In order to keep trait-related settings where traits are defined, moved MERCS_CAN_DO_ADVANCED_REPAIRS from JA2_Options.ini to Skills_Settings.ini under [Technician] settings.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7867 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2015-05-19 20:47:07 +00:00
parent 7d18a1ca7a
commit c677c462bc
13 changed files with 22 additions and 9 deletions
+1 -1
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@@ -1811,7 +1811,6 @@ void LoadGameExternalOptions()
// Flugente: advanced repair/dirt system
gGameExternalOptions.fAdvRepairSystem = iniReader.ReadBoolean("Strategic Gameplay Settings","ADVANCED_REPAIR", FALSE);
gGameExternalOptions.fOnlyRepairGunsArmour = iniReader.ReadBoolean("Strategic Gameplay Settings","ONLY_REPAIR_GUNS_AND_ARMOUR", FALSE);
gGameExternalOptions.fMercsCanDoAdvancedRepairs = iniReader.ReadBoolean("Strategic Gameplay Settings","MERCS_CAN_DO_ADVANCED_REPAIRS", FALSE);
gGameExternalOptions.fDirtSystem = iniReader.ReadBoolean("Strategic Gameplay Settings","DIRT_SYSTEM", FALSE);
gGameExternalOptions.fFullRepairCleansGun = iniReader.ReadBoolean("Strategic Gameplay Settings","FULL_REPAIR_CLEANS_GUN", FALSE);
gGameExternalOptions.usSectorDirtDivider = iniReader.ReadInteger("Strategic Gameplay Settings","SECTOR_DIRT_DIVIDER", 1000, 1, 100000);
@@ -2385,6 +2384,7 @@ void LoadSkillTraitsExternalSettings()
gSkillTraitValues.ubTETraitsNumToRepairRobot = iniReader.ReadInteger("Technician","NUMBER_TRAITS_TO_BE_ABLE_TO_REPAIR_THE_ROBOT", 1, 0, 2);
gSkillTraitValues.ubTERepairRobotPenaltyReduction = iniReader.ReadInteger("Technician","REPAIR_SPEED_ROBOT_PENALTY_REDUCTION", 30, 0, 100);
if (gSkillTraitValues.ubTETraitsNumToRepairRobot == 2) {gSkillTraitValues.ubTERepairRobotPenaltyReduction /= 2; }
gSkillTraitValues.fTETraitsCanRestoreItemThreshold = iniReader.ReadBoolean( "Technician", "MERCS_CAN_DO_ADVANCED_REPAIRS", FALSE );
// DOCTOR
gSkillTraitValues.ubDONumberTraitsNeededForSurgery = iniReader.ReadInteger("Doctor","NUMBER_OF_TRAITS_NEEDED_FOR_SURGERY", 1, 0, 2);
+1 -1
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@@ -1299,7 +1299,6 @@ typedef struct
// Flugente: advanced repair/dirt system
BOOLEAN fAdvRepairSystem; // allow thresholds to repairing
BOOLEAN fOnlyRepairGunsArmour; // we can only repair guns and armour
BOOLEAN fMercsCanDoAdvancedRepairs; // allow mercs with technician/engineer trait (New Trait System) to raise weapon threshold
BOOLEAN fDirtSystem; // allow dirt on items increase the chance for weapon jamming
BOOLEAN fFullRepairCleansGun; // repairing a gun up to its current repair threshold also cleans the gun
UINT32 usSectorDirtDivider; // divide a guns dirt factor by this to get dirt increase for every turn
@@ -1681,6 +1680,7 @@ typedef struct
UINT8 ubTECtHControlledRobotBonus;
UINT8 ubTERepairRobotPenaltyReduction;
UINT8 ubTETraitsNumToRepairRobot;
BOOLEAN fTETraitsCanRestoreItemThreshold;
// DOCTOR
UINT8 ubDONumberTraitsNeededForSurgery;
+5
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@@ -7781,6 +7781,11 @@ void AssignPersonnelSkillTraitHelpText( UINT8 ubTraitNumber, BOOLEAN fExpertLeve
wcscat( apStr, atStr );
}
}
if ( gGameExternalOptions.fAdvRepairSystem && gSkillTraitValues.fTETraitsCanRestoreItemThreshold )
{
swprintf( atStr, gzIMPMajorTraitsHelpTextsTechnician[10] );
wcscat( apStr, atStr );
}
break;
}
case DOCTOR_NT:
+4 -4
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@@ -4608,7 +4608,7 @@ BOOLEAN RepairObject( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOwner, OBJECTTYPE *
INT16 threshold = 100;
