/dports/games/fheroes2/fheroes2-0.9.11/src/fheroes2/kingdom/ |
H A D | morale.cpp | 27 std::string Morale::String( int morale ) in String() argument 29 switch ( morale ) { in String() 51 std::string Morale::Description( int morale ) in Description() argument 53 switch ( morale ) { in Description() 71 int Morale::Normalize( const int morale ) in Normalize() argument 73 return clamp( morale, static_cast<int>( Morale::TREASON ), static_cast<int>( Morale::BLOOD ) ); in Normalize()
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/dports/games/fheroes2/fheroes2-0.9.11/src/fheroes2/heroes/ |
H A D | heroes_indicator.cpp | 36 std::string MoraleString( const int morale ) in MoraleString() argument 38 if ( morale == Morale::BLOOD ) { in MoraleString() 42 StringReplace( str, "%{morale}", Morale::String( morale ) ); in MoraleString() 131 , morale( Morale::NORMAL ) in MoraleIndicator() 144 morale = hero->GetMoraleWithModificators( &modificators ); in Redraw() 147 descriptions.append( Morale::Description( morale ) ); in Redraw() 162 …2::Sprite & sprite = fheroes2::AGG::GetICN( ICN::HSICONS, ( 0 > morale ? 5 : ( 0 < morale ? 4 : 7 … in Redraw() 164 int count = ( 0 == morale ? 1 : std::abs( morale ) ); in Redraw() 180 …Dialog::Message( fheroes2::MoraleString( indicator.morale ), indicator.descriptions, Font::BIG, Di… in QueueEventProcessing() 182 … Dialog::Message( fheroes2::MoraleString( indicator.morale ), indicator.descriptions, Font::BIG ); in QueueEventProcessing()
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H A D | heroes_indicator.h | 33 std::string MoraleString( const int morale ); 75 int morale;
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/dports/games/ufoai/ufoai-2.5-source/src/game/ |
H A D | g_morale.cpp | 81 if (ent->morale / mor_panic->value > m_panic_stop->value * frand()) { in G_MoraleStopPanic() 123 if (ent->morale / mor_panic->value > m_rage_stop->value * frand()) { in G_MoraleStopRage() 171 if (ent->morale <= mor_panic->integer) { in G_MoraleBehaviour() 172 const float ratio = (float) ent->morale / mor_panic->value; in G_MoraleBehaviour() 179 } else if (ent->morale <= mor_shaken->integer) { in G_MoraleBehaviour() 198 int newMorale = ent->morale + MORALE_RANDOM(mor_regeneration->value); in G_MoraleBehaviour() 201 ent->morale = maxMorale; in G_MoraleBehaviour() 203 ent->morale = newMorale; in G_MoraleBehaviour()
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H A D | chr_shared.cpp | 37 ucn = bodySkin = headSkin = HP = minHP = maxHP = STUN = morale = state = gender = 0; in init() 98 if (fabs(e.morale) > EQUAL_EPSILON) in CHRSH_UpdateCharacterWithEffect() 99 chr.morale *= 1.0f + e.morale; in CHRSH_UpdateCharacterWithEffect() 245 chr->morale = GET_MORALE(chr->score.skills[ABILITY_MIND]); in CHRSH_CharGenAbilitySkills() 246 if (chr->morale >= MAX_SKILL) in CHRSH_CharGenAbilitySkills() 247 chr->morale = MAX_SKILL; in CHRSH_CharGenAbilitySkills()
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H A D | g_stats.cpp | 40 ent.morale = std::max(ent.morale, 0); in G_SendStats()
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/dports/games/openjk/OpenJK-07675e2/code/game/ |
H A D | AI_Utils.cpp | 847 group->morale++; in AI_RefreshGroup() 866 group->morale += 5; in AI_RefreshGroup() 870 group->morale += 2; in AI_RefreshGroup() 875 group->morale -= 5; in AI_RefreshGroup() 879 group->morale += 3; in AI_RefreshGroup() 882 group->morale += 2; in AI_RefreshGroup() 885 group->morale -= 1; in AI_RefreshGroup() 888 group->morale -= 2; in AI_RefreshGroup() 897 group->morale -= 5; in AI_RefreshGroup() 900 group->morale -= 3; in AI_RefreshGroup() [all …]
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/dports/games/openjk/OpenJK-07675e2/codeJK2/game/ |
