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New Feature: Drug System Overhaul. The drug system has been completely overhauled.
Requires GameDir >= r2257. For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&goto=341541&#msg_341541 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7896 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+31
-19
@@ -70,6 +70,7 @@
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#include "Disease.h" // added by Flugente
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#include "Queen Command.h" // added by Flugente
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#include "PMC.h" // added by Flugente
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#include "Drugs And Alcohol.h" // added by Flugente for DoesMercHaveDisability( ... )
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#endif
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#include <vector>
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#include <queue>
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@@ -2738,14 +2739,15 @@ UINT16 CalculateHealingPointsForDoctor(SOLDIERTYPE *pDoctor, UINT16 *pusMaxPts,
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usHealPts += usHealPts * gSkillTraitValues.usDODoctorAssignmentBonus * NUM_SKILL_TRAITS( pDoctor, DOCTOR_NT ) / 100;
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*pusMaxPts += *pusMaxPts * gSkillTraitValues.usDODoctorAssignmentBonus * NUM_SKILL_TRAITS( pDoctor, DOCTOR_NT ) / 100;
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}
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// penalty for aggressive people
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if ( gMercProfiles[ pDoctor->ubProfile ].bCharacterTrait == CHAR_TRAIT_AGGRESSIVE )
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if ( DoesMercHavePersonality( pDoctor, CHAR_TRAIT_AGGRESSIVE ) )
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{
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usHealPts -= usHealPts / 10;
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*pusMaxPts -= *pusMaxPts / 10;
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}
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// bonus for phlegmatic people
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else if ( gMercProfiles[ pDoctor->ubProfile ].bCharacterTrait == CHAR_TRAIT_PHLEGMATIC )
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else if ( DoesMercHavePersonality( pDoctor, CHAR_TRAIT_PHLEGMATIC ) )
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{
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usHealPts += usHealPts / 20;
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*pusMaxPts += *pusMaxPts / 20;
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@@ -2831,14 +2833,15 @@ UINT8 CalculateRepairPointsForRepairman(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPts
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usRepairPts += usRepairPts * gSkillTraitValues.usTERepairSpeedBonus * (NUM_SKILL_TRAITS( pSoldier, TECHNICIAN_NT )) / 100;
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*pusMaxPts += *pusMaxPts * gSkillTraitValues.usTERepairSpeedBonus * (NUM_SKILL_TRAITS( pSoldier, TECHNICIAN_NT )) / 100;
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}
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// Penalty for aggressive people
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if ( gMercProfiles[ pSoldier->ubProfile ].bCharacterTrait == CHAR_TRAIT_AGGRESSIVE )
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if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_AGGRESSIVE ) )
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{
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usRepairPts -= usRepairPts / 10; // -10%
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*pusMaxPts -= *pusMaxPts / 10;
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}
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// Bonus for phlegmatic people
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else if ( gMercProfiles[ pSoldier->ubProfile ].bCharacterTrait == CHAR_TRAIT_PHLEGMATIC )
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else if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_PHLEGMATIC ) )
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{
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usRepairPts += usRepairPts / 20; // +5%
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*pusMaxPts += *pusMaxPts / 20;
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@@ -3015,10 +3018,11 @@ UINT32 CalculateSnitchGuardValue(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPts )
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usValue += 25 * NUM_SKILL_TRAITS( pSoldier, STEALTHY_OT );
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}
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if( gMercProfiles[ pSoldier->ubProfile ].bDisability == DEAF )
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if ( DoesMercHaveDisability( pSoldier, DEAF ) )
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{
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usValue = usValue/2;
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}
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// adjust for fatigue
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ReducePointsForFatigue( pSoldier, &usValue );
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@@ -3136,7 +3140,7 @@ UINT32 CalculateSnitchInterrogationValue(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPt
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if ( gGameOptions.fNewTraitSystem )
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{
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if ( gMercProfiles[pSoldier->ubProfile].bCharacterTrait == CHAR_TRAIT_ASSERTIVE )
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if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_ASSERTIVE ) )
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friendlyvalue += 30;
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}
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@@ -5092,8 +5096,9 @@ void FatigueCharacter( SOLDIERTYPE *pSoldier )
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{
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bMaxBreathLoss = (bMaxBreathLoss * (100 - gSkillTraitValues.ubSVBreathForTravellingReduction * NUM_SKILL_TRAITS( pSoldier, SURVIVAL_NT )) / 100);
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}
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// primitive people get exhausted slower
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if ( gMercProfiles[pSoldier->ubProfile].bCharacterTrait == CHAR_TRAIT_PRIMITIVE )
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if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_PRIMITIVE ) )
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{
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switch ( pSoldier->bAssignment )
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{
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@@ -5121,8 +5126,8 @@ void FatigueCharacter( SOLDIERTYPE *pSoldier )
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break;
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}
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}
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// Picifist actually gain morale, when on peaceful assignments
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else if ( gMercProfiles[pSoldier->ubProfile].bCharacterTrait == CHAR_TRAIT_PACIFIST )
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// Pacifists actually gain morale, when on peaceful assignments
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else if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_PACIFIST ) )
