feat: stats localization
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@ -64,7 +64,6 @@ struct FDefPerkStat
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var int MaxValue,CostPerValue;
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var float Progress;
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var name StatType;
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var string UIName;
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var bool bHiddenConfig; // Hide this config by default.
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};
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var() array<FDefPerkStat> DefPerkStats;
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@ -89,6 +88,57 @@ var() array<float> EnemyDistDraw;
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var bool bOwnerNetClient,bClientAuthorized,bPerkNetReady,bHasNightVision,bCanBeGrabbed,bExplosiveWeld,bExplodeOnContact,bNapalmFire,bFireExplode,bToxicDart,bTacticalReload,bHeavyArmor,bHasSWATEnforcer;
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var localized string StatSpeed;
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var localized string StatDamage;
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var localized string StatRecoil;
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var localized string StatSpread;
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var localized string StatRate;
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var localized string StatReload;
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var localized string StatHealth;
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var localized string StatKnockDown;
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var localized string StatWelder;
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var localized string StatHeal;
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var localized string StatMag;
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var localized string StatSpare;
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var localized string StatOffDamage;
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var localized string StatSelfDamage;
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var localized string StatArmor;
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var localized string StatPoisonDmg;
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var localized string StatSonicDmg;
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var localized string StatFireDmg;
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var localized string StatAllDmg;
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var localized string StatHeadDamage;
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var localized string StatHealRecharge;
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function string UIName(FDefPerkStat DefPerkStat)
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{
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switch( DefPerkStat.StatType )
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{
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case name("Speed"): return StatSpeed;
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case name("Damage"): return StatDamage;
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case name("Recoil"): return StatRecoil;
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case name("Spread"): return StatSpread;
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case name("Rate"): return StatRate;
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case name("Reload"): return StatReload;
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case name("Health"): return StatHealth;
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case name("KnockDown"): return StatKnockDown;
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case name("Welder"): return StatWelder;
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case name("Heal"): return StatHeal;
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case name("Mag"): return StatMag;
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case name("Spare"): return StatSpare;
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case name("OffDamage"): return StatOffDamage;
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case name("SelfDamage"): return StatSelfDamage;
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case name("Armor"): return StatArmor;
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case name("PoisonDmg"): return StatPoisonDmg;
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case name("SonicDmg"): return StatSonicDmg;
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case name("FireDmg"): return StatFireDmg;
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case name("AllDmg"): return StatAllDmg;
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case name("HeadDamage"): return StatHeadDamage;
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case name("HealRecharge"): return StatHealRecharge;
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}
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return "";
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}
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replication
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{
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// Things the server should send to the client.
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@ -152,13 +202,13 @@ simulated function PostBeginPlay()
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{
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i = DefPerkStats.Find('StatType',PerkStats[j].StatType);
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if( i>=0 )
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PerkStats[j].UIName = DefPerkStats[i].UIName;
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PerkStats[j].UIName = UIName(DefPerkStats[i]);
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else
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{
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// Fallback to parent perk for trying to find name.
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i = Class'Ext_PerkBase'.Default.DefPerkStats.Find('StatType',PerkStats[j].StatType);
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if( i>=0 )
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PerkStats[j].UIName = Class'Ext_PerkBase'.Default.DefPerkStats[i].UIName;
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PerkStats[j].UIName = UIName(Class'Ext_PerkBase'.Default.DefPerkStats[i]);
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else PerkStats[j].UIName = string(PerkStats[j].StatType); // Fallback to stat name then...
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}
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}
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@ -231,13 +281,13 @@ reliable client simulated function ClientReceiveStat( int Index, int MaxValue, i
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}
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i = DefPerkStats.Find('StatType',Type);
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if( i>=0 )
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PerkStats[Index].UIName = DefPerkStats[i].UIName;
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PerkStats[Index].UIName = UIName(DefPerkStats[i]);
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else
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{
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// Fallback to parent perk for trying to find name.
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i = Class'Ext_PerkBase'.Default.DefPerkStats.Find('StatType',Type);
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if( i>=0 )
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PerkStats[Index].UIName = Class'Ext_PerkBase'.Default.DefPerkStats[i].UIName;
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PerkStats[Index].UIName = UIName(Class'Ext_PerkBase'.Default.DefPerkStats[i]);
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else PerkStats[Index].UIName = string(Type); // Fallback to stat name then...