H A D | AI_Utils.cpp | 841 group->morale++; in AI_RefreshGroup() 860 group->morale += 5; in AI_RefreshGroup() 864 group->morale += 2; in AI_RefreshGroup() 869 group->morale -= 5; in AI_RefreshGroup() 872 group->morale += 3; in AI_RefreshGroup() 875 group->morale += 2; in AI_RefreshGroup() 878 group->morale -= 1; in AI_RefreshGroup() 881 group->morale -= 2; in AI_RefreshGroup() 887 group->morale -= 5; in AI_RefreshGroup() 890 group->morale -= 3; in AI_RefreshGroup() [all …]
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H A D | ai.h | 149 int morale; variable 171 saved_game.write<int32_t>(morale); in sg_export() 193 saved_game.read<int32_t>(morale); in sg_import()
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/dports/games/julius/julius-1.7.0/src/figure/ |
H A D | formation.c | 66 m->morale = 50; in formation_create_legion() 93 f->morale = 100; in formation_create() 290 m->morale = calc_bound(m->morale + amount, 0, max_morale); in formation_change_morale() 297 int morale; in formation_update_morale_after_death() local 299 morale = -5; in formation_update_morale_after_death() 301 morale = -7; in formation_update_morale_after_death() 303 morale = -10; in formation_update_morale_after_death() 305 morale = -12; in formation_update_morale_after_death() 307 morale = -15; in formation_update_morale_after_death() 309 morale = -20; in formation_update_morale_after_death() [all …]
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/dports/games/augustus/augustus-3.1.0/src/figure/ |
H A D | formation.c | 74 m->morale = 50; in formation_create_legion() 105 f->morale = 100; in formation_create() 325 m->morale = calc_bound(m->morale + amount, 0, max_morale + m->mess_hall_max_morale_modifier); in formation_change_morale() 332 int morale; in formation_update_morale_after_death() local 334 morale = -5; in formation_update_morale_after_death() 336 morale = -7; in formation_update_morale_after_death() 338 morale = -10; in formation_update_morale_after_death() 340 morale = -12; in formation_update_morale_after_death() 342 morale = -15; in formation_update_morale_after_death() 344 morale = -20; in formation_update_morale_after_death() [all …]
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/dports/games/openjk/OpenJK-07675e2/codemp/game/ |
H A D | NPC_AI_Utils.c | 861 group->morale++; in AI_RefreshGroup() 881 group->morale += 5; in AI_RefreshGroup() 885 group->morale += 2; in AI_RefreshGroup() 890 group->morale -= 5; in AI_RefreshGroup() 893 group->morale += 3; in AI_RefreshGroup() 896 group->morale += 2; in AI_RefreshGroup() 899 group->morale -= 1; in AI_RefreshGroup() 902 group->morale -= 2; in AI_RefreshGroup() 908 group->morale -= 5; in AI_RefreshGroup() 911 group->morale -= 3; in AI_RefreshGroup() [all …]
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/dports/games/ufoai/ufoai-2.5-source/src/client/battlescape/events/event/actor/ |
H A D | e_event_actorstats.cpp | 63 NET_ReadFormat(msg, self->formatString, &le->TU, &le->HP, &le->STUN, &le->morale); in CL_ActorStats() 69 if (le->morale > le->maxMorale) in CL_ActorStats() 70 le->maxMorale = le->morale; in CL_ActorStats()
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/dports/games/pcgen/pcgen/data/35e/paizo/adventure_path/rise_of_the_runelords/chapter_5_sins_of_the_saviors/ |
H A D | pf5_equipmods_weapons.lst | 6 …ncement,Ammunition.Weapon BONUS:SKILL|Diplomacy|-2 SPROP:Wielder gets +2 morale bonus on saving th… 7 …ncement,Ammunition.Weapon BONUS:SKILL|Diplomacy|-2 SPROP:Wielder gets +2 morale bonus on saving th… 8 …ncement,Ammunition.Weapon BONUS:SKILL|Diplomacy|-2 SPROP:Wielder gets +2 morale bonus on saving th… 9 …ncement,Ammunition.Weapon BONUS:SKILL|Diplomacy|-2 SPROP:Wielder gets +2 morale bonus on saving th… 10 …ncement,Ammunition.Weapon BONUS:SKILL|Diplomacy|-2 SPROP:Wielder gets +2 morale bonus on saving th… 11 …ncement,Ammunition.Weapon BONUS:SKILL|Diplomacy|-2 SPROP:Wielder gets +2 morale bonus on saving th… 12 …ncement,Ammunition.Weapon BONUS:SKILL|Diplomacy|-2 SPROP:Wielder gets +2 morale bonus on saving th…
