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Add option to restore the previous ammo behavior
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5 changed files with 29 additions and 1 deletions
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@ -80,6 +80,7 @@ bool Launcher::AdvancedPage::loadSettings()
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int unarmedFactorsStrengthIndex = mEngineSettings.getInt("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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if (unarmedFactorsStrengthIndex >= 0 && unarmedFactorsStrengthIndex <= 2)
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unarmedFactorsStrengthComboBox->setCurrentIndex(unarmedFactorsStrengthIndex);
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unarmedFactorsStrengthComboBox->setCurrentIndex(unarmedFactorsStrengthIndex);
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loadSettingBool(requireAppropriateAmmunitionCheckBox, "only appropriate ammunition bypasses resistance", "Game");
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// Input Settings
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// Input Settings
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loadSettingBool(allowThirdPersonZoomCheckBox, "allow third person zoom", "Input");
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loadSettingBool(allowThirdPersonZoomCheckBox, "allow third person zoom", "Input");
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@ -139,6 +140,7 @@ void Launcher::AdvancedPage::saveSettings()
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int unarmedFactorsStrengthIndex = unarmedFactorsStrengthComboBox->currentIndex();
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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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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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mEngineSettings.setInt("strength influences hand to hand", "Game", unarmedFactorsStrengthIndex);
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saveSettingBool(requireAppropriateAmmunitionCheckBox, "only appropriate ammunition bypasses resistance", "Game");
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// Input Settings
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// Input Settings
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saveSettingBool(allowThirdPersonZoomCheckBox, "allow third person zoom", "Input");
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saveSettingBool(allowThirdPersonZoomCheckBox, "allow third person zoom", "Input");
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@ -227,7 +227,7 @@ namespace MWMechanics
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damage += attack[0] + ((attack[1] - attack[0]) * attackStrength);
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damage += attack[0] + ((attack[1] - attack[0]) * attackStrength);
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adjustWeaponDamage(damage, weapon, attacker);
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adjustWeaponDamage(damage, weapon, attacker);
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if (weapon == projectile || isNormalWeapon(weapon)) // NB: both the weapon and the projectile need to be normal
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if (weapon == projectile || Settings::Manager::getBool("only appropriate ammunition bypasses resistance", "Game") || isNormalWeapon(weapon))
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resistNormalWeapon(victim, attacker, projectile, damage);
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resistNormalWeapon(victim, attacker, projectile, damage);
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applyWerewolfDamageMult(victim, projectile, damage);
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applyWerewolfDamageMult(victim, projectile, damage);
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@ -211,3 +211,16 @@ disposition change of merchants caused by trading will be permanent and won't be
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This imitates the option that Morrowind Code Patch offers.
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This imitates the option that Morrowind Code Patch offers.
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This setting can be toggled in Advanced tab of the launcher.
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This setting can be toggled in Advanced tab of the launcher.
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only appropriate ammunition bypasses resistance
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-----------------------------------------------
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:Type: boolean
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:Range: True/False
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:Default: False
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If this setting is true, you will have to use the appropriate ammunition to bypass normal weapon resistance (or weakness).
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An enchanted bow with chitin arrows will no longer be enough for the purpose, while a steel longbow with glass arrows will still work.
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This was previously the default engine behavior that diverged from Morrowind design.
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This setting can be toggled in Advanced tab of the launcher.
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@ -242,6 +242,9 @@ strength influences hand to hand = 0
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# Render holstered weapons (with quivers and scabbards), requires modded assets
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# Render holstered weapons (with quivers and scabbards), requires modded assets
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weapon sheathing = false
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weapon sheathing = false
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# Allow non-standard ammunition solely to bypass normal weapon resistance or weakness
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only appropriate ammunition bypasses resistance = false
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[General]
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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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# Anisotropy reduces distortion in textures at low angles (e.g. 0 to 16).
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@ -96,6 +96,16 @@
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</property>
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</property>
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</widget>
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</widget>
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</item>
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</item>
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<item>
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<widget class="QCheckBox" name="requireAppropriateAmmunitionCheckBox">
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<property name="toolTip">
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<string><html><head/><body><p>Allow non-standard ammunition solely to bypass normal weapon resistance or weakness.</p></body></html></string>
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</property>
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<property name="text">
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<string>Only appropriate ammunition bypasses normal weapon resistance</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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<item alignment="Qt::AlignLeft">
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<widget class="QWidget" name="unarmedFactorsStrengthGroup" native="true">
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<widget class="QWidget" name="unarmedFactorsStrengthGroup" native="true">
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<property name="toolTip">
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<property name="toolTip">
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