Feature change - Bobby Ray Selection on New Game screen split into two items: Quality and Quantity. Selectors allow for full 1-10 range of quality (coolness) / quantity multipliers, instead of just 1,2,4,10.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5299 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
MaddMugsy
2012-05-24 19:41:11 +00:00
parent bd45bf26b2
commit 00ac266521
23 changed files with 527 additions and 328 deletions
+408 -238
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File diff suppressed because it is too large Load Diff
+22 -21
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@@ -575,7 +575,8 @@ void InitGameOptions()
{
memset( &gGameOptions, 0, sizeof( GAME_OPTIONS ) );
gGameOptions.ubBobbyRay = BR_GOOD;
gGameOptions.ubBobbyRayQuality = BR_GOOD;
gGameOptions.ubBobbyRayQuantity = BR_GOOD;
gGameOptions.fGunNut = TRUE;
gGameOptions.fAirStrikes = FALSE;
gGameOptions.ubGameStyle = STYLE_SCIFI;
@@ -769,7 +770,7 @@ void LoadGameExternalOptions()
//I.M.P Character generation
// SANDRO - some changes here
gGameExternalOptions.iIMPProfileCost = iniReader.ReadInteger("Recruitment Settings","IMP_PROFILE_COST",3000, 0, 50000);
gGameExternalOptions.iIMPProfileCost = iniReader.ReadInteger("Recruitment Settings","IMP_PROFILE_COST",3000, 0, 500000);
gGameExternalOptions.fDynamicIMPProfileCost = iniReader.ReadBoolean("Recruitment Settings","DYNAMIC_IMP_PROFILE_COST",FALSE);
gGameExternalOptions.iImpAttributePoints = iniReader.ReadInteger("Recruitment Settings","IMP_INITIAL_POINTS",500, 1, 5000);
gGameExternalOptions.iMinAttribute = iniReader.ReadInteger("Recruitment Settings","IMP_MIN_ATTRIBUTE",35, 1, 99);
@@ -2715,22 +2716,25 @@ void DisplayGameSettings( )
//Display the difficulty level
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_DIF_LEVEL_TEXT ], gzGIOScreenText[ gGameOptions.ubDifficultyLevel + GIO_EASY_TEXT - 1 ] );
//Bobby Ray option
switch ( gGameOptions.ubBobbyRay )
{
case BR_GOOD:
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_GOOD_TEXT ] );
break;
case BR_GREAT:
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_GREAT_TEXT ] );
break;
case BR_EXCELLENT:
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_EXCELLENT_TEXT ] );
break;
case BR_AWESOME:
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_AWESOME_TEXT ] );
break;
}
//Bobby Ray option 1
if ( gGameOptions.ubBobbyRayQuality >= BR_GOOD && gGameOptions.ubBobbyRayQuality < BR_GREAT )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%d)", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_GOOD_TEXT ], BR_GOOD );
else if ( gGameOptions.ubBobbyRayQuality >= BR_GREAT && gGameOptions.ubBobbyRayQuality < BR_EXCELLENT )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%d)", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_GREAT_TEXT ], BR_GREAT );
else if ( gGameOptions.ubBobbyRayQuality >= BR_EXCELLENT && gGameOptions.ubBobbyRayQuality < BR_AWESOME )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%d)", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_EXCELLENT_TEXT ], BR_EXCELLENT );
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%d)", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_AWESOME_TEXT ], BR_AWESOME );
//Bobby Ray option 2
if ( gGameOptions.ubBobbyRayQuantity >= BR_GOOD && gGameOptions.ubBobbyRayQuantity < BR_GREAT )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%dx)", gzGIOScreenText[ GIO_BR_QUANTITY_TEXT ], gzGIOScreenText[ GIO_BR_GOOD_TEXT ], BR_GOOD );
