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Unit Quality Question
Posted: Thu Nov 01, 2018 10:59 am
by TimDee58
Hi I'm hoping someone can kindly provide me with some information about the Unit Quality readings when in game.
Obviously I get the Exp+Elan/2 bit thats fine but I'd be really grateful to know what the levels are that are applied in battle, and at what point they change.
Thanks in advance
Re: Unit Quality Question
Posted: Thu Nov 01, 2018 1:59 pm
by rbodleyscott
Here is the code, it should be possible to work the logic out from that even if you don't program:
Code: Select all
// Prints quality string
FUNCTION PrintQualityString(me)
{
int quality;
quality = GetQuality(me);
if (quality <= 40)
{
if (GetAttrib(me, "Elan") < GetAttrib(me, "Experience"))
{
PrintString("IDS_TT_DEMORALISED");
}
else
{
PrintString("IDS_TT_UNTRAINED");
}
}
if ((quality >= 41) & (quality <= 60))
{
if (GetAttrib(me, "Elan") < GetAttrib(me, "Experience"))
{
PrintString("IDS_TT_DISHEARTENED");
}
else
{
PrintString("IDS_TT_RAW");
}
}
if ((quality >= 61) & (quality <= 90))
{
if (GetAttrib(me, "Elan") < GetAttrib(me, "Experience"))
{
PrintString("IDS_TT_MILDLY_DISHEARTENED");
}
else
{
PrintString("IDS_TT_BELOW_AVERAGE");
}
}
if ((quality >= 91) & (quality <= 110))
{
PrintString("IDS_TT_AVERAGE");
}
if ((quality >= 111) & (quality <= 159))
{
if (GetAttrib(me, "Elan") > GetAttrib(me, "Experience"))
{
PrintString("IDS_TT_ENTHUSIASTIC");
}
else
{
PrintString("IDS_TT_ABOVE_AVERAGE");
}
}
if ((quality >= 160) & (quality <= 210)) // Note: This section should start at cut off point for Impact Pistol not being cancelled by Impact Mounted.
{
PrintString("IDS_TT_SUPERIOR");
}
if ((quality >= 211) & (quality <= 250))
{
PrintString("IDS_TT_HIGHLY_SUPERIOR");
}
if (quality > 250)
{
PrintString("IDS_TT_ELITE");
}
}
Re: Unit Quality Question
Posted: Fri Nov 02, 2018 2:54 am
by TimDee58
great, got it thanks