(title changed)
First:
Makes a blue warning whenever a girl gains a new trait, to make those changes more obvious.
cGirls.cpp:
new trait from leveling up:
if(GetStat(girl, STAT_LEVEL)%5 == 0)
{
//while(1)
//{
int chance = g_Dice%100;
if(chance <= 10 && !HasTrait(girl, "Good Kisser"))
{
AddTrait(girl, "Good Kisser");
ss << " She has gained the Good Kisser trait.";
girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, EVENT_WARNING);
//break;
}
else if(chance <= 20 && !HasTrait(girl, "Nymphomaniac"))
{
AddTrait(girl, "Nymphomaniac");
ss << " She has gained the Nymphomaniac trait.";
girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, EVENT_WARNING);
//break;
}
else if(chance <= 30 && !HasTrait(girl, "Fake orgasm expert"))
{
AddTrait(girl, "Fake orgasm expert");
ss << " She has gained the Fake Orgasm Expert trait.";
girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, EVENT_WARNING);
//break;
}
else if(chance <= 40 && !HasTrait(girl, "Sexy Air"))
{
AddTrait(girl, "Sexy Air");
ss << " She has gained the Sexy Air trait.";
girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, EVENT_WARNING);
//break;
}
else if(chance <= 50 && !HasTrait(girl, "Fleet of Foot"))
{
AddTrait(girl, "Fleet of Foot");
ss << " She has gained the Fleet of Foot trait.";
girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, EVENT_WARNING);
//break;
}
else if(chance <= 60 && !HasTrait(girl, "Charismatic"))
{
AddTrait(girl, "Charismatic");
ss << " She has gained the Charismatic trait.";
girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, EVENT_WARNING);
//break;
}
else if(chance <= 70 && !HasTrait(girl, "Charming"))
{
AddTrait(girl, "Charming");
ss << " She has gained the Charming trait.";
girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, EVENT_WARNING);
//break;
}
else
{
girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, EVENT_SUMMARY);
}
//else
// break;
// A bug appeared to supress this message. Instead of making it global it now appears
// on the girl's regular message list.
//g_MessageQue.AddToQue(ss.str(), 0);
//}
}
else
{
girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, EVENT_SUMMARY);
}
}
and also new traits from getting good at a job:
// If a girl enjoys a job enough, she has a chance of gaining traits associated with it
// (Made a FN out of code appearing in WorkExploreCatacombs etc...)
bool cGirls::PossiblyGainNewTrait(sGirl* girl, string Trait, int Threshold, int ActionType, string Message, bool DayNight)
{
if(girl->m_Enjoyment[ActionType] > Threshold && !girl->has_trait(Trait))
{
int chance = (girl->m_Enjoyment[ActionType] - Threshold);
if(g_Dice.percent(chance))
{
girl->add_trait(Trait, false);
girl->m_Events.AddMessage(Message, IMGTYPE_PROFILE, EVENT_WARNING);
return true;
}
}
return false;
}