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Skill Tooltip on Merc Portrait (by Buggler)
- Skills/Traits tooltip over merc portrait in Tactical & Strategic screen - Fixed Traits tooltip on 'more' popup in personnel screen - Increased Energy Bar Color Contrast - Swapped Mechanical & Explosive Skill in Tactical & Strategic screen to standardize across all screens including AIM, MERC & Personnel screen Optional Skill Tooltip On Merc Portrait (by Buggler) - Option to show skill/traits tooltip on merc portrait in AIM/MERC hire screen - Enhanced merc inventory tooltip to show full BR info in AIM/MERC hire screen - Fixed BR heavy weapon AP tooltip display bug - Fixed MERC Exp Lv statistic color git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5802 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+37
-37
@@ -296,10 +296,10 @@ int LVL_X;
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int LVL_Y;
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int MRK_X;
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int MRK_Y;
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int EXP_X;
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int EXP_Y;
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int MEC_X;
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int MEC_Y;
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int EXP_X;
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int EXP_Y;
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int MED_X;
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int MED_Y;
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@@ -1294,10 +1294,10 @@ BOOLEAN InitializeInvPanelCoordsOld()
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LVL_Y = AGL_Y;
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MRK_X = LVL_X;
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MRK_Y = DEX_Y;
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EXP_X = LVL_X;
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EXP_Y = STR_Y;
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MEC_X = LVL_X;
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MEC_Y = LDR_Y;
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MEC_Y = STR_Y;
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EXP_X = LVL_X;
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EXP_Y = LDR_Y;
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MED_X = LVL_X;
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MED_Y = WIS_Y;
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@@ -1624,10 +1624,10 @@ BOOLEAN InitializeInvPanelCoordsNew()
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LVL_Y = AGL_Y;
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MRK_X = LVL_X;
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MRK_Y = DEX_Y;
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EXP_X = LVL_X;
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EXP_Y = STR_Y;
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MEC_X = LVL_X;
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MEC_Y = LDR_Y;
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MEC_Y = STR_Y;
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EXP_X = LVL_X;
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EXP_Y = LDR_Y;
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MED_X = LVL_X;
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MED_Y = WIS_Y;
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@@ -2157,7 +2157,6 @@ void DrawFace( INT16 sCharNumber )
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return;
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}
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if( ( gCharactersList[ bSelectedInfoChar ].usSolID == sOldId )&&( fReDrawFace == FALSE ) )
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{
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// are the same, return
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@@ -2548,34 +2547,6 @@ void DrawCharStats( INT16 sCharNum )
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FindFontRightCoordinates(MRK_X,MRK_Y,STAT_WID ,STAT_HEI,sString , CHAR_FONT, &usX, &usY);
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DrawString(sString,usX, MRK_Y,CHAR_FONT );
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// explosives
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swprintf( sString, L"%d", pSoldier->stats.bExplosive );
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// SANDRO - if damaged stat we could regain, show in red until repaired
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if( gGameOptions.fNewTraitSystem && ( pSoldier->ubCriticalStatDamage[DAMAGED_STAT_EXPLOSIVES] > 0 ))
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{
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SetFontForeground( FONT_RED );
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}
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else if( ( GetJA2Clock() < CHANGE_STAT_RECENTLY_DURATION + pSoldier->timeChanges.uiChangeExplosivesTime)&& ( pSoldier->timeChanges.uiChangeExplosivesTime != 0 ) )
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{
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if( pSoldier->usValueGoneUp & EXP_INCREASE )
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{
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SetFontForeground( FONT_LTGREEN );
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}
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else
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{
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SetFontForeground( FONT_RED );
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}
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}
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else
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{
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SetFontForeground(CHAR_TEXT_FONT_COLOR);
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}
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// right justify
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FindFontRightCoordinates(EXP_X,EXP_Y,STAT_WID ,STAT_HEI,sString , CHAR_FONT, &usX, &usY);
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DrawString(sString,usX, EXP_Y,CHAR_FONT );
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// mechanical
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swprintf( sString, L"%d", pSoldier->stats.bMechanical );
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@@ -2603,6 +2574,34 @@ void DrawCharStats( INT16 sCharNum )
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// right justify
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FindFontRightCoordinates(MEC_X,MEC_Y,STAT_WID ,STAT_HEI,sString , CHAR_FONT, &usX, &usY);
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DrawString(sString,usX, MEC_Y,CHAR_FONT );
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// explosives
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swprintf( sString, L"%d", pSoldier->stats.bExplosive );
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// SANDRO - if damaged stat we could regain, show in red until repaired
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if( gGameOptions.fNewTraitSystem && ( pSoldier->ubCriticalStatDamage[DAMAGED_STAT_EXPLOSIVES] > 0 ))
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{
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SetFontForeground( FONT_RED );
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}
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else if( ( GetJA2Clock() < CHANGE_STAT_RECENTLY_DURATION + pSoldier->timeChanges.uiChangeExplosivesTime)&& ( pSoldier->timeChanges.uiChangeExplosivesTime != 0 ) )
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{
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if( pSoldier->usValueGoneUp & EXP_INCREASE )
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{
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SetFontForeground( FONT_LTGREEN );
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}
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else
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{
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SetFontForeground( FONT_RED );
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}
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}
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else
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{
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SetFontForeground(CHAR_TEXT_FONT_COLOR);
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}
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// right justify
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FindFontRightCoordinates(EXP_X,EXP_Y,STAT_WID ,STAT_HEI,sString , CHAR_FONT, &usX, &usY);
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DrawString(sString,usX, EXP_Y,CHAR_FONT );
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// medical
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swprintf( sString, L"%d", pSoldier->stats.bMedical );
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@@ -9836,6 +9835,7 @@ void MAPBeginItemPointer( SOLDIERTYPE *pSoldier, UINT8 ubHandPos )
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{
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numToMove = 1;
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}
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pSoldier->inv[ubHandPos].MoveThisObjectTo(gItemPointer, numToMove, pSoldier, ubHandPos);
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//Autoplace to map sector invectory
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