Requires accompanying GameDir change.
Removed ItemFlag as an xml tag and added bitmask flags as their own individual tags. Makes modding easier when the flags can be modified without math in the xml files
simplified the previous commit, now no more need for a tag
when checking IsItemLegal for Food System, ontop of checking for foodpoints, now also check if is drug
as a result, as previously, all eatable food will be excluded without food system, but now only if it isn't a drug at the same time
and no more tag to check for that in items.xml needed
no food items if the food system is off
whether the item is exclusive is defined by tag in items.xml
replaced previous way of decision, which used Item[usItemIndex].foodtype > 0 as criteria
that also restricted dual use items (i.e. drugs that also have a foodtype, like coffee, etc.)
reworking r9343
- part about food system was obsolete, that was already a thing prior to r9343 (see IsItemLegal)
- disease changed because instead of flag now boolean is used
* More unused stuff removal
delete:
- giant 'metaheaders' (JA2 All.h, Laptop All.h, etc), preferring to add #includes directly where needed
- unused ExceptionHandling and DbMan translation units
- unused WizShare.h, Bitmap.h, trle.h, video_private.h headers
* remove mentions from vc proj files too
* remove preprocessor conditionals for unused definitions
find . -iname '*.h' -o -iname '*.cpp' -exec unifdef.exe -m -UPRECOMPILED_HEADERS -UJA2_PRECOMPILED_HEADERS -UWIZ8_PRECOMPILED_HEADERS -UPRECOMPILEDHEADERS {} ';'
then manually fixed a couple files the tool errored out on
* yes, the comments too
as title
- <InfectionChance_WOUND_FIRE> can cause infections when taking fire damage
- <InfectionChance_WOUND_GAS> can cause infections when taking non-fire gas damage
- <fSpecialFlagLimitedUseArms> causes the infected to be unable to use one arm
- <fSpecialFlagLimitedUseLegs> causes the infected to be unable to run, and walk and travel slowly
- JA2_options.ini option DISEASE_SEVERE_LIMITATIONS controls whether <fSpecialFlagContractDisability>, <fSpecialFlagLimitedUseArms> and <fSpecialFlagLimitedUseLegs> are used
For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=22099&goto=360451&#msg_360451
- Gas damage split up in fire and non-fire damage.
- Flamethrower projectile damaged is affected by fire resistance.
Requires GameDir >= r2553.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8828 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- ja2_options.ini: MAX_BACKPACK_WEIGHT_TO_CLIMB, USE_GLOBAL_BACKPACK_SETTINGS
- First setting is sBackpackWeightToClimb which is the maximum weight a backpack can weigh and still allow you to climb with. The sBackpackWeightModifier in items.xml can modify that number by either making it harder (positive number modifier) or easier (negative number modifier). If the sBackpackWeightToClimb is -1 (default) then the option is unused.
Second setting is fUseGlobalBackpackSettings which if true (default) uses the same rules for all backpacks, while if false it checks for the fAllowClimbing tag in items.xml, and if that is true you can climb with said backpack.
Both options can be used at the same time, so you may climb with (for example) a malice backpack that weighs less than 5kg (or 50 hg) but not climb with a radio set.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7146 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- Weapons.xml tags <bRecoilX> and <bRecoilY> are now FLOAT type values. This allows to differentiate weapons by smaller steps.
- Items.xml tags <RecoilModifierX> and <RecoilModifierY> are now FLOAT types as well.
- Items.xml tag <PercentRecoilModifier> will now be displayed in UDB advanced tab.
- Item_Settings.ini has new modifiers for gun type specific <bRecoilX> and <bRecoilY>. This allows modders to quickly adjust recoil values for any gun type.
- fixed UDB description for <RecoilModifierX> and <RecoilModifierY>
- All recoil calculations now use FLOAT values for more precision.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6613 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Gas grenades now don't cause direct damage on hit anymore. They will cause damage on start of turn or if you move inside a gas cloud. Of course gas mask still helps (except for creature gas and fire).
Every tile moved inside a gas cloud deals a percentage of the normal damage (default 10%). This is set in Item_Settings.ini (DAMAGE_HEALTH_MOVE_EXPLOSIVE_MODIFIER, DAMAGE_BREATH_MOVE_EXPLOSIVE_MODIFIER).
Tiles can now have multiple gas effects on them. Unfortunately this is not visualized (yet).
Smoke doesn't make a character immune to other gas types anymore.
The 25% chance of taking damage while moving through a gas cloud has been removed. Damage is now applied 100% of the time.
