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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
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@@ -1438,14 +1438,19 @@ void BeginInventoryPoolPtr( OBJECTTYPE *pInventorySlot )
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}
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else if ( _KeyDown ( ALT ) && fSELLALL)
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{
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INT32 iPrice = 0;
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INT8 bLoop;
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INT32 iPrice = (Item[gpItemPointer->usItem].usPrice );
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for (INT8 bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
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for (bLoop = 0; bLoop < gItemPointer.ubNumberOfObjects; bLoop++)
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{
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iPrice += Item[gpItemPointer->usAttachItem[bLoop]].usPrice;
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iPrice += (Item[gpItemPointer->usItem].usPrice ) * (gpItemPointer->bStatus[bLoop]/100);
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}
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for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
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{
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iPrice += Item[gpItemPointer->usAttachItem[bLoop]].usPrice * (gpItemPointer->bAttachStatus[bLoop]/100);
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}
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iPrice = (INT32) (iPrice / iPriceModifier) * gItemPointer.ubNumberOfObjects;
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iPrice = (INT32) (iPrice / iPriceModifier);
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AddTransactionToPlayersBook( SOLD_ITEMS, 0, GetWorldTotalMin(), iPrice );
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PlayJA2Sample( COMPUTER_BEEP2_IN, RATE_11025, 15, 1, MIDDLEPAN );
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gpItemPointer = NULL;
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