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Searched refs:game_difficulty (Results 1 – 14 of 14) sorted by relevance

/dports/games/five-or-more/five-or-more-3.32.2/src/
H A Dgame.vala86 const GameDifficulty[] game_difficulty = {
120 var n_rows = game_difficulty[size].n_rows;
121 var n_cols = game_difficulty[size].n_cols;
122 this.n_next_pieces = game_difficulty[size].n_next_pieces;
132 next_pieces_generator = new NextPiecesGenerator (game_difficulty[size].n_next_pieces,
133 game_difficulty[size].n_types);
/dports/games/nlarn/nlarn-NLarn-0.7.6/src/
H A Dbuildings.c764 * (game_difficulty(nlarn) + 1) * 100; in building_school()
806 * (game_difficulty(nlarn) + 1) * 100; in building_school()
1075 price = (item_price(it) / 5) * (game_difficulty(nlarn) + 1); in building_monastery()
1128 int price = (player_get_hp_max(p) - p->hp) * (game_difficulty(nlarn) + 1); in building_monastery()
1171 int price = e->turns * (game_difficulty(nlarn) + 1); in building_monastery()
1470 price = (item_base_price(it) / 10) * (game_difficulty(nlarn) + 1); in building_item_identify()
1524 price = (item_base_price(it) / 10) * (game_difficulty(nlarn) + 1); in building_item_repair()
1677 return (income * min(game_difficulty(nlarn), 4) / 20); in calc_tax_debt()
H A Dsobjects.c1024 if (rand_0n(game_difficulty(nlarn)+1) <= 1) in sobject_destroy_at()
1129 int evasion = nlarn->p->level/(2+game_difficulty(nlarn)/2) in sobject_blast_hit()
1132 - game_difficulty(nlarn); in sobject_blast_hit()
H A Dplayer.c796 frequency = game_difficulty(nlarn) << 3; in player_make_move()
1400 - game_difficulty(nlarn); in calc_min_max_damage()
1854 base = (p->constitution - game_difficulty(nlarn)) >> 1; in player_level_gain()
1855 if (p->level < (guint)max(7 - game_difficulty(nlarn), 0)) in player_level_gain()
1861 base = (p->intelligence - game_difficulty(nlarn)) >> 1; in player_level_gain()
1862 if (p->level < (guint)max(7 - game_difficulty(nlarn), 0)) in player_level_gain()
1888 base = (p->constitution - game_difficulty(nlarn)) >> 1; in player_level_lose()
1889 if (p->level < (guint)max(7 - game_difficulty(nlarn), 0)) in player_level_lose()
1895 base = (p->intelligence - game_difficulty(nlarn)) >> 1; in player_level_lose()
1896 if (p->level < (guint)max(7 - game_difficulty(nlarn), 0)) in player_level_lose()
[all …]
H A Dmonsters.c1005 if (chance(2 * game_difficulty(nlarn))) in monster_new_by_level()
1007 else if (chance(7 * (game_difficulty(nlarn) + 1))) in monster_new_by_level()
1988 damage *dam = damage_new(att.damage, att.type, att.base + game_difficulty(nlarn), in monster_breath_attack()
2022 return amount + (game_difficulty(nlarn) + 1)/2; in modified_attack_amount()
2024 return amount + game_difficulty(nlarn)/2; in modified_attack_amount()
2091 + (int)rand_0n(game_difficulty(nlarn) + 2) in monster_player_attack()
2100 + rand_0n(game_difficulty(nlarn) + 2); in monster_player_attack()
2193 att.base + game_difficulty(nlarn), DAMO_MONSTER, m); in monster_player_ranged_attack()
2426 mtime = monster_int(m) + 25 + (5 * game_difficulty(nlarn)); in monster_update_action()
H A Dscoreboard.c259 score->difficulty = game_difficulty(g); in score_new()
H A Dspells.c1682 && (game_difficulty(nlarn) <= 2)) in spell_area_pos_hit()
1727 int evasion = nlarn->p->level/(2+game_difficulty(nlarn)/2) in spell_area_pos_hit()
1730 - game_difficulty(nlarn); in spell_area_pos_hit()
H A Dnlarn.c1045 (game_turn(nlarn) == 1) ? "New" : "Continue saved", game_difficulty(nlarn));
H A Dgame.c104 game_difficulty(nlarn) = config->difficulty; in game_init()
/dports/games/fheroes2/fheroes2-0.9.11/src/fheroes2/system/
H A Dsettings.cpp90 , game_difficulty( Difficulty::NORMAL ) in Settings()
474 return game_difficulty; in GameDifficulty()
740 game_difficulty = d; in SetGameDifficulty()
1363 …msg << conf._gameLanguage << conf.current_maps_file << conf.game_difficulty << conf.game_type << c… in operator <<()
1377 …msg >> conf.current_maps_file >> conf.game_difficulty >> conf.game_type >> conf.preferably_count_p… in operator >>()
H A Dsettings.h302 int game_difficulty; variable
/dports/games/nlarn/nlarn-NLarn-0.7.6/inc/
H A Dgame.h149 #define game_difficulty(g) ((g)->difficulty) macro
/dports/games/valyriatear/ValyriaTear-1.1.0/src/engine/
H A Dsystem.cpp537 void SystemEngine::SetGameDifficulty(uint32_t game_difficulty) in SetGameDifficulty() argument
539 _game_difficulty = game_difficulty; in SetGameDifficulty()
H A Dsystem.h603 void SetGameDifficulty(uint32_t game_difficulty);