else if ( gGameOptions.ubBobbyRayQuantity >= BR_GREAT && gGameOptions.ubBobbyRayQuantity < BR_EXCELLENT )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%dx)", gzGIOScreenText[ GIO_BR_QUANTITY_TEXT ], gzGIOScreenText[ GIO_BR_GREAT_TEXT ], BR_GREAT );
else if ( gGameOptions.ubBobbyRayQuantity >= BR_EXCELLENT && gGameOptions.ubBobbyRayQuantity < BR_AWESOME )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%dx)", gzGIOScreenText[ GIO_BR_QUANTITY_TEXT ], gzGIOScreenText[ GIO_BR_EXCELLENT_TEXT ], BR_EXCELLENT );
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%dx)", gzGIOScreenText[ GIO_BR_QUANTITY_TEXT ], gzGIOScreenText[ GIO_BR_AWESOME_TEXT ], BR_AWESOME );
// Item Progress Speed Option
switch( gGameOptions.ubProgressSpeedOfItemsChoices )
@@ -2752,9 +2756,6 @@ void DisplayGameSettings( )
break;
}
// Kaiden: Following Line was commented out (Extra Bobby Rays Setting always displays Normal)
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_BR_QUALITY_TEXT ], gzGIOScreenText[ GIO_BR_GOOD_TEXT ] );
// Iron Man Mode
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_GAME_SAVE_STYLE_TEXT ], gzGIOScreenText[ GIO_SAVE_ANYWHERE_TEXT + gGameOptions.fIronManMode ] );
+2 -1
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@@ -212,7 +212,8 @@ typedef struct
UINT8 ubDifficultyLevel;
BOOLEAN fTurnTimeLimit;
BOOLEAN fIronManMode;
UINT8 ubBobbyRay;
UINT8 ubBobbyRayQuality;
UINT8 ubBobbyRayQuantity;
UINT8 ubInventorySystem;
UINT8 ubAttachmentSystem;
UINT8 ubSquadSize;
+8 -8
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@@ -716,11 +716,11 @@ void DailyUpdateOfBobbyRaysNewInventory()
}
//if the item isn't already on order
if( LaptopSaveInfo.BobbyRayInventory[ i ].ubQtyOnOrder == 0 || gGameOptions.ubBobbyRay == BR_AWESOME )
if( LaptopSaveInfo.BobbyRayInventory[ i ].ubQtyOnOrder == 0 || gGameOptions.ubBobbyRayQuality == BR_AWESOME )
{
DebugMsg(TOPIC_JA2, DBG_LEVEL_3,String("DailyUpdateOfBobbyRaysNewInventory: item = %d, qty on hand = %d, half desired amount = %d",usItemIndex,LaptopSaveInfo.BobbyRayInventory[ i ].ubQtyOnHand,(StoreInventory[ usItemIndex ][ BOBBY_RAY_NEW ] * gGameOptions.ubBobbyRay )/2));
DebugMsg(TOPIC_JA2, DBG_LEVEL_3,String("DailyUpdateOfBobbyRaysNewInventory: item = %d, qty on hand = %d, half desired amount = %d",usItemIndex,LaptopSaveInfo.BobbyRayInventory[ i ].ubQtyOnHand,(StoreInventory[ usItemIndex ][ BOBBY_RAY_NEW ] * gGameOptions.ubBobbyRayQuantity )/2));
//if the qty on hand is half the desired amount or fewer
if( LaptopSaveInfo.BobbyRayInventory[ i ].ubQtyOnHand <= (StoreInventory[ usItemIndex ][ BOBBY_RAY_NEW ] * gGameOptions.ubBobbyRay )/2 )
if( LaptopSaveInfo.BobbyRayInventory[ i ].ubQtyOnHand <= (StoreInventory[ usItemIndex ][ BOBBY_RAY_NEW ] * gGameOptions.ubBobbyRayQuantity )/2 )
{
// remember value of the "previously eligible" flag
fPrevElig = LaptopSaveInfo.BobbyRayInventory[ i ].fPreviouslyEligible;
@@ -732,7 +732,7 @@ void DailyUpdateOfBobbyRaysNewInventory()
if( LaptopSaveInfo.BobbyRayInventory[ i ].ubQtyOnOrder > 0 )
{
// if this is the first day the player is eligible to have access to this thing
if ( !fPrevElig || gGameOptions.ubBobbyRay == BR_AWESOME )
if ( !fPrevElig || gGameOptions.ubBobbyRayQuality == BR_AWESOME )
{
DebugMsg(TOPIC_JA2, DBG_LEVEL_3,String("DailyUpdateOfBobbyRaysNewInventory: item = %d, add fresh inventory",usItemIndex));
// eliminate the ordering delay and stock the items instantly!
