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
+2 -2
View File
@@ -1541,10 +1541,10 @@ INT16 GetBreathPerAP( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
if( sBreathPerAP < 0 && ( pSoldier->pathing.bLevel || !FindStructure( pSoldier->sGridNo, STRUCTURE_ROOF ) ) && pSoldier->bBreath > 1)
{
// Added a feature to reduce rain effect on regaining breath with Ranger trait - SANDRO
if( HAS_SKILL_TRAIT( pSoldier, RANGER_NT ) && ( gGameOptions.fNewTraitSystem ))
if ( HAS_SKILL_TRAIT( pSoldier, SURVIVAL_NT ) && (gGameOptions.fNewTraitSystem) )
{
INT16 sBreathGainPenalty = 0;
sBreathGainPenalty = (INT16)((gGameExternalOptions.ubBreathGainReductionPerRainIntensity * (100 - gSkillTraitValues.ubRAWeatherPenaltiesReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ))) / 100);
sBreathGainPenalty = (INT16)((gGameExternalOptions.ubBreathGainReductionPerRainIntensity * (100 - gSkillTraitValues.ubSVWeatherPenaltiesReduction * NUM_SKILL_TRAITS( pSoldier, SURVIVAL_NT ))) / 100);
sBreathGainPenalty = min( max( 0, sBreathGainPenalty ), 100); // keep it 0-100%
sBreathPerAP -= (INT16)( sBreathPerAP * gbCurrentRainIntensity * sBreathGainPenalty /100 );
}