Fixed skills being capped at 95% when starting a new game.

Changed PipBoyAvailableAtGameStart=1 to be executed before the game starts, so player will be in vault suit at the beginning, instead of first in tribal appearance then switching to vault suit after changing maps.
Added a separator line for the new [Scripts] section in ddraw.ini.
This commit is contained in:
NovaRain
2017-04-19 10:37:04 +08:00
parent 85020d66f2
commit 2255d9e947
3 changed files with 8 additions and 7 deletions
+3 -2
View File
@@ -98,7 +98,7 @@ ReverseMouseButtons=0
BackgroundKeyboard=0
BackgroundMouse=0
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
;The modifier key you have to hold down to change any speed settings
;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
@@ -133,7 +133,7 @@ ReloadWeaponKey=0
;A key to press to open a debug game editor
DebugEditorKey=0
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Misc]
;Time limit in years. Must be between -3 and 13
@@ -550,6 +550,7 @@ NumbersInDialogue=0
;Set to 1 to display sfall built-in credits at the bottom of credits.txt contents instead of at the top
CreditsAtBottom=0
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Scripts]
;Comma-separated list of masked paths to load global scripts from
;Only use single slash \ as directory separator
+1 -1
View File
@@ -718,7 +718,7 @@ void MusicInDialoguePatch() {
void PipboyAvailableAtStartPatch() {
switch (GetConfigInt("Misc", "PipBoyAvailableAtGameStart", 0)) {
case 1:
LoadGameHook::OnAfterNewGame() += []() {
LoadGameHook::OnBeforeGameStart() += []() {
// PipBoy aquiring video
fo::var::gmovie_played_list[3] = true;
};
+4 -4
View File
@@ -31,14 +31,14 @@
namespace sfall
{
struct ChanceModifier {
struct SkillModifier {
DWORD id { 0 };
int maximum { 300 };
int mod { 0 };
};
static std::vector<ChanceModifier> skillMaxMods;
static ChanceModifier baseSkillMax;
static std::vector<SkillModifier> skillMaxMods;
static SkillModifier baseSkillMax;
static BYTE skillCosts[512 * fo::SKILL_count];
static DWORD basedOnPoints;
@@ -114,7 +114,7 @@ void _stdcall SetSkillMax(DWORD critter, DWORD maximum) {
return;
}
}
ChanceModifier cm;
SkillModifier cm;
cm.id = critter;
cm.maximum = maximum;
cm.mod = 0;