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several fixes (by Ocular)
http://www.ja-galaxy-forum.com/ubbthreads.php/topics/336357/[PATCH]_Minor_bug_fixes#Post336357 - wrong calculation for gear AP bonus - wrong display for max health damage - wrong use of TRAIN_MILITIA_MODIFIER modifier - wrong calculation for breath regeneration with unused AP git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7536 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -7542,7 +7542,7 @@ INT16 GetTownTrainPtsForCharacter( SOLDIERTYPE *pTrainer, UINT16 *pusMaxPts )
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// check for teaching bonuses
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if( gGameOptions.fNewTraitSystem ) // old/new traits - SANDRO
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{
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sTrainingBonus -= gSkillTraitValues.bSpeedModifierTrainingMilitia; // penalty for untrained mercs
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sTrainingBonus += gSkillTraitValues.bSpeedModifierTrainingMilitia; // penalty for untrained mercs
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// bonus for teching trait
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if ( HAS_SKILL_TRAIT( pTrainer, TEACHING_NT) )
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+1
-2
@@ -10171,8 +10171,7 @@ INT16 GetGearAPBonus( SOLDIERTYPE * pSoldier )
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{
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OBJECTTYPE* pObj = &pSoldier->inv[j];
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attachmentList::iterator iterend = (*pObj)[0]->attachments.begin();
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != iterend; ++iter)
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
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{
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if(iter->exists())
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{
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+5
-5
@@ -1386,19 +1386,19 @@ void UnusedAPsToBreath( SOLDIERTYPE * pSoldier )
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switch( gGameOptions.ubDifficultyLevel )
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{
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case DIF_LEVEL_EASY:
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sBreathPerAP *= 9/10; // -10%
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sBreathPerAP = sBreathPerAP * 9/10; // -10%
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break;
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case DIF_LEVEL_MEDIUM:
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sBreathPerAP *= 1; // normal
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sBreathPerAP = sBreathPerAP; // normal
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break;
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case DIF_LEVEL_HARD:
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sBreathPerAP *= 11/10; // +10%
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sBreathPerAP = sBreathPerAP * 11/10; // +10%
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break;
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case DIF_LEVEL_INSANE:
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sBreathPerAP *= 6/5; // +20%
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sBreathPerAP = sBreathPerAP * 6/5; // +20%
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break;
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default:
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sBreathPerAP *= 9/10; // -10%
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sBreathPerAP = sBreathPerAP * 9/10; // -10%
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break;
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}
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}
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@@ -9934,7 +9934,7 @@ INT32 BulletImpact( SOLDIERTYPE *pFirer, BULLET *pBullet, SOLDIERTYPE * pTarget,
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if (pTarget->name[0] && pTarget->bVisible == TRUE)
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{
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// make stat RED for a while...
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pTarget->timeChanges.uiChangeDexterityTime = GetJA2Clock();
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pTarget->timeChanges.uiChangeHealthTime = GetJA2Clock();
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pTarget->usValueGoneUp &= ~( HEALTH_INCREASE );
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if (bStatLoss == 1)
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