- New modifiers for explosive damage in Item_Settings.ini (DAMAGE_HEALTH_EXPLOSIVE_MODIFIER, DAMAGE_BREATH_EXPLOSIVE_MODIFIER). These could fully replace EXPLOSIVES_DAMAGE_MODIFIER in Ja2_Options.ini but I left that general modifier untouched for now.
- Some compiler warning fixes.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6517 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- New item tag <SleepModifier>:
This is a percentage bonus to breath regain while resting.
It could be applied to sleeping bags for example.
Reasonable values are from 0 (no bonus) to 100 (twice the regeneration).
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6483 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- externalized the brightness vision range modifiers to allow for different ratios of day/night vision range
- added <PercentRangeBonus> as a complement to <Rangebonus>
- added the possibility for LBE vests to function as plate carriers
These were the missing features from IoV previously not in the 1.13 trunk. Thereby, IoV is now fully compatible to the current trunk (by DepressivesBrot)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6279 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- specify random items in RandomItems.xml
- when the game creates a random item, it searches all vialbe items according to random item class and picks one randomly
- this allows mappers to place items in maps that are more independent of the xml-set used, however the random items themselves msut be the same in map&mod
- can also be used to broaden the enemy gun/item choices selection
- for more reference, see http://www.bears-pit.com/board/ubbthreads.php/topics/310793.html#Post310793
FIX: sector curfew value was interpreted wrong
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5594 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- The action item system has been repaired for this. It has never worked correctly prior to this, but the errors never occured.
- New items from GameDir 1538 are required for this to work. They are direct copies of existing items, except for a new tag, <usActionItemFlag>.
- The name of the new action items should clarify in the editor what an item does.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5565 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- LockPickModifier modifies the lockpick chance by a specific number. If the number is positive, it is proportional to the locksmith kit's status, if the number is negative, it will always be the same. Tag is ignored if the item isn't a LocksmithKit. FindLocksmithKit should return the one that gives the biggest bonus, but it may have trouble with stacked lockpicks. Hovering over the "Locksmith Kit" icon in UDB should tell you how much of a bonus (or penalty) that item gives you.
- CrowbarModifier increases your chances to force open by using a crowbar by the number indicated. Default vanilla crowbar has a bonus of 20, so an item with a bonus of 10 will be worse than a crowbar (but possibly smaller). FindUsableCrowbar should return the item with the biggest bonus. Tag is ignored if the item isn't a Crowbar. Hovering over the "Crowbar" Icon in UDB should tell you by how much your chances are improved, though if the item is also a weapon, the icon isn't visible.
- RepairModifier modifies a toolkit's effectiveness by that percentage. If you try to repair with a shoddy toolkit that has a RepairModifier of -20, you'll be 80% as effective, while repairing with an excellent toolkit that has a RepairModifier of 20 means you are 120% as effective. When checking if you have a toolkit at hand, it should select the one with the biggest bonus. Tag is ignored if item isn't also a Toolkit. Hovering over the "Toolkit" icon in UDB should tell you how effective the repair kit is.
- DisarmModifier increases your chances to disarm a trap by the indicated amount, modified by the Diffusal Kit's status. The FindDisarmKit should return the item with the biggest bonus, though it uses the top item in a stack. Currently using the "Wirecutters" icon in UDB, hovering over it should tell you by how much your trap disarm chance is improved.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5472 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- food and water levels are lowered every hour, eat food to survive
- not doing so leads to various penalties and ultimately death
- added food items for that purpose. Food can degrade over time. Rotten food poisons.
- Mercs automatically consume food if hungry/thirsty and food is in their inventories
- for more info, see http://www.bears-pit.com/board/ubbthreads.php/topics/307396/Re_Mercs_need_food_and_water_t.html#Post307396
- this feature requires new STI files from the GameDir trunk.
- added a bunch of filler variable to the soldier type, so hopefully savegame compatibility can be maintained easier in the future.
WARNING: This will break savegame compatibility
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5411 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- if the terrain allows it, an empty sandbag (item 1540) can be filled to a full sandbag (item 1541). You need to have a shovel (item 1015) in your second hand. You will notice the new hammer cursor
- by using a full sandbag, you can build a sandbag barrier
- by using a concertina stack, you can build a concertina wire barrier
- this only works if the current map has sandbags/concertina wire in its tileset
- with a shovel in your hand, you can remove a sandbag barrier
- changed the size of shovel so it can actually be put in inventories. It was also necessary to remove its ability to be used as a melee weapon.
- for further info, see this thread: http://www.bears-pit.com/board/ubbthreads.php/topics/305822.html#Post305822
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5340 3b4a5df2-a311-0410-b5c6-a8a6f20db521