Change to # of aim clicks bonus for Ranger trait:

The hunter now only gets POSSIBLE_AIM_CLICK_ADDED_SHOTGUNS / 2 (rounded down) as bonus which is a compromise that was necessary after the revamp of shotguns by Strohmann in GameDir 2173.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7612 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2014-10-25 14:03:07 +00:00
parent af1f5c5e17
commit 5b7f243ed9
3 changed files with 11 additions and 11 deletions
+3 -3
View File
@@ -1989,10 +1989,10 @@ void AssignSkillTraitHelpText( UINT8 ubTraitNumber, BOOLEAN fExpertLevel )
} }
if( gSkillTraitValues.ubRAAimClicksAdded != 0 ) if( gSkillTraitValues.ubRAAimClicksAdded != 0 )
{ {
if( gSkillTraitValues.ubRAAimClicksAdded == 1 && !fExpertLevel ) if( (gSkillTraitValues.ubRAAimClicksAdded >= 2 && !fExpertLevel) || (gSkillTraitValues.ubRAAimClicksAdded == 1 && fExpertLevel) )
swprintf( atStr, gzIMPMajorTraitsHelpTextsRanger[4], ( gSkillTraitValues.ubRAAimClicksAdded * (fExpertLevel ? 2 : 1))); swprintf( atStr, gzIMPMajorTraitsHelpTextsRanger[4], (UINT8)( gSkillTraitValues.ubRAAimClicksAdded * (fExpertLevel ? 2 : 1) / 2.0f));
else else
swprintf( atStr, gzIMPMajorTraitsHelpTextsRanger[5], ( gSkillTraitValues.ubRAAimClicksAdded * (fExpertLevel ? 2 : 1))); swprintf( atStr, gzIMPMajorTraitsHelpTextsRanger[5], (UINT8)( gSkillTraitValues.ubRAAimClicksAdded * (fExpertLevel ? 2 : 1) / 2.0f));
wcscat( apStr, atStr ); wcscat( apStr, atStr );
} }
+3 -3
View File
@@ -7407,10 +7407,10 @@ void AssignPersonnelSkillTraitHelpText( UINT8 ubTraitNumber, BOOLEAN fExpertLeve
} }
if( gSkillTraitValues.ubRAAimClicksAdded != 0 ) if( gSkillTraitValues.ubRAAimClicksAdded != 0 )
{ {
if( gSkillTraitValues.ubRAAimClicksAdded == 1 && !fExpertLevel ) if( (gSkillTraitValues.ubRAAimClicksAdded >= 2 && !fExpertLevel) || (gSkillTraitValues.ubRAAimClicksAdded == 1 && fExpertLevel) )
swprintf( atStr, gzIMPMajorTraitsHelpTextsRanger[4], ( gSkillTraitValues.ubRAAimClicksAdded * (fExpertLevel ? 2 : 1))); swprintf( atStr, gzIMPMajorTraitsHelpTextsRanger[4], (UINT8)( gSkillTraitValues.ubRAAimClicksAdded * (fExpertLevel ? 2 : 1) / 2.0f));
else else
swprintf( atStr, gzIMPMajorTraitsHelpTextsRanger[5], ( gSkillTraitValues.ubRAAimClicksAdded * (fExpertLevel ? 2 : 1))); swprintf( atStr, gzIMPMajorTraitsHelpTextsRanger[5], (UINT8)( gSkillTraitValues.ubRAAimClicksAdded * (fExpertLevel ? 2 : 1) / 2.0f));
wcscat( apStr, atStr ); wcscat( apStr, atStr );
} }
+5 -5
View File
@@ -10471,7 +10471,7 @@ INT32 GetAimLevelsTraitModifier( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj )
if ( Weapon[Item[pObj->usItem].ubClassIndex].ubWeaponType == GUN_PISTOL || Weapon[Item[pObj->usItem].ubClassIndex].ubWeaponType == GUN_M_PISTOL ) if ( Weapon[Item[pObj->usItem].ubClassIndex].ubWeaponType == GUN_PISTOL || Weapon[Item[pObj->usItem].ubClassIndex].ubWeaponType == GUN_M_PISTOL )
ubSkillModifier -= gSkillTraitValues.ubGSAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, GUNSLINGER_NT ); ubSkillModifier -= gSkillTraitValues.ubGSAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, GUNSLINGER_NT );
else if ( Weapon[Item[pObj->usItem].ubClassIndex].ubWeaponType == GUN_SHOTGUN ) else if ( Weapon[Item[pObj->usItem].ubClassIndex].ubWeaponType == GUN_SHOTGUN )
ubSkillModifier -= gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ); ubSkillModifier -= (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f);
else else
ubSkillModifier -= gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ); ubSkillModifier -= gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT );
} }
@@ -13328,9 +13328,9 @@ UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier, INT32 sGridNo)
// silversurfer added this - STOMP traits - Ranger bonus aim clicks // silversurfer added this - STOMP traits - Ranger bonus aim clicks
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ) ) if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ) )
{ {
maxAimForType += (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )); maxAimForType += (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f);
aimLevels += (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )); aimLevels += (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f);
maxAimWithoutBipod += (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )); maxAimWithoutBipod += (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f);
} }
} }
else if (weaponType == GUN_LMG || (weaponType == GUN_SMG && fTwoHanded == 1)) else if (weaponType == GUN_LMG || (weaponType == GUN_SMG && fTwoHanded == 1))
@@ -13527,7 +13527,7 @@ UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier, INT32 sGridNo)
if ( weaponType == GUN_SHOTGUN && if ( weaponType == GUN_SHOTGUN &&
gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ) ) gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ) )
{ {
aimLevels += (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )); aimLevels += (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f);
} }
// SANDRO - if using alternative weapon holding, we reduce the aim levels available // SANDRO - if using alternative weapon holding, we reduce the aim levels available