@@ -767,7 +767,7 @@ void DailyUpdateOfBobbyRaysUsedInventory()
for(i = 0; i < LaptopSaveInfo.usInventoryListLength[BOBBY_RAY_USED]; i++)
{
//if the used item isn't already on order
if( LaptopSaveInfo.BobbyRayUsedInventory[ i ].ubQtyOnOrder == 0 || gGameOptions.ubBobbyRay == BR_AWESOME )
if( LaptopSaveInfo.BobbyRayUsedInventory[ i ].ubQtyOnOrder == 0 || gGameOptions.ubBobbyRayQuality == BR_AWESOME )
{
//if we don't have ANY
if( LaptopSaveInfo.BobbyRayUsedInventory[ i ].ubQtyOnHand == 0 )
@@ -792,7 +792,7 @@ void DailyUpdateOfBobbyRaysUsedInventory()
if( LaptopSaveInfo.BobbyRayUsedInventory[ i ].ubQtyOnOrder > 0 )
{
// if this is the first day the player is eligible to have access to this thing
if ( !fPrevElig || gGameOptions.ubBobbyRay == BR_AWESOME )
if ( !fPrevElig || gGameOptions.ubBobbyRayQuality == BR_AWESOME )
{
// eliminate the ordering delay and stock the items instantly!
// This is just a way to reward the player right away for making progress without the reordering lag...
@@ -818,7 +818,7 @@ UINT8 HowManyBRItemsToOrder(UINT16 usItemIndex, UINT8 ubCurrentlyOnHand, UINT8 u
Assert(usItemIndex < MAXITEMS);
// formulas below will fail if there are more items already in stock than optimal
//Assert(ubCurrentlyOnHand <= StoreInventory[ usItemIndex ][ ubBobbyRayNewUsed ] * gGameOptions.ubBobbyRay) ;
//Assert(ubCurrentlyOnHand <= StoreInventory[ usItemIndex ][ ubBobbyRayNewUsed ] * gGameOptions.ubBobbyRayQuantity) ;
Assert(ubBobbyRayNewUsed < BOBBY_RAY_LISTS);
@@ -827,7 +827,7 @@ UINT8 HowManyBRItemsToOrder(UINT16 usItemIndex, UINT8 ubCurrentlyOnHand, UINT8 u
{
if (ubBobbyRayNewUsed == BOBBY_RAY_NEW)
{
ubItemsOrdered = HowManyItemsToReorder(StoreInventory[ usItemIndex ][ ubBobbyRayNewUsed ] * gGameOptions.ubBobbyRay, ubCurrentlyOnHand);
ubItemsOrdered = HowManyItemsToReorder(StoreInventory[ usItemIndex ][ ubBobbyRayNewUsed ] * gGameOptions.ubBobbyRayQuantity, ubCurrentlyOnHand);
}
else
{
+1 -1
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@@ -814,7 +814,7 @@ void SetupStoreInventory( STORE_INVENTORY *pInventoryArray, BOOLEAN fUsed )
else // new
{
// Madd
pInventoryArray[i].ubQtyOnHand = ubNumBought * gGameOptions.ubBobbyRay;
pInventoryArray[i].ubQtyOnHand = ubNumBought * gGameOptions.ubBobbyRayQuantity;
pInventoryArray[i].ubItemQuality = 100;
}
}
+2 -1
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@@ -2831,7 +2831,8 @@ void DoneFadeOutForExitMPHScreen( void )
gGameOptions.fTurnTimeLimit = FALSE;
// Bobby Rays - why would we want anything less than the best
gGameOptions.ubBobbyRay = BR_AWESOME;
gGameOptions.ubBobbyRayQuality = BR_AWESOME;
gGameOptions.ubBobbyRayQuantity = BR_AWESOME;
gubMPHExitScreen = INTRO_SCREEN;
+2 -1
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@@ -786,7 +786,8 @@ void DoneFadeOutForExitMPJScreen( void )
gGameOptions.fTurnTimeLimit = FALSE;
// Bobby Rays - why would we want anything less than the best
gGameOptions.ubBobbyRay = BR_AWESOME;
gGameOptions.ubBobbyRayQuality = BR_AWESOME;
