forked from github/server
- Bauernwachstum zu hoch
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@ -360,14 +360,21 @@ live(region * r)
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}
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} /* bestes Talent raussuchen */
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if (best > 0) {
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int k;
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int value = get_effect(u, oldpotiontype[P_FOOL]);
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#if SKILLPOINTS
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int k;
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value = min(value, u->number) * 30;
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k = get_skill(u, ibest) - value;
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k = max(k, 0);
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set_skill(u, ibest, k);
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add_message(&u->faction->msgs, new_message(u->faction,
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"dumbeffect%u:unit%i:days%t:skill", u, value, ibest));
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#else
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/* Talent sinkt für max. 10 Personen um 1 Stufe */
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int k = min(u->number, value);
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int sk = get_skill(u, ibest);
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change_skill(u, ibest, -min(k, sk));
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#endif
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ADDMSG(&u->faction->msgs, msg_message("dumbeffect",
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"unit days skill", u, value, ibest));
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} /* sonst Glück gehabt: wer nix weiß, kann nix vergessen... */
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}
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}
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@ -498,7 +505,7 @@ peasants(region * r)
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for (n = peasants; n; n--) {
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if (glueck >= 0) { /* Sonst keine Vermehrung */
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if (rand() % 100 < PEASANTGROWTH) {
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if (rand() % 10000 < PEASANTGROWTH) {
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if ((float) peasants
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/ ((float) production(r) * MAXPEASANTS_PER_AREA)
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< 0.9 || rand() % 100 < PEASANTFORCE) {
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@ -2061,10 +2068,10 @@ set_passw(void)
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u->faction->magiegebiet = mtyp;
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for(r2 = firstregion(u->faction); r2 != last; r2 = r2->next) {
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for(u2 = r->units; u2; u2 = u2->next) {
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for (r2 = firstregion(u->faction); r2 != last; r2 = r2->next) {
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for (u2 = r->units; u2; u2 = u2->next) {
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if(u2->faction == u->faction
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&& get_skill(u2, SK_MAGIC) > 0){
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&& get_skill(u2, SK_MAGIC)) {
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m = get_mage(u2);
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m->magietyp = mtyp;
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}
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@ -2218,7 +2225,6 @@ display_race(faction *f, unit *u, const race * rc)
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case AT_SPELL:
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case AT_COMBATSPELL:
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case AT_DRAIN_ST:
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case AT_DRAIN_EXP:
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case AT_DAZZLE:
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sprintf(buf2, "ein magischer Angriff");
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break;
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@ -2525,7 +2525,7 @@ heal_all(void)
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return 0;
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}
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#if PEASANT_ADJUSTMENT
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#if PEASANT_ADJUSTMENT == 1
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#define WEIGHT ((double)0.5)
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#define PLWEIGHT ((double)0.75)
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