if ( gGameExternalOptions.fAdvRepairSystem && (Item[pObj->usItem].usItemClass & (IC_WEAPON|IC_ARMOUR)) )
{
if ( !gGameExternalOptions.fMercsCanDoAdvancedRepairs || !HAS_SKILL_TRAIT( pSoldier, TECHNICIAN_NT ) )
if ( !gSkillTraitValues.fTETraitsCanRestoreItemThreshold || !HAS_SKILL_TRAIT( pSoldier, TECHNICIAN_NT ) )
{
threshold = (*pObj)[ubLoop]->data.sRepairThreshold;
}
@@ -4625,7 +4625,7 @@ BOOLEAN RepairObject( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOwner, OBJECTTYPE *
// repairable, try to repair it
DoActualRepair( pSoldier, pObj->usItem, &((*pObj)[ubLoop]->data.objectStatus), threshold, pubRepairPtsLeft );
if ( gGameExternalOptions.fAdvRepairSystem && gGameExternalOptions.fMercsCanDoAdvancedRepairs && ( HAS_SKILL_TRAIT( pSoldier, TECHNICIAN_NT ) ) && ( (Item[pObj->usItem].usItemClass & (IC_WEAPON|IC_ARMOUR)) ) )
if ( gGameExternalOptions.fAdvRepairSystem && gSkillTraitValues.fTETraitsCanRestoreItemThreshold && (HAS_SKILL_TRAIT( pSoldier, TECHNICIAN_NT )) && ((Item[pObj->usItem].usItemClass & (IC_WEAPON | IC_ARMOUR))) )
(*pObj)[ubLoop]->data.sRepairThreshold = max((*pObj)[ubLoop]->data.sRepairThreshold, (*pObj)[ubLoop]->data.objectStatus);
// if the item was repaired to full status and the repair wa at least 5%, add a point
@@ -5003,14 +5003,14 @@ BOOLEAN IsItemRepairable(SOLDIERTYPE* pSoldier, UINT16 usItem, INT16 bStatus, IN
if ( gGameExternalOptions.fOnlyRepairGunsArmour )
{
if ( ((Item[usItem].usItemClass & IC_WEAPON|IC_ARMOUR) != 0) && ( bStatus < bThreshold
|| ( gGameExternalOptions.fMercsCanDoAdvancedRepairs && HAS_SKILL_TRAIT( pSoldier, TECHNICIAN_NT ) )) )
|| (gSkillTraitValues.fTETraitsCanRestoreItemThreshold && HAS_SKILL_TRAIT( pSoldier, TECHNICIAN_NT ))) )
return ( TRUE );
else
return ( FALSE );
}
if ( ((Item[usItem].usItemClass & IC_WEAPON|IC_ARMOUR) != 0) && bStatus >= bThreshold
&& ( !gGameExternalOptions.fMercsCanDoAdvancedRepairs || !HAS_SKILL_TRAIT( pSoldier, TECHNICIAN_NT ) ) )
&& (!gSkillTraitValues.fTETraitsCanRestoreItemThreshold || !HAS_SKILL_TRAIT( pSoldier, TECHNICIAN_NT )) )
// nay
return ( FALSE );
}
+3 -3
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@@ -1477,14 +1477,14 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr
if ( gGameExternalOptions.fUseNewCTHCalculation && cnt == 6
&& (gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE != 0) )
swprintf( pStr, L"%s%s", szUDBAdvStatsTooltipText[64], szUDBGenWeaponsStatsExplanationsTooltipText[ cnt ]);
else if ( cnt == 10 && gGameExternalOptions.fAdvRepairSystem && !gGameExternalOptions.fMercsCanDoAdvancedRepairs )
else if ( cnt == 10 && gGameExternalOptions.fAdvRepairSystem && !gSkillTraitValues.fTETraitsCanRestoreItemThreshold )
swprintf( pStr, L"%s%s", szUDBGenWeaponsStatsTooltipText[ cnt ], szUDBGenWeaponsStatsExplanationsTooltipText[ 22 ]);
else
swprintf( pStr, L"%s%s", szUDBGenWeaponsStatsTooltipText[ cnt ], szUDBGenWeaponsStatsExplanationsTooltipText[ cnt ]);
}
else
{
if ( cnt == 11 && gGameExternalOptions.fAdvRepairSystem && !gGameExternalOptions.fMercsCanDoAdvancedRepairs )
if ( cnt == 11 && gGameExternalOptions.fAdvRepairSystem && !gSkillTraitValues.fTETraitsCanRestoreItemThreshold )
swprintf( pStr, L"%s", gzWeaponStatsFasthelpTactical[ 32 ]);
else
swprintf( pStr, L"%s", gzWeaponStatsFasthelpTactical[ cnt ]);
@@ -1828,7 +1828,7 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr
MSYS_PRIORITY_HIGHEST, MSYS_NO_CURSOR, MSYS_NO_CALLBACK, ItemDescCallback );
MSYS_AddRegion( &gUDBFasthelpRegions[ iRegionsCreated ]);
if ( cnt == 3 && gGameExternalOptions.fAdvRepairSystem && !gGameExternalOptions.fMercsCanDoAdvancedRepairs )
if ( cnt == 3 && gGameExternalOptions.fAdvRepairSystem && !gSkillTraitValues.fTETraitsCanRestoreItemThreshold )