gGameOptions.ubBobbyRayQuantity = BR_AWESOME;
gubMPJExitScreen = MP_CONNECT_SCREEN;
+2 -2
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@@ -586,8 +586,8 @@ void DoneFadeOutForExitMPSScreen( void )
gGameOptions.fTurnTimeLimit = FALSE;
// Bobby Rays - why would we want anything less than the best
gGameOptions.ubBobbyRay = BR_AWESOME;
gGameOptions.ubBobbyRayQuality = BR_AWESOME;
gGameOptions.ubBobbyRayQuantity = BR_AWESOME;
gubMPSExitScreen = INTRO_SCREEN;
+4 -2
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@@ -2380,7 +2380,8 @@ void recieveSETTINGS (RPCParameters *rpcParameters) //recive settings from serve
gGameOptions.ubDifficultyLevel=cl_lan->soubDifficultyLevel;
gGameOptions.fNewTraitSystem = cl_lan->soubSkillTraits;
gGameOptions.fIronManMode=cl_lan->sofIronManMode;
gGameOptions.ubBobbyRay=cl_lan->soubBobbyRay;
gGameOptions.ubBobbyRayQuality=cl_lan->soubBobbyRayQuality;
gGameOptions.ubBobbyRayQuantity=cl_lan->soubBobbyRayQuantity;
// Set Bobby Ray "Under Construction"?
if(!cl_lan->disableBobbyRay)
@@ -2605,7 +2606,8 @@ void reapplySETTINGS()
gGameOptions.ubDifficultyLevel=gMPServerSettings.soubDifficultyLevel;
gGameOptions.fNewTraitSystem = gMPServerSettings.soubSkillTraits;
gGameOptions.fIronManMode=gMPServerSettings.sofIronManMode;
gGameOptions.ubBobbyRay=gMPServerSettings.soubBobbyRay;
gGameOptions.ubBobbyRayQuality=gMPServerSettings.soubBobbyRayQuality;
gGameOptions.ubBobbyRayQuantity=gMPServerSettings.soubBobbyRayQuantity;
// Set Bobby Ray "Under Construction"?
if(!gMPServerSettings.disableBobbyRay)
+2 -1
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@@ -72,7 +72,8 @@ typedef struct
UINT8 soubSkillTraits;
BOOLEAN sofTurnTimeLimit;
BOOLEAN sofIronManMode;
UINT8 soubBobbyRay;
UINT8 soubBobbyRayQuality;
UINT8 soubBobbyRayQuantity;
UINT8 maxMercs;
UINT8 client_num;
char client_name[30];
+2 -1
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@@ -691,7 +691,8 @@ void requestSETTINGS(RPCParameters *rpcParameters )
lan.secondsPerTick = gSecondsPerTick;
// WANNE.MP: Check
lan.soubBobbyRay = BR_AWESOME;
lan.soubBobbyRayQuality = BR_AWESOME;
lan.soubBobbyRayQuantity = BR_AWESOME;
lan.sofGunNut = TRUE;
lan.soubGameStyle = STYLE_REALISTIC;
lan.soubDifficultyLevel = gDifficultyLevel;
+5 -5
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@@ -1449,11 +1449,11 @@ BOOLEAN DisplaySaveGameEntry( INT32 bEntryID )
swprintf( zDifString, L"%s %s", gzGIOScreenText[ GIO_EASY_TEXT + SaveGameHeader.sInitialGameOptions.ubDifficultyLevel - 1 ], zSaveLoadText[ SLG_DIFF ] );
//make a string containing the extended options
swprintf( zMouseHelpTextString, L"%20ls %22ls %22ls %22ls", zDifString,
SaveGameHeader.sInitialGameOptions.ubBobbyRay == BR_GOOD ? zSaveLoadText[ SLG_BR_GOOD_TEXT ] : (SaveGameHeader.sInitialGameOptions.ubBobbyRay == BR_GREAT ? zSaveLoadText[ SLG_BR_GREAT_TEXT ]: (SaveGameHeader.sInitialGameOptions.ubBobbyRay == BR_EXCELLENT ? zSaveLoadText[ SLG_BR_EXCELLENT_TEXT ]: zSaveLoadText[ SLG_BR_AWESOME_TEXT ])),
