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
+3 -3
View File
@@ -1873,14 +1873,14 @@ INT32 EstimateStabDamage( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent,
if (fBladeAttack)
{
iImpact = GetDamage(&pSoldier->inv[HANDPOS]);
iImpact += EffectiveStrength( pSoldier ) / 20; // 0 to 5 for strength, adjusted by damage taken
iImpact += EffectiveStrength( pSoldier, FALSE ) / 20; // 0 to 5 for strength, adjusted by damage taken
}
else
{
// this all was a little changed for enhanced close combat system - SANDRO
if ( gGameExternalOptions.fEnhancedCloseCombatSystem )
{
iImpact = EffectiveStrength( pSoldier ) / 5; // 0 to 20 for strength, adjusted by damage taken
iImpact = EffectiveStrength( pSoldier, FALSE ) / 5; // 0 to 20 for strength, adjusted by damage taken
if ( pSoldier->usAttackingWeapon )
{
@@ -1909,7 +1909,7 @@ INT32 EstimateStabDamage( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent,
// base HTH damage
iImpact = 5;
}
iImpact += EffectiveStrength( pSoldier ) / 5; // 0 to 20 for strength, adjusted by damage taken
iImpact += EffectiveStrength( pSoldier, FALSE ) / 5; // 0 to 20 for strength, adjusted by damage taken
}
}