New Trait: SURVIVAL (new minor trait) gets the non-weapon parts of the ranger trait.

Requires GameDir >= r2213.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7756 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2015-02-27 23:23:03 +00:00
parent 3f615cc68b
commit 8bfb14e90a
48 changed files with 700 additions and 768 deletions
+8 -13
View File
@@ -1280,10 +1280,9 @@ void HourlyCamouflageUpdate( void )
// first limit camo to valid values
pSoldier->bCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->bCamo );
if (HAS_SKILL_TRAIT( pSoldier, RANGER_NT ))
if ( HAS_SKILL_TRAIT( pSoldier, SURVIVAL_NT ) )
{
pSoldier->bCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
// pSoldier->bCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
pSoldier->bCamo -= (Chance( __max( 0, 100 - gSkillTraitValues.ubSVCamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, SURVIVAL_NT ) ) ) ? 1 : 0);
}
else
pSoldier->bCamo -= 1; // 2
@@ -1292,7 +1291,6 @@ void HourlyCamouflageUpdate( void )
{
pSoldier->bCamo = 0;
camoWoreOff = TRUE;
// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_CAMMO_WORN_OFF], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_JUNGLE_WORN_OFF], pSoldier->name );
if (gGameExternalOptions.fShowCamouflageFaces == TRUE )
@@ -1309,10 +1307,9 @@ void HourlyCamouflageUpdate( void )
// first limit camo to valid values
pSoldier->urbanCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->urbanCamo );
if (HAS_SKILL_TRAIT( pSoldier, RANGER_NT ))
if ( HAS_SKILL_TRAIT( pSoldier, SURVIVAL_NT ) )
{
pSoldier->urbanCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
// pSoldier->urbanCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
pSoldier->urbanCamo -= (Chance( __max( 0, 100 - gSkillTraitValues.ubSVCamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, SURVIVAL_NT ) ) ) ? 1 : 0);
}
else
pSoldier->urbanCamo -= 1; // 2
@@ -1337,10 +1334,9 @@ void HourlyCamouflageUpdate( void )
// first limit camo to valid values
pSoldier->desertCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->desertCamo );
if (HAS_SKILL_TRAIT( pSoldier, RANGER_NT ))
if ( HAS_SKILL_TRAIT( pSoldier, SURVIVAL_NT ) )
{
pSoldier->desertCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
// pSoldier->desertCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
pSoldier->desertCamo -= (Chance( __max( 0, 100 - gSkillTraitValues.ubSVCamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, SURVIVAL_NT ) ) ) ? 1 : 0);
}
else
pSoldier->desertCamo -= 1; // 2
@@ -1365,10 +1361,9 @@ void HourlyCamouflageUpdate( void )
// first limit camo to valid values
pSoldier->snowCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->snowCamo );
if (HAS_SKILL_TRAIT( pSoldier, RANGER_NT ))
if ( HAS_SKILL_TRAIT( pSoldier, SURVIVAL_NT ) )
{
pSoldier->snowCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
// pSoldier->snowCamo -= (Chance(__max(0, 100 - gSkillTraitValues.ubRACamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) ? 1 : 0 );
pSoldier->snowCamo -= (Chance( __max( 0, 100 - gSkillTraitValues.ubSVCamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, SURVIVAL_NT ) ) ) ? 1 : 0);
}
else
pSoldier->snowCamo -= 1; // 2