SaveGameHeader.sInitialGameOptions.fGunNut ? zSaveLoadText[ SLG_ADDITIONAL_GUNS ] : zSaveLoadText[ SLG_NORMAL_GUNS ],
SaveGameHeader.sInitialGameOptions.ubGameStyle == STYLE_SCIFI ? zSaveLoadText[ SLG_SCIFI ] : (SaveGameHeader.sInitialGameOptions.ubGameStyle == STYLE_PLATINUM ? zSaveLoadText[ SLG_PLATINUM ]: zSaveLoadText[ SLG_REALISTIC ]) );
swprintf( zMouseHelpTextString, L"%20ls %d %d %22ls %22ls", zDifString,
SaveGameHeader.sInitialGameOptions.ubBobbyRayQuality,
SaveGameHeader.sInitialGameOptions.ubBobbyRayQuantity,
SaveGameHeader.sInitialGameOptions.fGunNut ? zSaveLoadText[ SLG_ADDITIONAL_GUNS ] : zSaveLoadText[ SLG_NORMAL_GUNS ],
SaveGameHeader.sInitialGameOptions.ubGameStyle == STYLE_SCIFI ? zSaveLoadText[ SLG_SCIFI ] : (SaveGameHeader.sInitialGameOptions.ubGameStyle == STYLE_PLATINUM ? zSaveLoadText[ SLG_PLATINUM ]: zSaveLoadText[ SLG_REALISTIC ]) );
//The date
DrawTextToScreen( zMouseHelpTextString, (UINT16)(usPosX+SLG_DATE_OFFSET_X), (UINT16)(usPosY+SLG_DATE_OFFSET_Y), 0, uiFont, ubFontColor, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
+8 -8
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@@ -989,9 +989,9 @@ UINT8 GetCurrentSuitabilityForItem( INT8 bArmsDealer, UINT16 usItemIndex, BOOLEA
}
//Madd: Bobby Ray's will sell higher coolness stuff if it's used, and may also have a better selection at the start of the game, depending on selection
if ( (bArmsDealer == bobbyRaysID || armsDealerInfo[bArmsDealer].useBRSetting) && gGameOptions.ubBobbyRay > BR_GOOD )
if ( (bArmsDealer == bobbyRaysID || armsDealerInfo[bArmsDealer].useBRSetting) && gGameOptions.ubBobbyRayQuality > BR_GOOD )
{
ubMaxCoolness += gGameOptions.ubBobbyRay - 1;
ubMaxCoolness += gGameOptions.ubBobbyRayQuality - 1;
if (fUsed )
{
ubMaxCoolness += 1;
@@ -1013,8 +1013,8 @@ UINT8 GetCurrentSuitabilityForItem( INT8 bArmsDealer, UINT16 usItemIndex, BOOLEA
ubMaxCoolness += 1;
if (gGameExternalOptions.tonyUsesBRSetting) {
ubMinCoolness += gGameOptions.ubBobbyRay / 3;
ubMaxCoolness += gGameOptions.ubBobbyRay;
ubMinCoolness += gGameOptions.ubBobbyRayQuality / 3;
ubMaxCoolness += gGameOptions.ubBobbyRayQuality;
}
}
else if (bArmsDealer == ARMS_DEALER_DEVIN)
@@ -1027,8 +1027,8 @@ UINT8 GetCurrentSuitabilityForItem( INT8 bArmsDealer, UINT16 usItemIndex, BOOLEA
}
if (gGameExternalOptions.devinUsesBRSetting) {
ubMinCoolness += gGameOptions.ubBobbyRay / 3;
ubMaxCoolness += gGameOptions.ubBobbyRay;
ubMinCoolness += gGameOptions.ubBobbyRayQuality / 3;
ubMaxCoolness += gGameOptions.ubBobbyRayQuality;
}
}
*/
@@ -1136,7 +1136,7 @@ UINT8 ChanceOfItemTransaction( INT8 bArmsDealer, UINT16 usItemIndex, BOOLEAN fDe
// Madd
if ( !fDealerIsSelling && fBobbyRay )
ubChance = min(100,gGameOptions.ubBobbyRay * ubChance);
ubChance = min(100,gGameOptions.ubBobbyRayQuality * ubChance);
// if there's any uncertainty
if ((ubChance > 0) && (ubChance < 100))
@@ -1150,7 +1150,7 @@ UINT8 ChanceOfItemTransaction( INT8 bArmsDealer, UINT16 usItemIndex, BOOLEAN fDe
ubChance /= 2;
if ( fBobbyRay )
ubChance /= gGameOptions.ubBobbyRay;
