Make uncapped Damage Fatigue optional (bug #5264)

Cap Absorb Fatigue
pull/558/head
Capostrophic 5 years ago
parent 3ce3f364ea
commit 122dffe4c1

@ -196,6 +196,7 @@
Bug #5250: Creatures display shield ground mesh instead of shield body part
Bug #5255: "GetTarget, player" doesn't return 1 during NPC hello
Bug #5261: Creatures can sometimes become stuck playing idles and never wander again
Bug #5264: "Damage Fatigue" Magic Effect Can Bring Fatigue below 0
Bug #5269: Editor: Cell lighting in resaved cleaned content files is corrupted
Feature #1774: Handle AvoidNode
Feature #2229: Improve pathfinding AI

@ -89,6 +89,7 @@ bool Launcher::AdvancedPage::loadSettings()
loadSettingBool(weaponSheathingCheckBox, "weapon sheathing", "Game");
loadSettingBool(shieldSheathingCheckBox, "shield sheathing", "Game");
}
loadSettingBool(uncappedDamageFatigueCheckBox, "uncapped damage fatigue", "Game");
// Input Settings
loadSettingBool(grabCursorCheckBox, "grab cursor", "Input");
@ -152,6 +153,7 @@ void Launcher::AdvancedPage::saveSettings()
saveSettingBool(animSourcesCheckBox, "use additional anim sources", "Game");
saveSettingBool(weaponSheathingCheckBox, "weapon sheathing", "Game");
saveSettingBool(shieldSheathingCheckBox, "shield sheathing", "Game");
saveSettingBool(uncappedDamageFatigueCheckBox, "uncapped damage fatigue", "Game");
// Input Settings
saveSettingBool(grabCursorCheckBox, "grab cursor", "Input");

@ -1199,10 +1199,10 @@ namespace MWMechanics
return false;
}
void adjustDynamicStat(CreatureStats& creatureStats, int index, float magnitude)
void adjustDynamicStat(CreatureStats& creatureStats, int index, float magnitude, bool allowDecreaseBelowZero = false)
{
DynamicStat<float> stat = creatureStats.getDynamic(index);
stat.setCurrent(stat.getCurrent() + magnitude, index == 2);
stat.setCurrent(stat.getCurrent() + magnitude, allowDecreaseBelowZero);
creatureStats.setDynamic(index, stat);
}
@ -1241,9 +1241,12 @@ namespace MWMechanics
case ESM::MagicEffect::DamageMagicka:
case ESM::MagicEffect::DamageFatigue:
adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::DamageHealth, -magnitude);
{
int index = effectKey.mId-ESM::MagicEffect::DamageHealth;
static const bool uncappedDamageFatigue = Settings::Manager::getBool("uncapped damage fatigue", "Game");
adjustDynamicStat(creatureStats, index, -magnitude, index == 2 && uncappedDamageFatigue);
break;
}
case ESM::MagicEffect::AbsorbHealth:
if (magnitude > 0.f)
receivedMagicDamage = true;

@ -298,3 +298,20 @@ A value of 0 means that you can only enchant one projectile.
If you want to have Morrowind Code Patch-like count of projectiles being enchanted at once, set this value to 0.25 (i.e. 25% of the charge).
This setting can only be configured by editing the settings configuration file.
uncapped damage fatigue
-----------------------
:Type: boolean
:Range: True/False
:Default: False
There are four ways to decrease an actor's Fatigue stat in Morrowind gameplay mechanics:
Drain, Absorb, Damage Fatigue magic effects and hand-to-hand combat.
However, in Morrowind you can't knock down an actor with a Damage Fatigue spell or an Absorb Fatigue spell.
Morrowind Code Patch adds an option to make it possible for Damage Fatigue spells. This is the equivalent of that option.
Setting the value of this setting to true will remove the 0 lower cap from the value,
allowing Damage Fatigue to reduce Fatigue to a value below zero.
This setting can be controlled in Advanced tab of the launcher.

@ -272,6 +272,10 @@ normalise race speed = false
# A value of 0 means that you can only enchant one projectile.
projectiles enchant multiplier = 0
# Make Damage Fatigue magic effect uncapped like Drain Fatigue effect.
# This means that unlike Morrowind you will be able to knock down actors using this effect.
uncapped damage fatigue = false
[General]
# Anisotropy reduces distortion in textures at low angles (e.g. 0 to 16).

@ -226,6 +226,16 @@
</layout>
</widget>
</item>
<item>
<widget class="QCheckBox" name="uncappedDamageFatigueCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Make Damage Fatigue magic effect uncapped like Drain Fatigue effect.&lt;/p&gt;&lt;p&gt;This means that unlike Morrowind you will be able to knock down actors using this effect.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Uncapped Damage Fatigue</string>
</property>
</widget>
</item>
</layout>
</widget>
</item>

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