swprintf( pStr, L"%s%s", szUDBGenArmorStatsTooltipText[ cnt ], szUDBGenArmorStatsExplanationsTooltipText[ 4 ]);
else
swprintf( pStr, L"%s%s", szUDBGenArmorStatsTooltipText[ cnt ], szUDBGenArmorStatsExplanationsTooltipText[ cnt ]);
+1
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@@ -229,6 +229,7 @@ STR16 gzIMPMajorTraitsHelpTextsTechnician[]=
L"机器人命中率 +%d%s, (由%s控制时)(翻译注:程序参数问题只能用这个语序)\n",// L"+%d%s CtH of robot controlled by the %s\n",
L"只有 %s 可以修理机器人\n",// L"%s trait grants you the ability to repair the robot\n",
L"修理机器人的速度惩罚 -%d%s\n",// L"Reduced penalty to repair speed of the robot by %d%s\n",
L"Able to restore item threshold to 100%% during repair\n", // TODO.Translate
};
STR16 gzIMPMajorTraitsHelpTextsDoctor[]=
{
+1
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@@ -230,6 +230,7 @@ STR16 gzIMPMajorTraitsHelpTextsTechnician[]=
L"+%d%s robot's CtH controlled by the %s\n",
L"%s trait grants ability to repair the robot\n",
L"Reduced penalty to repair speed of the robot by %d%s\n",
L"Able to restore item threshold to 100%% during repair\n", // TODO.Translate
};
STR16 gzIMPMajorTraitsHelpTextsDoctor[]=
+1
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@@ -230,6 +230,7 @@ STR16 gzIMPMajorTraitsHelpTextsTechnician[]=
L"+%d%s robot's CtH controlled by the %s\n",
L"%s trait grants ability to repair the robot\n",
L"Reduced penalty to repair speed of the robot by %d%s\n",
L"Able to restore item threshold to 100%% during repair\n",
};
STR16 gzIMPMajorTraitsHelpTextsDoctor[]=
+1
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@@ -231,6 +231,7 @@ STR16 gzIMPMajorTraitsHelpTextsTechnician[]=
L"+%d%s de chance de toucher avec le robot contrôlé par %s\n",
L"%s vous accorde la capacité de réparer le robot\n",
L"Pénalité réduite sur la vitesse à réparer le robot de %d%s\n",
L"Able to restore item threshold to 100%% during repair\n", // TODO.Translate
};
STR16 gzIMPMajorTraitsHelpTextsDoctor[]=
{
+1
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@@ -230,6 +230,7 @@ STR16 gzIMPMajorTraitsHelpTextsTechnician[]=
L"+%d%s Trefferchance des Roboters, wenn vom %s gesteuert\n",
L"Der %s kann den Roboter reparieren\n",
L"%d%s Reduzierung des Geschwindigkeitsabzugs beim Reparieren des Roboters\n",
L"Able to restore item threshold to 100%% during repair\n", // TODO.Translate
};
STR16 gzIMPMajorTraitsHelpTextsDoctor[]=
+1
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@@ -228,6 +228,7 @@ STR16 gzIMPMajorTraitsHelpTextsTechnician[]=
L"+%d%s robot's CtH controlled by the %s\n",
L"%s trait grants ability to repair the robot\n",
L"Reduced penalty to repair speed of the robot by %d%s\n",
L"Able to restore item threshold to 100%% during repair\n", // TODO.Translate
};
STR16 gzIMPMajorTraitsHelpTextsDoctor[]=
+1
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@@ -230,6 +230,7 @@ STR16 gzIMPMajorTraitsHelpTextsTechnician[]=
L"+%d%s robot's CtH controlled by the %s\n",
L"%s trait grants ability to repair the robot\n",
L"Reduced penalty to repair speed of the robot by %d%s\n",
L"Able to restore item threshold to 100%% during repair\n", // TODO.Translate
};
STR16 gzIMPMajorTraitsHelpTextsDoctor[]=
+1
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@@ -229,6 +229,7 @@ STR16 gzIMPMajorTraitsHelpTextsTechnician[]=
L"+%d%s к шансу попадания по цели роботу, управляемому %s\n",
L"%s даёт возможность ремонтировать робота\n",
L"Понижен штраф на скорость ремонта робота на %d%s\n",
L"Able to restore item threshold to 100%% during repair\n", // TODO.Translate
};
STR16 gzIMPMajorTraitsHelpTextsDoctor[]=
{