Fixed a rounding error in Glovz's damage formula

Minor edit to gl_partycontrol script.
Updated Russian and Germen translations.
This commit is contained in:
NovaRain
2021-10-15 10:06:02 +08:00
parent b475bf91fb
commit f48fce3274
7 changed files with 67 additions and 32 deletions
Binary file not shown.
+3 -1
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@@ -172,7 +172,7 @@ procedure start begin
if (controlMode > 0) then begin
displayName := GetConfig("CombatControl", "DisplayName", 0);
if displayName then begin
if (displayName) then begin
variable nameTag := add_iface_tag;
debug_msg("NPC control - added new box: " + nameTag);
if (nameTag <= 0) then begin // box added?
@@ -199,6 +199,8 @@ procedure start begin
register_hook_proc(HOOK_GAMEMODECHANGE, GameModeChange_Handler);
register_hook_proc(HOOK_INVENTORYMOVE, InventoryMove_Handler);
register_hook_proc(HOOK_INVENWIELD, InvenWield_Handler);
end else begin
exit;
end
end
end
+17
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@@ -20,3 +20,20 @@ PartyOrderAttackRobot=::Piep::
RaceText=Geschlecht
StyleText=Stil
DoneBtn=OK
;Custom names for player's unarmed attacks (max 16 characters)
[Unarmed]
;Punch=Boxen:
;Kick=Tretten:
;StrongPunch=Starker Hieb:
;HammerPunch=Hammerschlag:
;Haymaker=Heumacher:
;Jab=
;PalmStrike=
;PiercingStrike=
;StrongKick=Starker Tritt:
;SnapKick=
;PowerKick=
;HipKick=
;HookKick=
;PiercingKick=
+17
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@@ -20,3 +20,20 @@ PartyOrderAttackRobot=::
RaceText=Раса
StyleText=Стиль
DoneBtn=Закрыть
;Имена для невооруженных атак игрока (макс. 16 символов)
[Hits]
;Punch=Удар рукой:
;Kick=Удар ногой:
;StrongPunch=
;HammerPunch=
;Haymaker=
;Jab=
;PalmStrike=
;PiercingStrike=
;StrongKick=
;SnapKick=
;PowerKick=
;HipKick=
;HookKick=
;PiercingKick=
+1 -1
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@@ -135,7 +135,7 @@ void __fastcall Render::GNW_win_refresh(fo::Window* win, RECT* updateRect, BYTE*
}
surface = &win->surface[currRect->wRect.left - win->rect.x] + ((currRect->wRect.top - win->rect.y) * win->width);
} else {
surface = new BYTE[height * width](); // black background
surface = new BYTE[height * width](); // black background (for main menu)
widthFrom = width; // replace with rectangle
}
+23 -30
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@@ -47,22 +47,22 @@ void DamageMod::DamageGlovz(fo::ComputeAttackResult &ctd, DWORD &accumulatedDama
mov edi, accumulatedDamage;
begin:
mov mValue, 0; // clear value
mov edx, dword ptr ds:[esi + 4]; // get the hit mode of weapon being used by an attacker
mov edx, dword ptr ds:[esi + 4]; // get the hit mode of weapon being used by the attacker
mov eax, dword ptr ds:[esi]; // get pointer to critter attacking
call fo::funcoffs::item_w_damage_; // get the raw damage value
mov ebx, bonusRangedDamage; // get the bonus ranged damage value
cmp ebx, 0; // compare the range bonus damage value to 0
test ebx, ebx; // compare the range bonus damage value to 0
jle rdJmp; // if the RB value is less than or equal to 0 then goto rdJmp
add eax, ebx; // add the RB value to the RD value
rdJmp:
cmp eax, 0; // compare the new damage value to 0
test eax, eax; // compare the new damage value to 0
jle noDamageJmp; // goto noDamageJmp
mov ebx, eax; // set the ND value
mov edx, armorDT; // get the armorDT value
cmp edx, 0; // compare the armorDT value to 0
test edx, edx; // compare the armorDT value to 0
jle bJmp; // if the armorDT value is less than or equal to 0 then goto bJmp
mov eax, dword ptr ammoY; // get the ammoY value
cmp eax, 0; // compare the ammoY value to 0
test eax, eax; // compare the ammoY value to 0
jg aJmp; // if the ammoY value is greater than 0 then goto aJmp
mov eax, 1; // set the ammoY value to 1
aJmp:
@@ -72,16 +72,10 @@ aJmp:
jg grThan; // the dividend is greater than the divisor then goto grThan
jmp setOne; // if the two values are equal then goto setOne
lrThan:
mov ecx, edx; // store the dividend value temporarily
imul edx, 2; // multiply dividend value by 2
sub edx, eax; // subtract divisor value from the dividend value
cmp edx, 0; // compare the result to 0
jl setZero; // if the result is less than 0 then goto setZero
jg setOne; // if the result is greater than 0 then goto setOne
mov edx, ecx; // restore dividend value
and edx, 1; // if true (1) then odd if false (0) then even
jz setZero; // if the result is equal to 0 then setZero
jmp setOne; // if the result is not 0 then goto setOne
shl edx, 1; // multiply dividend value by 2
cmp edx, eax; // compare the dividend value to the divisor value