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}
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}
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@ -1448,27 +1498,27 @@ defaultproperties
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// WebConfigs.Add((PropType=0,PropName="MinimalDataLevel",UIName="Minimal Real Level",UIDesc="Minimal level for new players or who loads from saves"))
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// TODO: localize
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DefPerkStats(0)=(MaxValue=50,CostPerValue=1,StatType="Speed",UIName="Movement Speed (+&%)",Progress=0.4)
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DefPerkStats(1)=(MaxValue=1000,CostPerValue=1,StatType="Damage",UIName="Perk Damage (+&%)",Progress=0.5)
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DefPerkStats(2)=(MaxValue=90,CostPerValue=1,StatType="Recoil",UIName="Fire Recoil Reduce (+&%)",Progress=1)
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DefPerkStats(3)=(MaxValue=80,CostPerValue=1,StatType="Spread",UIName="Fire Spread Reduce (+&%)",Progress=0.75)
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DefPerkStats(4)=(MaxValue=1000,CostPerValue=1,StatType="Rate",UIName="Perk Rate of Fire (+&%)",Progress=0.5)
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DefPerkStats(5)=(MaxValue=1000,CostPerValue=1,StatType="Reload",UIName="Perk Reload Time (-&%)",Progress=0.5)
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DefPerkStats(6)=(MaxValue=150,CostPerValue=1,StatType="Health",UIName="Health (+&HP)",Progress=1)
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DefPerkStats(7)=(MaxValue=100,CostPerValue=1,StatType="KnockDown",UIName="Knockback (+&%)",Progress=1)
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DefPerkStats(8)=(MaxValue=200,CostPerValue=1,StatType="Welder",UIName="Welding Rate (+&%)",bHiddenConfig=true,Progress=0.5)
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DefPerkStats(9)=(MaxValue=400,CostPerValue=1,StatType="Heal",UIName="Heal Efficiency (+&%)",bHiddenConfig=true,Progress=0.5)
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DefPerkStats(10)=(MaxValue=400,CostPerValue=1,StatType="Mag",UIName="Magazine Capacity (+&%)",Progress=1)
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DefPerkStats(11)=(MaxValue=500,CostPerValue=1,StatType="Spare",UIName="Max Ammo (+&%)",Progress=1)
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DefPerkStats(12)=(MaxValue=1000,CostPerValue=1,StatType="OffDamage",UIName="Off-Perk Damage (+&%)",Progress=0.25)
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DefPerkStats(13)=(MaxValue=1000,CostPerValue=1,StatType="SelfDamage",UIName="Self Damage Reduction (+&%)",Progress=1,bHiddenConfig=true)
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DefPerkStats(14)=(MaxValue=150,CostPerValue=1,StatType="Armor",UIName="Armor (+&)",Progress=1)
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DefPerkStats(15)=(MaxValue=1000,CostPerValue=1,StatType="PoisonDmg",UIName="Toxic Resistance (+&%)",Progress=1.5,bHiddenConfig=true)
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DefPerkStats(16)=(MaxValue=1000,CostPerValue=1,StatType="SonicDmg",UIName="Sonic Resistance (+&%)",Progress=1.5,bHiddenConfig=true)
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DefPerkStats(17)=(MaxValue=1000,CostPerValue=1,StatType="FireDmg",UIName="Fire Resistance (+&%)",Progress=1.5,bHiddenConfig=true)
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DefPerkStats(18)=(MaxValue=500,CostPerValue=1,StatType="AllDmg",UIName="Zed Damage Reduction (+&%)",Progress=0.25)
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DefPerkStats(19)=(MaxValue=500,CostPerValue=1,StatType="HeadDamage",UIName="Perk Head Damage (+&%)",Progress=1,bHiddenConfig=true)
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DefPerkStats(20)=(MaxValue=200,CostPerValue=1,StatType="HealRecharge",UIName="Syringe Recharge Rate (+&%)",Progress=0.5,bHiddenConfig=true)
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DefPerkStats(0)=(MaxValue=50,CostPerValue=1,StatType="Speed",Progress=0.4)
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DefPerkStats(1)=(MaxValue=1000,CostPerValue=1,StatType="Damage",Progress=0.5)
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DefPerkStats(2)=(MaxValue=90,CostPerValue=1,StatType="Recoil",Progress=1)
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DefPerkStats(3)=(MaxValue=80,CostPerValue=1,StatType="Spread",Progress=0.75)
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DefPerkStats(4)=(MaxValue=1000,CostPerValue=1,StatType="Rate",Progress=0.5)
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DefPerkStats(5)=(MaxValue=1000,CostPerValue=1,StatType="Reload",Progress=0.5)
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DefPerkStats(6)=(MaxValue=150,CostPerValue=1,StatType="Health",Progress=1)
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DefPerkStats(7)=(MaxValue=100,CostPerValue=1,StatType="KnockDown",Progress=1)
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DefPerkStats(8)=(MaxValue=200,CostPerValue=1,StatType="Welder",bHiddenConfig=true,Progress=0.5)
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DefPerkStats(9)=(MaxValue=400,CostPerValue=1,StatType="Heal",bHiddenConfig=true,Progress=0.5)
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DefPerkStats(10)=(MaxValue=400,CostPerValue=1,StatType="Mag",Progress=1)
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DefPerkStats(11)=(MaxValue=500,CostPerValue=1,StatType="Spare",Progress=1)
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DefPerkStats(12)=(MaxValue=1000,CostPerValue=1,StatType="OffDamage",Progress=0.25)
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DefPerkStats(13)=(MaxValue=1000,CostPerValue=1,StatType="SelfDamage",Progress=1,bHiddenConfig=true)
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DefPerkStats(14)=(MaxValue=150,CostPerValue=1,StatType="Armor",Progress=1)
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DefPerkStats(15)=(MaxValue=1000,CostPerValue=1,StatType="PoisonDmg",Progress=1.5,bHiddenConfig=true)
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DefPerkStats(16)=(MaxValue=1000,CostPerValue=1,StatType="SonicDmg",Progress=1.5,bHiddenConfig=true)
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DefPerkStats(17)=(MaxValue=1000,CostPerValue=1,StatType="FireDmg",Progress=1.5,bHiddenConfig=true)
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DefPerkStats(18)=(MaxValue=500,CostPerValue=1,StatType="AllDmg",Progress=0.25)
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DefPerkStats(19)=(MaxValue=500,CostPerValue=1,StatType="HeadDamage",Progress=1,bHiddenConfig=true)
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DefPerkStats(20)=(MaxValue=200,CostPerValue=1,StatType="HealRecharge",Progress=0.5,bHiddenConfig=true)
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Modifiers.Add(1.f)
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Modifiers.Add(1.f)
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