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removed some debug stuff
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76b494100e
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@ -43,7 +43,6 @@ namespace MWGui
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getWidget(t, "AttribMultiplier" + boost::lexical_cast<std::string>(i));
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t->setCaption("x2");
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mAttributeMultipliers.push_back(t);
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}
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@ -95,7 +95,6 @@ void StatsWindow::setBar(const std::string& name, const std::string& tname, int
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getWidget(pt, name);
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pt->setProgressRange(max);
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pt->setProgressPosition(val);
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std::cout << "set bar " << name << val << " " << max << std::endl;
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std::stringstream out;
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out << val << "/" << max;
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@ -404,7 +404,6 @@ void WindowManager::setValue (int parSkill, const MWMechanics::Stat<float>& valu
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void WindowManager::setValue (const std::string& id, const MWMechanics::DynamicStat<float>& value)
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{
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std::cout << " set value " << id << value.getModified () << std::endl;
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mStatsWindow->setValue (id, value);
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mHud->setValue (id, value);
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mCharGen->setValue(id, value);
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@ -128,10 +128,7 @@ float MWMechanics::NpcStats::getSkillGain (int skillIndex, const ESM::Class& cla
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throw std::runtime_error ("invalid skill specialisation factor");
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}
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//return 1.0 / (level +1) * (1.0 / (skillFactor)) * typeFactor * specialisationFactor;
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///FIXME: TEST FOR FASTER LEVELLING
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return 1.0 / (level +1) * (1.0 / (skillFactor/100)) * typeFactor * specialisationFactor;
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return 1.0 / (level +1) * (1.0 / (skillFactor)) * typeFactor * specialisationFactor;
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}
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void MWMechanics::NpcStats::useSkill (int skillIndex, const ESM::Class& class_, int usageType)
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@ -148,8 +145,7 @@ void MWMechanics::NpcStats::useSkill (int skillIndex, const ESM::Class& class_,
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base = level+1;
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// if this is a major or minor skill of the class, increase level progress
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//bool levelProgress = false;
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bool levelProgress = true;
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bool levelProgress = false;
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for (int i=0; i<2; ++i)
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for (int j=0; j<5; ++j)
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{
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@ -158,9 +154,6 @@ void MWMechanics::NpcStats::useSkill (int skillIndex, const ESM::Class& class_,
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levelProgress = true;
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}
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if (!levelProgress)
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std::cout <<"This is not a level skilL" << std::endl;
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mLevelProgress += levelProgress;
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// check the attribute this skill belongs to
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