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/dports/games/pcgen/pcgen/data/35e/alderac_entertainment_group/empire/ |
H A D | empire_abilities.lst | 20 …C:Units raised with Army of the People gain a +1 morale bonus to attacks and a +5 morale bonus to … 27 …its first. These units fight poorly. They suffer a -1 morale penalty to attacks and a -2 morale … 32 …arbarian participates in a battle, all units under his command gain a +1 morale bonus to all Moral… 33 …:YES DESC:All enemy units fighting your units suffer a -1 morale penalty to morale saves. 39 … VISIBLE:YES DESC:The bards followers and people all gain a +2 morale bonus to their loy… 56 …his own lands, the fighters units gain a +2 bonus to initiative and a +1 morale bonus to attacks a… 64 …to 1st level monk units. These warriors fight with a +1 morale bonus to attacks and a +4 morale b… 69 …morale bonus to their loyalty score. In the event of invasion, the paladin can raise 20%% of the c… 86 …y VISIBLE:YES DESC:All the followers of the sorcerer gain a +2 morale bonus to their loy… 87 …morale bonus to all saves against magical spells, supernatural abilities, and spell-like abilities… [all …]
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/dports/games/julius/julius-1.7.0/src/widget/sidebar/ |
H A D | military.c | 139 int morale; member 223 legion->morale = 0; in clear_legion_info() 233 legion->morale = m->morale; in update_legion_info() 277 lang_text_draw_ellipsized(138, 37 + m->morale / 5, x_offset + 4, y_offset + 98, in draw_military_info_text() 278 ellipsized_width, m->morale < 13 ? FONT_NORMAL_RED : FONT_NORMAL_GREEN); in draw_military_info_text() 347 legion->morale != m->morale || in has_legion_changed()
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/dports/games/augustus/augustus-3.1.0/src/widget/sidebar/ |
H A D | military.c | 140 int morale; member 223 legion->morale = 0; in clear_legion_info() 233 legion->morale = m->morale; in update_legion_info() 277 lang_text_draw_ellipsized(138, 37 + m->morale / 5, x_offset + 4, y_offset + 98, in draw_military_info_text() 278 ellipsized_width, m->morale < 13 ? FONT_NORMAL_RED : FONT_NORMAL_GREEN); in draw_military_info_text() 366 legion->morale != m->morale || in has_legion_changed()
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/dports/games/cataclysm-dda-tiles/Cataclysm-DDA-0.F/src/ |
H A D | morale.cpp | 89 static inline double operator * ( double morale, const morale_mult &mult ) in operator *() argument 91 return morale * ( ( morale >= 0.0 ) ? mult.good : mult.bad ); in operator *() 94 static inline int operator *= ( int &morale, const morale_mult &mult ) in operator *=() argument 96 morale = morale * mult; in operator *=() 97 return morale; in operator *=() 776 bool player_morale::consistent_with( const player_morale &morale ) const in consistent_with() 798 if( took_prozac != morale.took_prozac ) { in consistent_with() 801 } else if( took_prozac_bad != morale.took_prozac_bad ) { in consistent_with() 804 } else if( stylish != morale.stylish ) { in consistent_with() 807 } else if( perceived_pain != morale.perceived_pain ) { in consistent_with() [all …]
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H A D | monster.cpp | 218 morale = 2; in monster() 247 morale = type->morale; in monster() 302 morale = type->morale; in poly() 1334 if( morale != type->morale && one_in( 10 ) ) { in process_triggers() 1335 if( morale < type->morale ) { in process_triggers() 1336 morale++; in process_triggers() 1338 morale--; in process_triggers() 1351 morale = std::min( 100, std::max( -100, morale ) ); in process_triggers() 2635 morale = type->morale; in process_effects() 2638 if( morale <= type->morale ) { in process_effects() [all …]
