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 -50
View File
@@ -9159,24 +9159,15 @@ void WaterDamage( SOLDIERTYPE *pSoldier )
// and 0% //1% for medium water
if ( pSoldier->bCamo > 0 )
{
if ( HAS_SKILL_TRAIT( pSoldier, RANGER_NT ) )
if ( HAS_SKILL_TRAIT( pSoldier, SURVIVAL_NT ) )
{
if ( pSoldier->MercInDeepWater( ) )
{
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 );
}
/* else
{
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
{
if ( pSoldier->MercInDeepWater( ) )
pSoldier->bCamo = __max( 0, pSoldier->bCamo - 1 ); // 2
//else
// pSoldier->bCamo = __max( 0, pSoldier->bCamo - 1 );
}
if ( pSoldier->bCamo <= 0 )
@@ -9189,24 +9180,15 @@ void WaterDamage( SOLDIERTYPE *pSoldier )
}
if ( pSoldier->urbanCamo > 0 )
{
if ( HAS_SKILL_TRAIT( pSoldier, RANGER_NT ) )
if ( HAS_SKILL_TRAIT( pSoldier, SURVIVAL_NT ) )
{
if ( pSoldier->MercInDeepWater( ) )
{
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 );
}
/* else
{
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
{
if ( pSoldier->MercInDeepWater( ) )
pSoldier->urbanCamo = __max( 0, pSoldier->urbanCamo - 1); // 2
//else
// pSoldier->urbanCamo = __max( 0, pSoldier->urbanCamo - 1);
}
if ( pSoldier->urbanCamo <= 0 )
@@ -9218,17 +9200,10 @@ void WaterDamage( SOLDIERTYPE *pSoldier )
}
if ( pSoldier->desertCamo > 0 )
{
if ( HAS_SKILL_TRAIT( pSoldier, RANGER_NT ) )
if ( HAS_SKILL_TRAIT( pSoldier, SURVIVAL_NT ) )
{
if ( pSoldier->MercInDeepWater( ) )
{
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 );
}
/* else
{
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
{
@@ -9247,24 +9222,15 @@ void WaterDamage( SOLDIERTYPE *pSoldier )
}
if ( pSoldier->snowCamo > 0 )
{
if ( HAS_SKILL_TRAIT( pSoldier, RANGER_NT ) )
if ( HAS_SKILL_TRAIT( pSoldier, SURVIVAL_NT ) )
{
if ( pSoldier->MercInDeepWater( ) )
{
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 );
}
/* else
{
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
{
if ( pSoldier->MercInDeepWater( ) )
pSoldier->snowCamo = __max( 0, pSoldier->snowCamo - 1); // 2
//else
// pSoldier->snowCamo = __max( 0, pSoldier->snowCamo - 1);
}
if ( pSoldier->snowCamo <= 0 )
@@ -9283,8 +9249,6 @@ void WaterDamage( SOLDIERTYPE *pSoldier )
{
if ( pSoldier->MercInDeepWater( ) )
pSoldier->bCamo = __max( 0, pSoldier->bCamo - 1 ); // 2
//else
// pSoldier->bCamo = __max( 0, pSoldier->bCamo - 1 );
if ( (pSoldier->bCamo)== 0)
{
@@ -9297,8 +9261,6 @@ void WaterDamage( SOLDIERTYPE *pSoldier )
{
if ( pSoldier->MercInDeepWater( ) )
pSoldier->urbanCamo = __max( 0, pSoldier->urbanCamo - 1); // 2
//else
// pSoldier->urbanCamo = __max( 0, pSoldier->urbanCamo - 1);
if ( (pSoldier->urbanCamo)== 0)
{
@@ -9310,8 +9272,6 @@ void WaterDamage( SOLDIERTYPE *pSoldier )
{
if ( pSoldier->MercInDeepWater( ) )
pSoldier->desertCamo = __max( 0, pSoldier->desertCamo - 1); // 2
//else
// pSoldier->desertCamo = __max( 0, pSoldier->desertCamo - 1);
if ( (pSoldier->desertCamo)== 0)
{
@@ -9323,8 +9283,6 @@ void WaterDamage( SOLDIERTYPE *pSoldier )
{
if ( pSoldier->MercInDeepWater( ) )
pSoldier->snowCamo = __max( 0, pSoldier->snowCamo - 1); // 2
//else
// pSoldier->snowCamo = __max( 0, pSoldier->snowCamo - 1);
if ( (pSoldier->snowCamo)== 0)
{