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
This commit is contained in:
silversurfer
2014-10-01 10:51:16 +00:00
parent cd786cf213
commit 3bdf06c62d
4 changed files with 8 additions and 9 deletions
+1 -1
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@@ -7542,7 +7542,7 @@ INT16 GetTownTrainPtsForCharacter( SOLDIERTYPE *pTrainer, UINT16 *pusMaxPts )
// check for teaching bonuses // check for teaching bonuses
if( gGameOptions.fNewTraitSystem ) // old/new traits - SANDRO if( gGameOptions.fNewTraitSystem ) // old/new traits - SANDRO
{ {
sTrainingBonus -= gSkillTraitValues.bSpeedModifierTrainingMilitia; // penalty for untrained mercs sTrainingBonus += gSkillTraitValues.bSpeedModifierTrainingMilitia; // penalty for untrained mercs
// bonus for teching trait // bonus for teching trait
if ( HAS_SKILL_TRAIT( pTrainer, TEACHING_NT) ) if ( HAS_SKILL_TRAIT( pTrainer, TEACHING_NT) )
+1 -2
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@@ -10171,8 +10171,7 @@ INT16 GetGearAPBonus( SOLDIERTYPE * pSoldier )
{ {
OBJECTTYPE* pObj = &pSoldier->inv[j]; OBJECTTYPE* pObj = &pSoldier->inv[j];
attachmentList::iterator iterend = (*pObj)[0]->attachments.begin(); for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != iterend; ++iter)
{ {
if(iter->exists()) if(iter->exists())
{ {
+5 -5
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@@ -1386,19 +1386,19 @@ void UnusedAPsToBreath( SOLDIERTYPE * pSoldier )
switch( gGameOptions.ubDifficultyLevel ) switch( gGameOptions.ubDifficultyLevel )
{ {
case DIF_LEVEL_EASY: case DIF_LEVEL_EASY:
sBreathPerAP *= 9/10; // -10% sBreathPerAP = sBreathPerAP * 9/10; // -10%
break; break;
case DIF_LEVEL_MEDIUM: case DIF_LEVEL_MEDIUM:
sBreathPerAP *= 1; // normal sBreathPerAP = sBreathPerAP; // normal
break; break;
case DIF_LEVEL_HARD: case DIF_LEVEL_HARD:
sBreathPerAP *= 11/10; // +10% sBreathPerAP = sBreathPerAP * 11/10; // +10%
break; break;
case DIF_LEVEL_INSANE: case DIF_LEVEL_INSANE:
sBreathPerAP *= 6/5; // +20% sBreathPerAP = sBreathPerAP * 6/5; // +20%
break; break;
default: default:
sBreathPerAP *= 9/10; // -10% sBreathPerAP = sBreathPerAP * 9/10; // -10%
break; break;
} }
} }
+1 -1
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@@ -9934,7 +9934,7 @@ INT32 BulletImpact( SOLDIERTYPE *pFirer, BULLET *pBullet, SOLDIERTYPE * pTarget,
if (pTarget->name[0] && pTarget->bVisible == TRUE) if (pTarget->name[0] && pTarget->bVisible == TRUE)
{ {
// make stat RED for a while... // make stat RED for a while...
pTarget->timeChanges.uiChangeDexterityTime = GetJA2Clock(); pTarget->timeChanges.uiChangeHealthTime = GetJA2Clock();
pTarget->usValueGoneUp &= ~( HEALTH_INCREASE ); pTarget->usValueGoneUp &= ~( HEALTH_INCREASE );
if (bStatLoss == 1) if (bStatLoss == 1)