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/dports/games/cataclysm-dda/Cataclysm-DDA-0.F/src/ |
H A D | morale.cpp | 89 static inline double operator * ( double morale, const morale_mult &mult ) in operator *() argument 91 return morale * ( ( morale >= 0.0 ) ? mult.good : mult.bad ); in operator *() 94 static inline int operator *= ( int &morale, const morale_mult &mult ) in operator *=() argument 96 morale = morale * mult; in operator *=() 97 return morale; in operator *=() 776 bool player_morale::consistent_with( const player_morale &morale ) const in consistent_with() 798 if( took_prozac != morale.took_prozac ) { in consistent_with() 801 } else if( took_prozac_bad != morale.took_prozac_bad ) { in consistent_with() 804 } else if( stylish != morale.stylish ) { in consistent_with() 807 } else if( perceived_pain != morale.perceived_pain ) { in consistent_with() [all …]
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H A D | monster.cpp | 218 morale = 2; in monster() 247 morale = type->morale; in monster() 302 morale = type->morale; in poly() 1334 if( morale != type->morale && one_in( 10 ) ) { in process_triggers() 1335 if( morale < type->morale ) { in process_triggers() 1336 morale++; in process_triggers() 1338 morale--; in process_triggers() 1351 morale = std::min( 100, std::max( -100, morale ) ); in process_triggers() 2635 morale = type->morale; in process_effects() 2638 if( morale <= type->morale ) { in process_effects() [all …]
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/dports/games/cataclysm-dda/Cataclysm-DDA-0.F/doc/ |
H A D | TESTING.md | 53 THEN( "they get a morale bonus from its sweetness" ) { 81 THEN( "they get a morale bonus from its sweetness" ) { 91 player's morale, so we clear it to ensure a clean slate: 126 only interested in the morale effect, a better test would invoke a lower-level 130 have a sweet tooth, they should get a specific morale bonus known as 134 THEN( "they get a morale bonus from its sweetness" ) { 171 THEN( "they get a morale bonus from its sweetness" ) { 182 morale bonus is meaningless.
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/dports/games/cataclysm-dda-tiles/Cataclysm-DDA-0.F/doc/ |
H A D | TESTING.md | 53 THEN( "they get a morale bonus from its sweetness" ) { 81 THEN( "they get a morale bonus from its sweetness" ) { 91 player's morale, so we clear it to ensure a clean slate: 126 only interested in the morale effect, a better test would invoke a lower-level 130 have a sweet tooth, they should get a specific morale bonus known as 134 THEN( "they get a morale bonus from its sweetness" ) { 171 THEN( "they get a morale bonus from its sweetness" ) { 182 morale bonus is meaningless.
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/dports/games/ufoai/ufoai-2.5-source/src/docs/tex/chapters/ |
H A D | battlescape.tex | 27 …n their attempts to kill the enemy. This is influenced by the soldier's morale, so see the releva… 36 …uaddies and the aliens have a morale stat, which plays an important role in tactical combat. In cr… 38 There are a couple of influences to any character's morale and once one reaches a critical point, t… 40 …morale will drop slightly when he witnesses a civilian being killed. If the same happens to a fell…
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/dports/games/ufoai-data/ufoai-data-2.5_1/base/ufos/ |
H A D | weapons_implants.ufo | 26 morale 0.1 33 morale -0.1
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