Zombie Update (by Flugente)

- new variables for additional strength, dexterity, agility, wisdom and experience level due to drugs, traits etc.
- new flagmask for soldiers (so no new variables have to be added in the future)
- fix: stat-altering drugs work again and can now have a higher magnitude
- drug-altered stats now show up purple
- fix: option screen help texts were missing

WARING! This will break savegame compatibility

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5325 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-06-02 15:50:54 +00:00
parent defef00330
commit 4750b07f16
38 changed files with 339 additions and 326 deletions
+2 -2
View File
@@ -1759,13 +1759,13 @@ INT8 CalcInterruptDuelPts( SOLDIERTYPE * pSoldier, UINT8 ubOpponentID, BOOLEAN f
//iPoints = EffectiveExpLevel( MercPtrs[ pSoldier->ubRobotRemoteHolderID ] ) - 2;
// Snap: (do some proper rounding here)
iPoints = ( 20*EffectiveExpLevel( MercPtrs[ pSoldier->ubRobotRemoteHolderID ] )
+ EffectiveAgility( MercPtrs[ pSoldier->ubRobotRemoteHolderID ] ) + 15 ) / 30 - 2;
+ EffectiveAgility( MercPtrs[ pSoldier->ubRobotRemoteHolderID ], FALSE ) + 15 ) / 30 - 2;
}
else
{
//iPoints = EffectiveExpLevel( pSoldier );
// Snap:
iPoints = ( 20*EffectiveExpLevel( pSoldier ) + EffectiveAgility( pSoldier ) + 15 ) / 30;
iPoints = ( 20*EffectiveExpLevel( pSoldier ) + EffectiveAgility( pSoldier, FALSE ) + 15 ) / 30;
/*
if ( pSoldier->bTeam == ENEMY_TEAM )