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Merged pull request #1838
This commit is contained in:
commit
b6a919a2d1
2 changed files with 24 additions and 15 deletions
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@ -83,6 +83,7 @@
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Feature #3276: Editor: Search- Show number of (remaining) search results and indicate a search without any results
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Feature #3276: Editor: Search- Show number of (remaining) search results and indicate a search without any results
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Feature #3641: Editor: Limit FPS in 3d preview window
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Feature #3641: Editor: Limit FPS in 3d preview window
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Feature #3703: Ranged sneak attack criticals
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Feature #3703: Ranged sneak attack criticals
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Feature #4012: Editor: Write a log file if OpenCS crashes
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Feature #4222: 360° screenshots
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Feature #4222: 360° screenshots
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Feature #4256: Implement ToggleBorders (TB) console command
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Feature #4256: Implement ToggleBorders (TB) console command
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Feature #4324: Add CFBundleIdentifier in Info.plist to allow for macOS function key shortcuts
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Feature #4324: Add CFBundleIdentifier in Info.plist to allow for macOS function key shortcuts
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@ -91,9 +92,11 @@
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Feature #4444: Per-group KF-animation files support
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Feature #4444: Per-group KF-animation files support
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Feature #4466: Editor: Add option to ignore "Base" records when running verifier
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Feature #4466: Editor: Add option to ignore "Base" records when running verifier
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Feature #4488: Make water shader rougher during rain
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Feature #4488: Make water shader rougher during rain
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Feature #4012: Editor: Write a log file if OpenCS crashes
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Feature #4509: Show count of enchanted items in stack in the spells list
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Feature #4509: Show count of enchanted items in stack in the spells list
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Feature #4512: Editor: Use markers for lights and creatures levelled lists
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Feature #4512: Editor: Use markers for lights and creatures levelled lists
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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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Task #2490: Don't open command prompt window on Release-mode builds automatically
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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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Task #4545: Enable is_pod string test
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@ -30,7 +30,7 @@ namespace MWMechanics
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return 0.f;
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return 0.f;
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float rating=0.f;
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float rating=0.f;
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float bonus=0.f;
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float rangedMult=1.f;
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if (weapon->mData.mType >= ESM::Weapon::MarksmanBow && weapon->mData.mType <= ESM::Weapon::MarksmanThrown)
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if (weapon->mData.mType >= ESM::Weapon::MarksmanBow && weapon->mData.mType <= ESM::Weapon::MarksmanThrown)
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{
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{
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@ -44,25 +44,33 @@ namespace MWMechanics
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if (MWBase::Environment::get().getWorld()->isUnderwater(MWWorld::ConstPtr(enemy), 0.75f))
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if (MWBase::Environment::get().getWorld()->isUnderwater(MWWorld::ConstPtr(enemy), 0.75f))
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return 0.f;
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return 0.f;
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bonus+=1.5f;
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if (getDistanceMinusHalfExtents(actor, enemy) >= getMaxAttackDistance(enemy))
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rangedMult = 1.5f;
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}
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}
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if (weapon->mData.mType >= ESM::Weapon::MarksmanBow)
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if (weapon->mData.mType >= ESM::Weapon::MarksmanBow)
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{
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{
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rating = (weapon->mData.mChop[0] + weapon->mData.mChop[1]) / 2.f;
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float rangedDamage = weapon->mData.mChop[0] + weapon->mData.mChop[1];
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MWMechanics::adjustWeaponDamage(rangedDamage, item, actor);
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rating = rangedDamage / 2.f;
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if (weapon->mData.mType >= ESM::Weapon::MarksmanThrown)
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if (weapon->mData.mType >= ESM::Weapon::MarksmanThrown)
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MWMechanics::resistNormalWeapon(enemy, actor, item, rating);
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MWMechanics::resistNormalWeapon(enemy, actor, item, rating);
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}
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}
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else
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else
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{
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{
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float meleeDamage = 0.f;
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for (int i=0; i<2; ++i)
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for (int i=0; i<2; ++i)
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{
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{
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rating += weapon->mData.mSlash[i];
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meleeDamage += weapon->mData.mSlash[i];
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rating += weapon->mData.mThrust[i];
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meleeDamage += weapon->mData.mThrust[i];
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rating += weapon->mData.mChop[i];
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meleeDamage += weapon->mData.mChop[i];
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}
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}
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rating /= 6.f;
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MWMechanics::adjustWeaponDamage(meleeDamage, item, actor);
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rating = meleeDamage / 6.f;
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MWMechanics::resistNormalWeapon(enemy, actor, item, rating);
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MWMechanics::resistNormalWeapon(enemy, actor, item, rating);
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}
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}
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@ -71,7 +79,6 @@ namespace MWMechanics
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{
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{
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if (item.getClass().getItemHealth(item) == 0)
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if (item.getClass().getItemHealth(item) == 0)
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return 0.f;
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return 0.f;
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rating *= item.getClass().getItemHealth(item) / float(item.getClass().getItemMaxHealth(item));
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}
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}
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if (weapon->mData.mType == ESM::Weapon::MarksmanBow)
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if (weapon->mData.mType == ESM::Weapon::MarksmanBow)
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@ -103,13 +110,12 @@ namespace MWMechanics
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int skill = item.getClass().getEquipmentSkill(item);
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int skill = item.getClass().getEquipmentSkill(item);
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if (skill != -1)
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if (skill != -1)
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rating *= actor.getClass().getSkill(actor, skill) / 100.f;
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{
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int value = actor.getClass().getSkill(actor, skill);
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rating *= MWMechanics::getHitChance(actor, enemy, value) / 100.f;
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}
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// There is no need to apply bonus if weapon rating == 0
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return rating * rangedMult;
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if (rating == 0.f)
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return 0.f;
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return rating + bonus;
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}
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}
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float rateAmmo(const MWWorld::Ptr &actor, const MWWorld::Ptr &enemy, MWWorld::Ptr &bestAmmo, ESM::Weapon::Type ammoType)
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float rateAmmo(const MWWorld::Ptr &actor, const MWWorld::Ptr &enemy, MWWorld::Ptr &bestAmmo, ESM::Weapon::Type ammoType)
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