ubChance /= gGameOptions.ubBobbyRayQuality;
}
// used items are traded more rarely
+3
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@@ -1641,6 +1641,8 @@ enum
SLG_SQUAD_SIZE_RES_ERROR,
SLG_BR_QUANTITY_TEXT,
TEXT_NUM_SLG_TEXT,
};
extern STR16 zSaveLoadText[];
@@ -1780,6 +1782,7 @@ enum
GIO_NCTH_TITLE_TEXT,
GIO_IIS_TITLE_TEXT,
GIO_OVERHEATING_TITLE_TEXT,
GIO_BR_QUANTITY_TEXT,
////////////////////////////////////
TEXT_NUM_GIO_TEXT
+4 -2
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@@ -4964,7 +4964,7 @@ STR16 zSaveLoadText[] =
L"难度", //"Difficulty",
L"Platinum Mode", //Placeholder English
L"Bobby Ray 库存",
L"Bobby Ray Quality", //TODO.Translate
L"一般",
L"较多",
L"很多",
@@ -4974,6 +4974,7 @@ STR16 zSaveLoadText[] =
L"新携行系统无法使用默认的 Data 文件夹,请仔细读说明。",
L"当前分辨率不支持存档文件的小队人数,请增加分辨率再试。", //L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.",
L"Bobby Ray Quantity",//TODO.Translate
};
@@ -5258,7 +5259,7 @@ STR16 gzGIOScreenText[] =
L"随时存盘",
L"铁人模式",
L"在Demo中禁用",
L"Bobby Ray商店库存",
L"Bobby Ray Quality", //TODO.Translate
L"极少",
L"较少",
L"一般",
@@ -5315,6 +5316,7 @@ STR16 gzGIOScreenText[] =
L"新命中率系统(NCTH", //L"New Chance to Hit System",
L"改进的中断系统(IIS", //L"Improved Interrupt System",
L"武器过热", //L"Weapon Overheating",
L"Bobby Ray Quantity",//TODO.Translate
};
STR16 gzMPJScreenText[] =
+8 -6
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@@ -4963,16 +4963,17 @@ STR16 zSaveLoadText[] =
L"Moeilijkheid",
L"Platinum Mode", //Placeholder English
L"Bobby Ray's",
L"Good Selection",
L"Great Selection",
L"Excellent Selection",
L"Awesome Selection",
L"Bobby Ray Quality",
L"Good",
L"Great",
L"Excellent",
L"Awesome",
L"New Inventory does not work in 640x480 screen resolution. Please increase the screen resolution and try again.",
L"New Inventory does not work from the default 'Data' folder.",
L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.",
L"Bobby Ray Quantity",//TODO.Translate
};
@@ -5257,7 +5258,7 @@ STR16 gzGIOScreenText[] =
L"Save Anytime",
L"Iron Man",
L"Niet mogelijk bij Demo",
L"Bobby Ray's Selection",
L"Bobby Ray Quality",
L"Good",
L"Great",
L"Excellent",
@@ -5317,6 +5318,7 @@ STR16 gzGIOScreenText[] =
L"New Chance to Hit System",
L"Improved Interrupt System",
L"Weapon Overheating",
L"Bobby Ray Quantity",//TODO.Translate
};
STR16 gzMPJScreenText[] =
+8 -6
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@@ -4962,16 +4962,17 @@ STR16 zSaveLoadText[] =
L"Difficulty",
L"Platinum Mode", //Placeholder English
L"Bobby Ray's",
L"Normal Selection",
L"Great Selection",
L"Excellent Selection",
L"Awesome Selection",
L"Bobby Ray Quality",
L"Normal",
L"Great",
L"Excellent",
L"Awesome",
L"New Inventory does not work in 640x480 screen resolution. Please increase the screen resolution and try again.",
L"New Inventory does not work from the default 'Data' folder.",
L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.",
L"Bobby Ray Quantity",
};
@@ -5256,7 +5257,7 @@ STR16 gzGIOScreenText[] =
L"Save Anytime",
L"Iron Man",
L"Disabled for Demo",
