Esempio n. 1
0
void Creature::reset_stats()
{
    // Reset our stats to normal levels
    // Any persistent buffs/debuffs will take place in disease.h,
    // player::suffer(), etc.

    // repopulate the stat fields
    process_effects();
    str_cur = str_max + get_str_bonus();
    dex_cur = dex_max + get_dex_bonus();
    per_cur = per_max + get_per_bonus();
    int_cur = int_max + get_int_bonus();

    // Floor for our stats.  No stat changes should occur after this!
    if (dex_cur < 0) {
        dex_cur = 0;
    }
    if (str_cur < 0) {
        str_cur = 0;
    }
    if (per_cur < 0) {
        per_cur = 0;
    }
    if (int_cur < 0) {
        int_cur = 0;
    }

    // add an appropriate number of moves
    moves += get_speed();
}
Esempio n. 2
0
void Creature::reset_stats()
{
    // Reset our stats to normal levels
    // Any persistent buffs/debuffs will take place in effects,
    // player::suffer(), etc.

    // repopulate the stat fields
    str_cur = str_max + get_str_bonus();
    dex_cur = dex_max + get_dex_bonus();
    per_cur = per_max + get_per_bonus();
    int_cur = int_max + get_int_bonus();

    // Floor for our stats.  No stat changes should occur after this!
    if (dex_cur < 0) {
        dex_cur = 0;
    }
    if (str_cur < 0) {
        str_cur = 0;
    }
    if (per_cur < 0) {
        per_cur = 0;
    }
    if (int_cur < 0) {
        int_cur = 0;
    }
}
Esempio n. 3
0
void Character::reset_stats()
{
    // Bionic buffs
    if (has_active_bionic("bio_hydraulics"))
        mod_str_bonus(20);
    if (has_bionic("bio_eye_enhancer"))
        mod_per_bonus(2);
    if (has_bionic("bio_str_enhancer"))
        mod_str_bonus(2);
    if (has_bionic("bio_int_enhancer"))
        mod_int_bonus(2);
    if (has_bionic("bio_dex_enhancer"))
        mod_dex_bonus(2);

    // Trait / mutation buffs
    if (has_trait("THICK_SCALES")) {
        mod_dex_bonus(-2);
    }
    if (has_trait("CHITIN2") || has_trait("CHITIN3") || has_trait("CHITIN_FUR3")) {
        mod_dex_bonus(-1);
    }
    if (has_trait("BIRD_EYE")) {
        mod_per_bonus(4);
    }
    if (has_trait("INSECT_ARMS")) {
        mod_dex_bonus(-2);
    }
    if (has_trait("WEBBED")) {
        mod_dex_bonus(-1);
    }
    if (has_trait("ARACHNID_ARMS")) {
        mod_dex_bonus(-4);
    }
    if (has_trait("ARM_TENTACLES") || has_trait("ARM_TENTACLES_4") ||
            has_trait("ARM_TENTACLES_8")) {
        mod_dex_bonus(1);
    }

    // Dodge-related effects
    if (has_trait("TAIL_LONG")) {
        mod_dodge_bonus(2);
    }
    if (has_trait("TAIL_CATTLE")) {
        mod_dodge_bonus(1);
    }
    if (has_trait("TAIL_RAT")) {
        mod_dodge_bonus(2);
    }
    if (has_trait("TAIL_THICK") && !(has_active_mutation("TAIL_THICK")) ) {
        mod_dodge_bonus(1);
    }
    if (has_trait("TAIL_RAPTOR")) {
        mod_dodge_bonus(3);
    }
    if (has_trait("TAIL_FLUFFY")) {
        mod_dodge_bonus(4);
    }
    if (has_trait("WINGS_BAT")) {
        mod_dodge_bonus(-3);
    }
    if (has_trait("WINGS_BUTTERFLY")) {
        mod_dodge_bonus(-4);
    }

    ///\EFFECT_STR_MAX above 15 decreases Dodge bonus by 1 (NEGATIVE)
    if (str_max >= 16) {mod_dodge_bonus(-1);} // Penalty if we're huge
    ///\EFFECT_STR_MAX below 6 increases Dodge bonus by 1
    else if (str_max <= 5) {mod_dodge_bonus(1);} // Bonus if we're small

    nv_cached = false;

    // Reset our stats to normal levels
    // Any persistent buffs/debuffs will take place in effects,
    // player::suffer(), etc.

    // repopulate the stat fields
    str_cur = str_max + get_str_bonus();
    dex_cur = dex_max + get_dex_bonus();
    per_cur = per_max + get_per_bonus();
    int_cur = int_max + get_int_bonus();

    // Floor for our stats.  No stat changes should occur after this!
    if( dex_cur < 0 ) {
        dex_cur = 0;
    }
    if( str_cur < 0 ) {
        str_cur = 0;
    }
    if( per_cur < 0 ) {
        per_cur = 0;
    }
    if( int_cur < 0 ) {
        int_cur = 0;
    }

    // Does nothing! TODO: Remove
    Creature::reset_stats();
}