diff --git a/Assets/Scripts/Game/Formulas/FormulaHelper.cs b/Assets/Scripts/Game/Formulas/FormulaHelper.cs index 8e0fbf86a6..cfac198788 100644 --- a/Assets/Scripts/Game/Formulas/FormulaHelper.cs +++ b/Assets/Scripts/Game/Formulas/FormulaHelper.cs @@ -5,7 +5,7 @@ // Source Code: https://github.com/Interkarma/daggerfall-unity // Original Author: Gavin Clayton (interkarma@dfworkshop.net) // Contributors: Allofich, Hazelnut, ifkopifko, Numidium, TheLacus -// +// // Notes: // @@ -277,7 +277,7 @@ public static int CalculateShopliftingChance(PlayerEntity player, int shopQualit chance += shopQuality + weightAndNumItems; return Mathf.Clamp(chance, 5, 95); } - + // Calculate chance of stealth skill hiding the user. public static int CalculateStealthChance(float distanceToTarget, DaggerfallEntityBehaviour target) { @@ -2264,7 +2264,7 @@ public static SpellCost CalculateEffectCosts(IEntityEffect effect, EffectSetting if(TryGetOverride("CalculateEffectCosts", out del)) return del(effect, settings, casterEntity); - bool activeComponents = false; + bool activeComponents = false; // Get related skill int skillValue = 0; @@ -2547,7 +2547,7 @@ public static int CalculateCastingCost(SpellRecord.SpellRecordData spell, bool e int cost = 0; int skill = 50; // 50 is used for item enchantments - + for (int i = 0; i < 3; ++i) { if (i < spell.effects.Length && spell.effects[i].type != -1) @@ -2684,7 +2684,7 @@ public static float GetWeaponEnchantmentMultiplier(WeaponMaterialTypes weaponMat // The below yields correct enchantment power for staves matching classic switch(weaponMaterial) { - default: + default: case WeaponMaterialTypes.Steel: // Steel uses base enchantment power return 0f; case WeaponMaterialTypes.Iron: // Iron is -25% from base @@ -3071,6 +3071,12 @@ public static string GenerateBuildingName(int seed, DFLocation.BuildingTypes typ singleton = true; break; + case DFLocation.BuildingTypes.Town23: + // City wall + a = TextManager.Instance.GetLocalizedText("cityWall"); + singleton = true; + break; + default: // Do nothing for unknown/unsupported building type // Houses can actually change names based on active quests diff --git a/Assets/StreamingAssets/Text/Master Localization CSV Files/Internal_Strings.csv b/Assets/StreamingAssets/Text/Master Localization CSV Files/Internal_Strings.csv index bcbbe2ca5d..5f543fb689 100644 --- a/Assets/StreamingAssets/Text/Master Localization CSV Files/Internal_Strings.csv +++ b/Assets/StreamingAssets/Text/Master Localization CSV Files/Internal_Strings.csv @@ -1577,4 +1577,5 @@ yep" random,Random nordSurnameImmutableSuffix,sen confirmDefaultControls,Are you sure you want to set default controls? -saveLoadPromptFormat,{0} for '{1}' \ No newline at end of file +saveLoadPromptFormat,{0} for '{1}' +cityWall,City Wall \ No newline at end of file