamping"		"1"

			"0"			"   0.0"	// Supernatural level 0 (none)
			"1"			" 300.0"	// Supernatural level 1
			"2"			" 975.0"	// Supernatural level 2
			"3"			"1650.0"	// Supernatural level 3
			"4"			"2325.0"	// Supernatural level 4
			"5"			"3000.0"	// Supernatural level 5
		}

		Table
		{
			"Name"			"Physics_Drag_Supernatural_Value"
			"InternalName"	"Physics_Drag_Supernatural_Value"

			"Clamping"		"1"

			"0"			"   0.0"	// Supernatural level 0 (none)
			"1"			" 975.0"	// Supernatural level 1
			"2"			"1650.0"	// Supernatural level 2
			"3"			"2325.0"	// Supernatural level 3
			"4"			"3000.0"	// Supernatural level 4
			"5"			"4500.0"	// Supernatural level 5
		}

		Table
		{
			"Name"			"Physics_Throw_Criminal_Value"
			"InternalName"	"Physics_Throw_Criminal_Value"

			"Clamping"		"1"

			"0"			"  0.0"		// Criminal level 0 (none)
			"1"			" 10.0"		// Criminal level 1
			"2"			" 82.5"		// Criminal level 2
			"3"			"155.0"		// Criminal level 3
			"4"			"227.5"		// Criminal level 4
			"5"			"300.0"		// Criminal level 5
		}

		Table
		{
			"Name"			"NPC_Cover_Distance_Scalar"
			"InternalName"	"NPC_Cover_Distance_Scalar"

			"Clamping"		"1"
		
			"0"			"8.0"		// "Last resort"
			"1"			"3.5"		// "Very Poor"
			"2"			"3.0"		// "Poor"
			"3"			"2.5"		// "Average"
			"4"			"2.0"		// "Good"
			"5"			"1.5"		// "Very Good"
			"6"			"1.0"		// "Superb"
		}

		Table
		{
			"Name"		"Float Sound Info"
			"InternalName"	"Float_Sound_Info"

			"Clamping"		"1"

			"0"			"50.0"		// FloatSoundDistance  -- Maximum distance to player to play float sounds. NPCs will not float if the player is FARTHER than this distance. 
			"1"			"5.0"		// FloatSoundMinDelay  -- Minimum delay in seconds before next float sound
			"2"			"0"		// FloatSoundFrequency -- The sound will play 1 time in 'X'
			"3"			"250.0"	// Zombie FloatSoundDistance  -- Maximum distance to player to play float sounds. NPCs will not float if the player is FARTHER than this distance. 
		}
	}
}
