mirror of
https://gitlab.com/OpenMW/openmw.git
synced 2025-01-06 00:55:50 +00:00
Add option to restore the previous ammo behavior
This commit is contained in:
parent
b738cc0383
commit
4138e29ca4
@ -80,6 +80,7 @@ bool Launcher::AdvancedPage::loadSettings()
|
||||
int unarmedFactorsStrengthIndex = mEngineSettings.getInt("strength influences hand to hand", "Game");
|
||||
if (unarmedFactorsStrengthIndex >= 0 && unarmedFactorsStrengthIndex <= 2)
|
||||
unarmedFactorsStrengthComboBox->setCurrentIndex(unarmedFactorsStrengthIndex);
|
||||
loadSettingBool(requireAppropriateAmmunitionCheckBox, "only appropriate ammunition bypasses resistance", "Game");
|
||||
|
||||
// Input Settings
|
||||
loadSettingBool(allowThirdPersonZoomCheckBox, "allow third person zoom", "Input");
|
||||
@ -139,6 +140,7 @@ void Launcher::AdvancedPage::saveSettings()
|
||||
int unarmedFactorsStrengthIndex = unarmedFactorsStrengthComboBox->currentIndex();
|
||||
if (unarmedFactorsStrengthIndex != mEngineSettings.getInt("strength influences hand to hand", "Game"))
|
||||
mEngineSettings.setInt("strength influences hand to hand", "Game", unarmedFactorsStrengthIndex);
|
||||
saveSettingBool(requireAppropriateAmmunitionCheckBox, "only appropriate ammunition bypasses resistance", "Game");
|
||||
|
||||
// Input Settings
|
||||
saveSettingBool(allowThirdPersonZoomCheckBox, "allow third person zoom", "Input");
|
||||
|
@ -227,7 +227,7 @@ namespace MWMechanics
|
||||
damage += attack[0] + ((attack[1] - attack[0]) * attackStrength);
|
||||
|
||||
adjustWeaponDamage(damage, weapon, attacker);
|
||||
if (weapon == projectile || isNormalWeapon(weapon)) // NB: both the weapon and the projectile need to be normal
|
||||
if (weapon == projectile || Settings::Manager::getBool("only appropriate ammunition bypasses resistance", "Game") || isNormalWeapon(weapon))
|
||||
resistNormalWeapon(victim, attacker, projectile, damage);
|
||||
applyWerewolfDamageMult(victim, projectile, damage);
|
||||
|
||||
|
@ -211,3 +211,16 @@ disposition change of merchants caused by trading will be permanent and won't be
|
||||
This imitates the option that Morrowind Code Patch offers.
|
||||
|
||||
This setting can be toggled in Advanced tab of the launcher.
|
||||
|
||||
only appropriate ammunition bypasses resistance
|
||||
-----------------------------------------------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
If this setting is true, you will have to use the appropriate ammunition to bypass normal weapon resistance (or weakness).
|
||||
An enchanted bow with chitin arrows will no longer be enough for the purpose, while a steel longbow with glass arrows will still work.
|
||||
This was previously the default engine behavior that diverged from Morrowind design.
|
||||
|
||||
This setting can be toggled in Advanced tab of the launcher.
|
||||
|
@ -242,6 +242,9 @@ strength influences hand to hand = 0
|
||||
# Render holstered weapons (with quivers and scabbards), requires modded assets
|
||||
weapon sheathing = false
|
||||
|
||||
# Allow non-standard ammunition solely to bypass normal weapon resistance or weakness
|
||||
only appropriate ammunition bypasses resistance = false
|
||||
|
||||
[General]
|
||||
|
||||
# Anisotropy reduces distortion in textures at low angles (e.g. 0 to 16).
|
||||
|
@ -96,6 +96,16 @@
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item>
|
||||
<widget class="QCheckBox" name="requireAppropriateAmmunitionCheckBox">
|
||||
<property name="toolTip">
|
||||
<string><html><head/><body><p>Allow non-standard ammunition solely to bypass normal weapon resistance or weakness.</p></body></html></string>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>Only appropriate ammunition bypasses normal weapon resistance</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item alignment="Qt::AlignLeft">
|
||||
<widget class="QWidget" name="unarmedFactorsStrengthGroup" native="true">
|
||||
<property name="toolTip">
|
||||
|
Loading…
Reference in New Issue
Block a user