- New feature: zombies can now spawn from corpses, if you specify that option in the preferences screen (by Flugente)

o if set to off, no zombies will spawn. This can also be changed in mid-game
o for more information on how this works and how to set it up, see http://www.bears-pit.com/board/ubbthreads.php/topics/295746/Zombies_WH40K_and_more.html#Post295746
o with the tag <PoisonPercentage>, you can now poison guns or ammo. This is the percentage of damage dealt that will be poisonous (see zombie thread for an explanation)
o The zombie option can only be enabled in a single player game

o AI fix: to prevent the endless clock problem, the AI now ends the turn if the same actor calls the decision routine over 100 times in a single turn.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5313 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-05-29 22:49:17 +00:00
parent 744ce2ee9c
commit c90f4bce47
73 changed files with 4481 additions and 609 deletions
+15 -3
View File
@@ -2070,6 +2070,8 @@ STR16 pPersonnelRecordsHelpTexts[] =
L"Weakness:",
L"Attitudes:", // WANNE: For old traits display instead of "Character:"!
L"Zombies: %d\n", // Flugente Zombies
};
@@ -2865,6 +2867,7 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
L"CREPITUS",
L"MILITIA",
L"CIVILIAN",
L"ZOMBIE",
L"Exiting Sector",
L"OK",
L"Cancel",
@@ -2920,6 +2923,9 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
L"Set detonation frequency (1 - 4) and defusing frequency (A - D):",
L"Set detonation time in turns (1 - 4) and defusing frequency (A - D):",
L"Select tripwire hierarchy (1 - 4) and network (A - D):",
// added by Flugente to display health and poisoning
L"Health: %d/%d\n Poison: %d/%d\nEnergy: %d/%d\nMorale: %s",
};
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
@@ -3471,6 +3477,7 @@ STR16 pMapScreenStatusStrings[] =
L"Morale",
L"Condition", // the condition of the current vehicle (its "health")
L"Fuel", // the fuel level of the current vehicle (its "energy")
L"Poison", // for display of poisoning
};
@@ -5102,6 +5109,7 @@ STR16 zOptionsToggleText[] =
L"Disable Cursor Swap", // Disable Cursor Swap
L"Quiet Training", // Madd: mercs don't say quotes while training
L"Auto Fast Forward AI Turns", // Automatic fast forward through AI turns
L"Allow Zombies", // Flugente Zombies 1.0
//L"Weapons Overheating", // TODO.Translate
L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments
@@ -5113,7 +5121,7 @@ STR16 zOptionsToggleText[] =
L"Debug Options in other builds", // allow debugging in release or mapeditor
L"DEBUG Render Option group", // an example option that will show/hide other options
L"Render Mouse Regions", // an example of a DEBUG build option
L"-----------------", // an example options screen options divider (pure text)
L"-----------------", // an example options screen options divider (pure text)
// this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist)
L"THE_LAST_OPTION",
@@ -5211,6 +5219,7 @@ STR16 zOptionsScreenHelpText[] =
L"When ON, the cursor will not toggle between exchange position and other actions. Press |x to initiate quick exchange.",
L"When ON, mercs will not report progress during training.",
L"When ON, AI turns will be much faster.",
L"When ON, zombies will span. Be aware!", // allow zombies
//L"When ON, weapons can be overheated when firing.", // TODO.Translate
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
L"Force all pending Bobby Ray shipments",
@@ -5222,8 +5231,7 @@ STR16 zOptionsScreenHelpText[] =
L"Allows debug options in release or mapeditor builds", // allow debugging in release or mapeditor
L"Toggle to display debugging render options", // an example option that will show/hide other options
L"Attempts to display slash-rects around mouse regions", // an example of a DEBUG build option
L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_END", // an example options screen options divider (pure text)
L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_END", // an example options screen options divider (pure text)
// this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist)
L"TOPTION_LAST_OPTION",
@@ -6911,6 +6919,7 @@ STR16 szUDBGenAmmoStatsTooltipText[]=
L"|B|u|l|l|e|t |T|u|m|b|l|e",
L"|P|r|e|-|I|m|p|a|c|t |E|x|p|l|o|s|i|o|n",
L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|c|a|t|i|o|n",
L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e",
};
STR16 szUDBGenAmmoStatsExplanationsTooltipText[]=
@@ -6919,6 +6928,7 @@ STR16 szUDBGenAmmoStatsExplanationsTooltipText[]=
L"\n \nDetermines a proportional increase of damage\npotential once the bullet gets through the\ntarget's armor and hits the bodypart behind it.\n \nWhen above 1.0, the bullet's damage\nincreases after penetrating the armor.\n \nWhen below 1.0, the bullet's damage\npotential decreases after passing through armor.\n \nHigher is better.",
L"\n \nA multiplier to the bullet's damage potential\nthat is applied immediately before hitting the\ntarget.\n \nValues above 1.0 indicate an increase in damage,\nvalues below 1.0 indicate a decrease.\n \nHigher is better.",
L"\n \nAdditional heat generated by this ammunition.\n \nLower is better.",
L"\n \nDetermines what percentage of a\nbullet's damage will be poisonous.",
};
STR16 szUDBGenExplosiveStatsTooltipText[]=
@@ -7096,6 +7106,7 @@ STR16 szUDBAdvStatsTooltipText[]=
L"|C|o|o|l|d|o|w|n |M|o|d|i|f|i|e|r",
L"|J|a|m |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r",
L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r",
L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e",
};
// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular.
@@ -7157,6 +7168,7 @@ STR16 szUDBAdvStatsExplanationsTooltipText[]=
L"\n \nA gun's cooldown factor is\nincreased by this percentage.\n \nHigher is better.",
L"\n \nA gun's jam threshold is\nincreased by this percentage.\n \nHigher is better.",
L"\n \nA gun's damage threshold is\nincreased by this percentage.\n \nHigher is better.",
L"\n \nThis is the percentage of damage dealt\nby this item that will be poisonous.\n\nUsefulness depends on wether enemy\nhas poison resistance or absorption.",
};
STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]=