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Merge branch 'desynced' into 'master'
Desynced See merge request OpenMW/openmw!34
This commit is contained in:
commit
758d9ca122
6 changed files with 90 additions and 3 deletions
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@ -171,6 +171,7 @@ Programmers
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viadanna
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Vincent Heuken
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vocollapse
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Yohaulticetl
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zelurker
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Documentation
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@ -112,6 +112,7 @@
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Feature #4548: Weapon priority: use the actual chance to hit the target instead of weapon skill
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Feature #4549: Weapon priority: use the actual damage in weapon rating calculations
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Feature #4550: Weapon priority: make ranged weapon bonus more sensible
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Feature #4579: Add option for applying Strength into hand to hand damage
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Feature #4581: Use proper logging system
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Task #2490: Don't open command prompt window on Release-mode builds automatically
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Task #4545: Enable is_pod string test
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@ -76,6 +76,11 @@ bool Launcher::AdvancedPage::loadSettings()
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loadSettingBool(chargeForEveryFollowerCheckBox, "charge for every follower travelling", "Game");
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loadSettingBool(enchantedWeaponsMagicalCheckBox, "enchanted weapons are magical", "Game");
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loadSettingBool(permanentBarterDispositionChangeCheckBox, "barter disposition change is permanent", "Game");
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loadSettingBool(strengthInfluencesHandToHand, "strength influences hand to hand", "Game");
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int unarmedFactorsStrengthIndex = mEngineSettings.getInt("strength influences hand to hand", "Game");
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if (unarmedFactorsStrengthIndex >= 0 && unarmedFactorsStrengthIndex <= 2)
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unarmedFactorsStrengthComboBox->setCurrentIndex(unarmedFactorsStrengthIndex);
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// Input Settings
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loadSettingBool(allowThirdPersonZoomCheckBox, "allow third person zoom", "Input");
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@ -131,6 +136,11 @@ void Launcher::AdvancedPage::saveSettings()
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saveSettingBool(chargeForEveryFollowerCheckBox, "charge for every follower travelling", "Game");
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saveSettingBool(enchantedWeaponsMagicalCheckBox, "enchanted weapons are magical", "Game");
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saveSettingBool(permanentBarterDispositionChangeCheckBox, "barter disposition change is permanent", "Game");
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saveSettingBool(strengthInfluencesHandToHand, "strength influences hand to hand", "Game");
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int unarmedFactorsStrengthIndex = unarmedFactorsStrengthComboBox->currentIndex();
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if (unarmedFactorsStrengthIndex != mEngineSettings.getInt("strength influences hand to hand", "Game"))
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mEngineSettings.setInt("strength influences hand to hand", "Game", unarmedFactorsStrengthIndex);
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// Input Settings
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saveSettingBool(allowThirdPersonZoomCheckBox, "allow third person zoom", "Input");
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@ -388,9 +388,6 @@ namespace MWMechanics
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void getHandToHandDamage(const MWWorld::Ptr &attacker, const MWWorld::Ptr &victim, float &damage, bool &healthdmg, float attackStrength)
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{
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// Note: MCP contains an option to include Strength in hand-to-hand damage
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// calculations. Some mods recommend using it, so we may want to include an
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// option for it.
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const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
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float minstrike = store.get<ESM::GameSetting>().find("fMinHandToHandMult")->getFloat();
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float maxstrike = store.get<ESM::GameSetting>().find("fMaxHandToHandMult")->getFloat();
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@ -401,6 +398,16 @@ namespace MWMechanics
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healthdmg = otherstats.isParalyzed()
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|| otherstats.getKnockedDown();
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bool isWerewolf = (attacker.getClass().isNpc() && attacker.getClass().getNpcStats(attacker).isWerewolf());
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// Options in the launcher's combo box: unarmedFactorsStrengthComboBox
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// 0 = Do not factor strength into hand-to-hand combat.
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// 1 = Factor into werewolf hand-to-hand combat.
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// 2 = Ignore werewolves.
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int factorStrength = Settings::Manager::getInt("strength influences hand to hand", "Game");
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if (factorStrength == 1 || (factorStrength == 2 && !isWerewolf)) {
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damage *= attacker.getClass().getCreatureStats(attacker).getAttribute(ESM::Attribute::Strength).getModified() / 40.0f;
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}
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if(isWerewolf)
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{
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healthdmg = true;
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@ -225,6 +225,11 @@ use additional anim sources = false
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# Make the disposition change of merchants caused by barter dealings permanent
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barter disposition change is permanent = false
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# Uses the MCP formula (damage * (strength / 40)) to factor Strength into hand-to-hand combat.
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# (0 means it does not factor it in, 1 means it factors into werewolves damage calculation and
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# 2 means werewolves are ignored)
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strength influences hand to hand = 0
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[General]
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# Anisotropy reduces distortion in textures at low angles (e.g. 0 to 16).
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@ -102,6 +102,69 @@
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</property>
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</widget>
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</item>
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<item>
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<widget class="QCheckBox" name="strengthInfluencesHandToHand">
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<property name="toolTip">
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<string><html><head/><body><p>Uses the MCP formula (damage * (strength / 40)) to factor the Strength attribute into hand-to-hand combat.</p><p>The default value is false.</p></body></html></string>
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</property>
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<property name="text">
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<string>Factor strength into hand-to-hand combat</string>
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</property>
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</widget>
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</item>
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<item alignment="Qt::AlignLeft">
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<widget class="QWidget" name="unarmedFactorsStrengthGroup" native="true">
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<property name="toolTip">
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<string><html><head/><body><p>Factor strength into hand-to-hand damage calculations, as the MCP formula: damage * (strength / 40).</p><p>The default value is Off.</p></body></html></string>
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</property>
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<layout class="QHBoxLayout" name="horizontalUnarmedStrengthLayout">
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<property name="spacing">
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<number>-1</number>
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</property>
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<property name="leftMargin">
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<number>0</number>
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</property>
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<property name="topMargin">
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<number>0</number>
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</property>
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<property name="rightMargin">
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<number>0</number>
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</property>
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<property name="bottomMargin">
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<number>0</number>
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</property>
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<item alignment="Qt::AlignRight">
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<widget class="QLabel" name="unarmedFactorsStrengthLabel">
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<property name="text">
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<string>Factor strength into hand-to-hand combat:</string>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QComboBox" name="unarmedFactorsStrengthComboBox">
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<property name="currentIndex">
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<number>0</number>
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</property>
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<item>
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<property name="text">
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<string>Off</string>
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</property>
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</item>
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<item>
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<property name="text">
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<string>Affect werewolves</string>
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</property>
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</item>
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<item>
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<property name="text">
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<string>Do not affect werewolves</string>
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</property>
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</item>
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</widget>
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</item>
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</layout>
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</widget>
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</item>
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</layout>
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</widget>
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</item>
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