Changes to make things harder:

- added item status values (1-100%) to selling price calculation for selling to locals
- increased probing attacks from queen after player conquers a sector
- unlimited reinforcements for queen on Insane mode (possibly externalize this later...)
- increased queen attacks on sectors after losing towns (ie: reduced her turtling up into meduna after losing some towns) -- requires unlimited reinforcements
- increased admin-type troops being promoted to redshirt troops on hard/expert and insane (just garrisons on expert)
- decreased quality of items dropped by enemy soldiers, based on difficulty level, as per the following formula: (dif_level - 1) * Random (20), so 0% for novice, up to 60% for insane

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@238 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
MaddMugsy
2006-06-16 19:47:03 +00:00
parent 3af76f2c3a
commit 7ec609c19f
4 changed files with 74 additions and 18 deletions
@@ -1438,14 +1438,19 @@ void BeginInventoryPoolPtr( OBJECTTYPE *pInventorySlot )
}
else if ( _KeyDown ( ALT ) && fSELLALL)
{
INT32 iPrice = 0;
INT8 bLoop;
INT32 iPrice = (Item[gpItemPointer->usItem].usPrice );
for (INT8 bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
for (bLoop = 0; bLoop < gItemPointer.ubNumberOfObjects; bLoop++)
{
iPrice += Item[gpItemPointer->usAttachItem[bLoop]].usPrice;
iPrice += (Item[gpItemPointer->usItem].usPrice ) * (gpItemPointer->bStatus[bLoop]/100);
}
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
iPrice += Item[gpItemPointer->usAttachItem[bLoop]].usPrice * (gpItemPointer->bAttachStatus[bLoop]/100);
}
iPrice = (INT32) (iPrice / iPriceModifier) * gItemPointer.ubNumberOfObjects;
iPrice = (INT32) (iPrice / iPriceModifier);
AddTransactionToPlayersBook( SOLD_ITEMS, 0, GetWorldTotalMin(), iPrice );
PlayJA2Sample( COMPUTER_BEEP2_IN, RATE_11025, 15, 1, MIDDLEPAN );
gpItemPointer = NULL;