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/dports/games/fheroes2/fheroes2-0.9.11/src/fheroes2/kingdom/
H A Dmorale.cpp27 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()
/dports/games/fheroes2/fheroes2-0.9.11/src/fheroes2/heroes/
H A Dheroes_indicator.cpp36 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()
H A Dheroes_indicator.h33 std::string MoraleString( const int morale );
75 int morale;
/dports/games/ufoai/ufoai-2.5-source/src/game/
H A Dg_morale.cpp81 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()
H A Dchr_shared.cpp37 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()
H A Dg_stats.cpp40 ent.morale = std::max(ent.morale, 0); in G_SendStats()
/dports/games/openjk/OpenJK-07675e2/code/game/
H A DAI_Utils.cpp847 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 …]
/dports/games/openjk/OpenJK-07675e2/codeJK2/game/
H A DAI_Utils.cpp841 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 …]
H A Dai.h149 int morale; variable
171 saved_game.write<int32_t>(morale); in sg_export()
193 saved_game.read<int32_t>(morale); in sg_import()
/dports/games/julius/julius-1.7.0/src/figure/
H A Dformation.c66 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 …]
/dports/games/augustus/augustus-3.1.0/src/figure/
H A Dformation.c74 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 …]
/dports/games/openjk/OpenJK-07675e2/codemp/game/
H A DNPC_AI_Utils.c861 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 …]
/dports/games/ufoai/ufoai-2.5-source/src/client/battlescape/events/event/actor/
H A De_event_actorstats.cpp63 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()
/dports/games/pcgen/pcgen/data/35e/paizo/adventure_path/rise_of_the_runelords/chapter_5_sins_of_the_saviors/
H A Dpf5_equipmods_weapons.lst6 …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…
/dports/games/pcgen/pcgen/data/35e/alderac_entertainment_group/empire/
H A Dempire_abilities.lst20 …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…
69morale 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…
87morale bonus to all saves against magical spells, supernatural abilities, and spell-like abilities…
[all …]
/dports/games/julius/julius-1.7.0/src/widget/sidebar/
H A Dmilitary.c139 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()
/dports/games/augustus/augustus-3.1.0/src/widget/sidebar/
H A Dmilitary.c140 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()
/dports/games/cataclysm-dda-tiles/Cataclysm-DDA-0.F/src/
H A Dmorale.cpp89 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 …]
H A Dmonster.cpp218 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 …]
/dports/games/cataclysm-dda/Cataclysm-DDA-0.F/src/
H A Dmorale.cpp89 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 …]
H A Dmonster.cpp218 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 …]
/dports/games/cataclysm-dda/Cataclysm-DDA-0.F/doc/
H A DTESTING.md53 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.
/dports/games/cataclysm-dda-tiles/Cataclysm-DDA-0.F/doc/
H A DTESTING.md53 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.
/dports/games/ufoai/ufoai-2.5-source/src/docs/tex/chapters/
H A Dbattlescape.tex27 …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…
40morale will drop slightly when he witnesses a civilian being killed. If the same happens to a fell…
/dports/games/ufoai-data/ufoai-data-2.5_1/base/ufos/
H A Dweapons_implants.ufo26 morale 0.1
33 morale -0.1

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