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New feature: exploration assignment indicates items on the map
For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&goto=360244&#msg_360244 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8815 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -20684,7 +20684,7 @@ FLOAT SOLDIERTYPE::GetAdministrationModifier()
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// Flugente: those with the <scrounging> background occasionally steal money from the locals
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UINT8 SOLDIERTYPE::GetThiefStealMoneyChance()
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{
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if ( this->stats.bLife < OKLIFE )
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if ( this->stats.bLife < OKLIFE || ( this->usSoldierFlagMask & SOLDIER_POW ) )
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return 0;
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UINT32 val = 1 * EffectiveAgility( this, FALSE ) + 8 * EffectiveDexterity( this, FALSE ) + 10 * EffectiveExpLevel( this, FALSE );
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@@ -21001,6 +21001,60 @@ void SOLDIERTYPE::OrderAllTurnCoatToSwitchSides()
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}
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}
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UINT32 SOLDIERTYPE::GetExplorationPoints()
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{
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if ( this->stats.bLife < OKLIFE || ( this->usSoldierFlagMask & SOLDIER_POW ) )
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return 0;
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// if not on correct assignment, no gain
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if ( this->bAssignment != EXPLORATION )
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return 0;
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UINT32 val = 400 + 1 * EffectiveWisdom( this ) + 1 * EffectiveAgility( this, FALSE ) + 5 * EffectiveExpLevel( this, FALSE )
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+ 150 * NUM_SKILL_TRAITS( this, SCOUTING_NT ) + 50 * NUM_SKILL_TRAITS( this, SURVIVAL_NT ) + (this->HasBackgroundFlag( BACKGROUND_SCROUNGING ) ? 150 : 0);
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// personality/disability modifiers
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FLOAT persmodifier = 1.0f;
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//if ( DoesMercHaveDisability( this, HEAT_INTOLERANT ) ) persmodifier -= 0.20f;
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//if ( DoesMercHaveDisability( this, NERVOUS ) ) persmodifier -= 0.20f;
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if ( DoesMercHaveDisability( this, CLAUSTROPHOBIC ) ) persmodifier -= 0.03f;
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//if ( DoesMercHaveDisability( this, NONSWIMMER ) ) persmodifier -= 0.20f;
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//if ( DoesMercHaveDisability( this, FEAR_OF_INSECTS ) ) persmodifier -= 0.20f;
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if ( DoesMercHaveDisability( this, FORGETFUL ) ) persmodifier -= 0.30f;
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//if ( DoesMercHaveDisability( this, PSYCHO ) ) persmodifier -= 0.20f;
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//if ( DoesMercHaveDisability( this, DEAF ) ) persmodifier -= 0.15f;
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if ( DoesMercHaveDisability( this, SHORTSIGHTED ) ) persmodifier -= 0.30f;
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//if ( DoesMercHaveDisability( this, HEMOPHILIAC ) ) persmodifier -= 0.20f;
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if ( DoesMercHaveDisability( this, AFRAID_OF_HEIGHTS ) ) persmodifier -= 0.02f;
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//if ( DoesMercHaveDisability( this, SELF_HARM ) ) persmodifier -= 0.20f;
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if ( gGameOptions.fNewTraitSystem )
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{
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//if ( DoesMercHavePersonality( this, CHAR_TRAIT_SOCIABLE ) ) persmodifier += 0.25f;
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//if ( DoesMercHavePersonality( this, CHAR_TRAIT_LONER ) ) persmodifier -= 0.05f;
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//if ( DoesMercHavePersonality( this, CHAR_TRAIT_OPTIMIST ) ) persmodifier += 0.05f;
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//if ( DoesMercHavePersonality( this, CHAR_TRAIT_ASSERTIVE ) ) persmodifier += 0.15f;
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//if ( DoesMercHavePersonality( this, CHAR_TRAIT_INTELLECTUAL ) ) persmodifier += 0.15f;
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//if ( DoesMercHavePersonality( this, CHAR_TRAIT_PRIMITIVE ) ) persmodifier -= 0.15f;
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//if ( DoesMercHavePersonality( this, CHAR_TRAIT_AGGRESSIVE ) ) persmodifier -= 0.15f;
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//if ( DoesMercHavePersonality( this, CHAR_TRAIT_PHLEGMATIC ) ) persmodifier -= 0.05f;
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//if ( DoesMercHavePersonality( this, CHAR_TRAIT_DAUNTLESS ) ) persmodifier -= 0.13f;
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//if ( DoesMercHavePersonality( this, CHAR_TRAIT_PACIFIST ) ) persmodifier -= 0.03f;
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//if ( DoesMercHavePersonality( this, CHAR_TRAIT_MALICIOUS ) ) persmodifier -= 0.13f;
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//if ( DoesMercHavePersonality( this, CHAR_TRAIT_SHOWOFF ) ) persmodifier -= 0.08f;
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if ( DoesMercHavePersonality( this, CHAR_TRAIT_COWARD ) ) persmodifier -= 0.02f;
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}
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// background modifier
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persmodifier += ( this->GetBackgroundValue( BG_EXPLORATION_ASSIGNMENT ) ) / 100.0f;
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UINT32 totalvalue = val * persmodifier * gGameExternalOptions.fExplorationPointsModifier / 10;
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ReducePointsForFatigue( this, &totalvalue );
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return totalvalue;
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}
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INT32 CheckBleeding( SOLDIERTYPE *pSoldier )
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{
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INT8 bBandaged; //,savedOurTurn;
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