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{
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switch ( pSoldier->bAssignment )
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{
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@@ -5537,9 +5542,12 @@ void HandleDiseaseDiagnosis()
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for ( int i = 0; i < NUM_DISEASES; ++i )
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{
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// if teammember has disease, but this is not yet known
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if ( pTeamSoldier->sDiseasePoints[i] > 0 && !(pTeamSoldier->sDiseaseFlag[i] & SOLDIERDISEASE_DIAGNOSED) )
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if ( pTeamSoldier->sDiseasePoints[i] > 0 && !(pTeamSoldier->sDiseaseFlag[i] & SOLDIERDISEASE_DIAGNOSED) && Disease[i].sInfectionPtsOutbreak > 0 )
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{
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if ( Chance( skill ) )
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// whether an infection is diagnosed also depends on how high it is compared to an outbreak
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FLOAT infectedfraction = ((FLOAT)pTeamSoldier->sDiseasePoints[i] / (FLOAT)Disease[i].sInfectionPtsOutbreak);
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if ( infectedfraction > 0.0f && Chance((UINT32)(100 * infectedfraction)) && Chance( skill ) )
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{
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// doctor discovered a disease - make it known
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pTeamSoldier->AnnounceDisease( i );
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@@ -5763,7 +5771,7 @@ void HandleGatheringInformationBySoldier( SOLDIERTYPE* pSoldier )
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FLOAT fBaseChance = ( EffectiveLeadership(pSoldier) + EffectiveWisdom(pSoldier) + EffectiveExpLevel(pSoldier) * 10 ) / 3000.0f;
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if( gMercProfiles[ pSoldier->ubProfile ].bDisability == DEAF )
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if ( DoesMercHaveDisability( pSoldier, DEAF ) )
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{
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fBaseChance /= 2.0;
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}
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@@ -6146,16 +6154,18 @@ INT16 GetSoldierTrainingPts( SOLDIERTYPE *pSoldier, INT8 bTrainStat, UINT16 *pus
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bTrainingBonus += gSkillTraitValues.ubTGBonusOnPractising;
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//sTrainingPts += (sTrainingPts * gSkillTraitValues.ubTGBonusOnPractising / 100);
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}
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// bonus for practising for intellectuals
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if ( gMercProfiles[pSoldier->ubProfile].bCharacterTrait == CHAR_TRAIT_INTELLECTUAL )
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if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_INTELLECTUAL ) )
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{
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// +10%
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*pusMaxPts += (*pusMaxPts / 10);
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bTrainingBonus += 10;
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//sTrainingPts += (sTrainingPts / 10);
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}
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// bonus for practising for intellectuals
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if ( gMercProfiles[pSoldier->ubProfile].bCharacterTrait == CHAR_TRAIT_AGGRESSIVE )
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if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_AGGRESSIVE ) )
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{
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switch (bTrainStat)
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{
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@@ -6268,16 +6278,18 @@ INT16 GetSoldierStudentPts( SOLDIERTYPE *pSoldier, INT8 bTrainStat, UINT16 *pusM
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bTrainingBonus += gSkillTraitValues.ubTGBonusOnPractising;
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//sTrainingPts += (sTrainingPts * gSkillTraitValues.ubTGBonusOnPractising / 100);
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}
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// bonus for practising for intellectuals
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if ( gMercProfiles[pSoldier->ubProfile].bCharacterTrait == CHAR_TRAIT_INTELLECTUAL )
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if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_INTELLECTUAL ) )
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{
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// +10%
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*pusMaxPts += (*pusMaxPts / 10);
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bTrainingBonus += 10;
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//sTrainingPts += (sTrainingPts / 10);
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}
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// bonus for practising for intellectuals
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if ( gMercProfiles[pSoldier->ubProfile].bCharacterTrait == CHAR_TRAIT_AGGRESSIVE )
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if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_AGGRESSIVE ) )
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{
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switch (bTrainStat)
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{
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@@ -7388,17 +7400,17 @@ INT16 GetTownTrainPtsForCharacter( SOLDIERTYPE *pTrainer, UINT16 *pusMaxPts )
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sTrainingBonus += gSkillTraitValues.ubTGBonusToTrainMilitia;
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}
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// +10% for Assertive people
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if ( gMercProfiles[pTrainer->ubProfile].bCharacterTrait == CHAR_TRAIT_ASSERTIVE )
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if ( DoesMercHavePersonality( pTrainer, CHAR_TRAIT_ASSERTIVE ) )
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{
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sTrainingBonus += 10;
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}
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// -5% for Aggressive people
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else if ( gMercProfiles[pTrainer->ubProfile].bCharacterTrait == CHAR_TRAIT_AGGRESSIVE )
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else if ( DoesMercHavePersonality( pTrainer, CHAR_TRAIT_AGGRESSIVE ) )
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{
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sTrainingBonus -= 5;
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}
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// +5% for Phlegmatic people
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else if ( gMercProfiles[pTrainer->ubProfile].bCharacterTrait == CHAR_TRAIT_PHLEGMATIC )
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else if ( DoesMercHavePersonality( pTrainer, CHAR_TRAIT_PHLEGMATIC ) )
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{
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sTrainingBonus += 5;
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}
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