forked from teamnwah/openmw-tes3coop
Merge pull request #1661
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commit
80a8ef6d49
3 changed files with 21 additions and 1 deletions
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@ -1,6 +1,7 @@
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#include "combat.hpp"
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#include <components/misc/rng.hpp>
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#include <components/settings/settings.hpp>
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#include <components/sceneutil/positionattitudetransform.hpp>
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@ -155,7 +156,11 @@ namespace MWMechanics
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if (!(weapon.get<ESM::Weapon>()->mBase->mData.mFlags & ESM::Weapon::Silver
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|| weapon.get<ESM::Weapon>()->mBase->mData.mFlags & ESM::Weapon::Magical))
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{
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if (weapon.getClass().getEnchantment(weapon).empty()
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|| !Settings::Manager::getBool("enchanted weapons are magical", "Game"))
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damage *= multiplier;
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}
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if ((weapon.get<ESM::Weapon>()->mBase->mData.mFlags & ESM::Weapon::Silver)
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&& actor.getClass().isNpc() && actor.getClass().getNpcStats(actor).isWerewolf())
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@ -108,6 +108,18 @@ The remaining duration is displayed in the tooltip by hovering over the magical
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This setting can only be configured by editing the settings configuration file.
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enchanted weapons are magical
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-----------------------------
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:Type: boolean
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:Range: True/False
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:Default: True
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Makes enchanted weapons without Magical flag bypass normal weapons resistance (and weakness) certain creatures have.
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This is how original Morrowind behaves.
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This setting can only be configured by editing the settings configuration file.
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prevent merchant equipping
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--------------------------
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@ -182,6 +182,9 @@ show effect duration = false
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# Prevents merchants from equipping items that are sold to them.
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prevent merchant equipping = false
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# Make enchanted weaponry without Magical flag bypass normal weapons resistance
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enchanted weapons are magical = true
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# Makes player followers and escorters start combat with enemies who have started combat with them
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# or the player. Otherwise they wait for the enemies or the player to do an attack first.
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followers attack on sight = false
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