L"Bobby Ray's Selection",
L"Bobby Ray Quality",
L"Normal",
L"Great",
L"Excellent",
@@ -5314,6 +5315,7 @@ STR16 gzGIOScreenText[] =
L"New Chance to Hit System",
L"Improved Interrupt System",
L"Weapon Overheating",
L"Bobby Ray Quantity",
};
STR16 gzMPJScreenText[] =
+8 -6
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@@ -4953,16 +4953,17 @@ STR16 zSaveLoadText[] =
L"Difficulté",
L"Platinum Mode", //Placeholder English
L"Bobby Ray",
L"Bonne Selection",
L"Meilleure Selection",
L"Excellente Selection",
L"Superbe Selection",
L"Bobby Ray Qualité",
L"Bonne",
L"Meilleure",
L"Excellente",
L"Superbe",
L"Le nouvel inventaire (NIV) ne peut se lancer en 640x480. Changez de résolution.",
L"Le nouvel inventaire (NIV) ne fonctionne pas depuis le dossier \"data\" original.",
L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.", // TODO.Translate
L"Bobby Ray Quantité",
};
@@ -5247,7 +5248,7 @@ STR16 gzGIOScreenText[] =
L"Sauv. à volonté",
L"Iron Man",
L"Désactivé pour la démo",
L"Selection de Bobby Ray",
L"Qualité de Bobby Ray",
L"Bonne",
L"Meilleure",
L"Excellente",
@@ -5305,6 +5306,7 @@ STR16 gzGIOScreenText[] =
L"New Chance to Hit System",
L"Improved Interrupt System",
L"Weapon Overheating",
L"Quantité de Bobby Ray",//TODO.Translate
};
STR16 gzMPJScreenText[] =
+4 -2
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@@ -4810,7 +4810,7 @@ STR16 zSaveLoadText[] =
L"SciFi-Stil",
L"Schwierigkeit",
L"Platinum Mode", //Placeholder English
L"Bobby Ray's",
L"Bobby Ray Quality", //TODO.Translate
L"Normale Auswahl",
L"Große Auswahl",
L"Ausgezeichnete Auswahl",
@@ -4820,6 +4820,7 @@ STR16 zSaveLoadText[] =
L"Neues Inventar funktioniert nicht mit dem ausgewählten 'Data' Ordner.",
L"Die gespeicherte Truppengröße im Spielstand wird nicht unterstützt bei der aktullen Bildschirmauflösung. Wählen Sie eine höhere Bildschirmauflösung und versuchen Sie es erneut.",
L"Bobby Ray Quantity",//TODO.Translate
};
//MapScreen
@@ -5104,7 +5105,7 @@ STR16 gzGIOScreenText[] =
L"Jederzeit",
L"Nicht im Kampf",
L"Option nicht verfügbar",
L"Bobby Ray's Auswahl",
L"Bobby Ray Quality", //TODO.Translate
L"Normal",
L"Groß",
L"Ausgezeichnet",
@@ -5160,6 +5161,7 @@ STR16 gzGIOScreenText[] =
L"Neues Zielsystem",
L"Verbesserte Unterbrechungen",
L"Waffen-Überhitzung",
L"Bobby Ray Quantity",//TODO.Translate
};
STR16 gzMPJScreenText[] =
+8 -6
View File
@@ -4949,16 +4949,17 @@ STR16 zSaveLoadText[] =
L"Difficoltà",
L"Platinum Mode", //Placeholder English
L"Bobby Ray's",
L"Good Selection",
L"Great Selection",
L"Excellent Selection",
L"Awesome Selection",
L"Bobby Ray Quality",
L"Good",
L"Great",
L"Excellent",
L"Awesome",
L"New Inventory does not work in 640x480 screen resolution. Please increase the screen resolution and try again.",
L"New Inventory does not work from the default 'Data' folder.",
L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.",
L"Bobby Ray Quantity", //TODO.Translate
};
@@ -5242,7 +5243,7 @@ STR16 gzGIOScreenText[] =
L"Tempo illimitato",
L"Turni a tempo",