jle setZero; // if the dividend value is less than or equal to the divisor value then goto setZero
jmp setOne; // if the dividend value is greater than the divisor value then goto setOne
grThan:
mov ecx, eax; // assign the divisor value
xor eax, eax; // clear value
@@ -90,15 +84,14 @@ bbbJmp:
sub edx, ecx; // subtract the divisor value from the dividend value
cmp edx, ecx; // compare the remainder value to the divisor value
jge bbbJmp; // if the remainder value is greater or equal to the divisor value then goto bbbJmp
test edx, edx; // compare the remainder value to 0
jz endDiv; // if the remainder value is equal to 0 then goto endDiv
imul edx, 2; // multiply temp remainder value by 2
sub edx, ecx; // subtract the divisor value from the temp remainder
cmp edx, 0; // compare the result to 0
jl endDiv; // if the result is less than 0 then goto endDiv
jg addOne; // if the result is greater than 0 then goto addOne
mov ecx, eax; // assign the quotient value
and ecx, 1; // if true (1) then odd if false (0) then even
jz endDiv; // if the result is equal to zero goto endDiv
shl edx, 1; // multiply temp remainder value by 2
cmp edx, ecx; // compare the temp remainder to the divisor value
jl endDiv; // if the temp remainder is less than the divisor value then goto endDiv
jg addOne; // if the temp remainder is greater than the divisor value then goto addOne
test al, 1; // check if the quotient value is even or odd
jz endDiv; // if the quotient value is even goto endDiv
addOne:
inc eax; // add 1 to the quotient value
jmp endDiv; // goto endDiv
@@ -124,13 +117,13 @@ endDiv:
jmp cJmp; // goto cJmp
bJmp:
mov edx, armorDR; // get the armorDR value
cmp edx, 0; // compare the armorDR value to 0
test edx, edx; // compare the armorDR value to 0
jle dJmp; // if the armorDR value is less than or equal to 0 then goto dJmp
cJmp:
cmp ebx, 0; // compare the new damage value to 0
test ebx, ebx; // compare the new damage value to 0
jle noDamageJmp; // goto noDamageJmp
mov edx, armorDR; // get the armorDR value
cmp edx, 0; // compare the armorDR value to 0
test edx, edx; // compare the armorDR value to 0
jle eJmp; // if the armorDR value is less than or equal to 0 then goto eJmp
mov eax, difficulty; // get the CD value
cmp eax, 100; // compare the CD value to 100
@@ -142,9 +135,9 @@ sdrJmp:
sub edx, 20; // subtract 20 from the armorDR value
aSubCJmp:
mov eax, dword ptr ammoDRM; // get the ammoDRM value
cmp eax, 0; // compare the ammoDRM value to 0
test eax, eax; // compare the ammoDRM value to 0
jl adrJmp; // if the ammoDRM value is less than 0 then goto adrJmp
je bSubCJmp; // if the ammoDRM value is equal to 0 then goto bSubCJmp
jz bSubCJmp; // if the ammoDRM value is equal to 0 then goto bSubCJmp
xor ecx, ecx; // clear value
sub ecx, eax; // subtract ammoDRM value from 0
mov eax, ecx; // set new ammoDRM value
@@ -152,7 +145,7 @@ adrJmp:
add edx, eax; // add the ammoDRM value to the armorDR value
bSubCJmp:
mov eax, dword ptr ammoX; // get the ammoX value
cmp eax, 0; // compare the ammoX value to 0
test eax, eax; // compare the ammoX value to 0
jg cSubCJmp; // if the ammoX value is greater than 0 then goto cSubCJmp;
mov eax, 1; // set the ammoX value to 1
cSubCJmp:
@@ -203,7 +196,7 @@ bSubDJmp:
divSix:
add ebx, eax; // add the quotient value to the ND value
eJmp:
cmp ebx, 0; // compare the new damage value to 0
test ebx, ebx; // compare the new damage value to 0
jle noDamageJmp; // goto noDamageJmp
mov eax, multiplyDamage; // get the Critical Multiplier (CM) value
cmp eax, 2; // compare the CM value to 2
+6
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@@ -164,7 +164,9 @@
<EntryPointSymbol>
</EntryPointSymbol>
<NoEntryPoint>false</NoEntryPoint>
<BaseAddress>0x11000000</BaseAddress>
<RandomizedBaseAddress>false</RandomizedBaseAddress>
<FixedBaseAddress>false</FixedBaseAddress>
<DataExecutionPrevention>
</DataExecutionPrevention>
<TargetMachine>MachineX86</TargetMachine>
@@ -215,7 +217,9 @@
<EntryPointSymbol>
</EntryPointSymbol>
<NoEntryPoint>false</NoEntryPoint>
<BaseAddress>0x11000000</BaseAddress>
<RandomizedBaseAddress>false</RandomizedBaseAddress>
<FixedBaseAddress>false</FixedBaseAddress>
<DataExecutionPrevention>
</DataExecutionPrevention>
<TargetMachine>MachineX86</TargetMachine>
@@ -267,7 +271,9 @@
<EntryPointSymbol>
</EntryPointSymbol>
<NoEntryPoint>false</NoEntryPoint>
<BaseAddress>0x11000000</BaseAddress>
<RandomizedBaseAddress>false</RandomizedBaseAddress>
<FixedBaseAddress>false</FixedBaseAddress>
<DataExecutionPrevention>
</DataExecutionPrevention>
<TargetMachine>MachineX86</TargetMachine>