L"Disabilitato per Demo",
L"Bobby Ray's Selection",
L"Bobby Ray Quality",
L"Good",
L"Great",
L"Excellent",
@@ -5303,6 +5304,7 @@ STR16 gzGIOScreenText[] =
L"New Chance to Hit System",
L"Improved Interrupt System",
L"Weapon Overheating",
L"Bobby Ray Quantity", //TODO.Translate
};
STR16 gzMPJScreenText[] =
+4 -2
View File
@@ -4960,7 +4960,7 @@ STR16 zSaveLoadText[] =
L"Stopień trudnoŚci",
L"Platynowy tryb", //Placeholder English
L"Wyposażenie Bobby Ray's",
L"Bobby Ray Quality",//TODO.Translate
L"Normalne",
L"Świetne",
L"WyŚmienite",
@@ -4970,6 +4970,7 @@ STR16 zSaveLoadText[] =
L"Nowy inwentarz nie korzysta z domyŚlnego folderu 'Data'.",
L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.", // TODO.Translate
L"Bobby Ray Quantity", //TODO.Translate
};
@@ -5253,7 +5254,7 @@ STR16 gzGIOScreenText[] =
L"Zawsze",
L"W czasie pokoju",
L"Nie działa w wersji demo",
L"Wyposażenie Bobby Ray's",
L"Bobby Ray Quality", //TODO.Translate
L"Normalne",
L"Świetne",
L"WyŚmienite",
@@ -5312,6 +5313,7 @@ STR16 gzGIOScreenText[] =
L"New Chance to Hit System",
L"Improved Interrupt System",
L"Weapon Overheating",
L"Bobby Ray Quantity", //TODO.Translate
};
STR16 gzMPJScreenText[] =
+4 -2
View File
@@ -4944,7 +4944,7 @@ STR16 zSaveLoadText[] =
L"Элементы фантастики",
L"Платиновая серия",
L"Ассортимент Бобби Рэя",
L"Бобби Рэя Quality", //TODO.Translate
L"Нормальный",
L"Большой",
L"Огромный",
@@ -4954,6 +4954,7 @@ STR16 zSaveLoadText[] =
L"Загрузка игры, начатой в режиме \"Нового Инвентаря\", невозможна. Установите в Ja2.ini игровую папку 'Data-1.13' и повторите попытку.",
L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.", // TODO.Translate
L"Bobby Ray Quantity", //TODO.Translate
};
@@ -5237,7 +5238,7 @@ STR16 gzGIOScreenText[] =
L"в любое время",
L"лишь в мирное",
L"Отключено в демо-версии",
L"Ассортимент Бобби Рэя",
L"Бобби Рэя Quality", //TODO.Translate
L"хороший",
L"большой",
L"огромный",
@@ -5296,6 +5297,7 @@ STR16 gzGIOScreenText[] =
L"New Chance to Hit System",
L"Improved Interrupt System",
L"Weapon Overheating",
L"Bobby Ray Quantity",
};
STR16 gzMPJScreenText[] =
+8 -6
View File
@@ -4964,16 +4964,17 @@ STR16 zSaveLoadText[] =
L"Difficulty",
L"Platinum Mode", //Placeholder English
L"Bobby Ray's",
L"Normal Selection",
L"Great Selection",
L"Excellent Selection",
L"Awesome Selection",
L"Bobby Ray Quality",
L"Normal",
L"Great",
L"Excellent",
L"Awesome",
L"New Inventory does not work in 640x480 screen resolution. Please increase the screen resolution and try again.",
L"New Inventory does not work from the default 'Data' folder.",
L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.",
L"Bobby Ray Quantity",
};
@@ -5259,7 +5260,7 @@ STR16 gzGIOScreenText[] =
L"Iron Man",
L"Disabled for Demo",
L"Bobby Ray's Selection",
L"Bobby Ray Quality",
L"Normal",
L"Great",
L"Excellent",
@@ -5319,6 +5320,7 @@ STR16 gzGIOScreenText[] =
L"New Chance to Hit System",
L"Improved Interrupt System",
L"Weapon Overheating",
L"Bobby Ray Quantity",
};
STR16 gzMPJScreenText[] =