Adjusted the price of plasma and rocket ammo.
There are two adjustments here: First, Classic difficulty now gives these items the same price as the original (50), which is important because the original made it very easy to grind by filling up on plasma at interceptions and then selling it. $25 is a lot more than $5. Second, for every other difficulty, the price has been dropped down from 10 to 1. The reason I'm doing this is unlike in the original, you now pretty much have to routinely fill up on rockets and/or plasma ammo to use these weapons, and it puts the weapons which don't need ammo (laser and charger) at an unfair advantage, basically turning use of rockets into a mistake. By making the prices very low, you still want to conserve plasma and rockets, but the effect is more to deprive you of their use later on in the mission than to drain your money.
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src/shop.cpp
12
src/shop.cpp
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@ -345,12 +345,20 @@ void initShop()
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"Increases plasma firing rate");
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"Increases plasma firing rate");
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shopItems[SHOP_PLASMA_MAX_RATE].image = 11;
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shopItems[SHOP_PLASMA_MAX_RATE].image = 11;
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shopItems[SHOP_PLASMA_AMMO].price = 10;
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if (game.difficulty == DIFFICULTY_ORIGINAL)
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shopItems[SHOP_PLASMA_AMMO].price = 50;
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else
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shopItems[SHOP_PLASMA_AMMO].price = 1;
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strcpy(shopItems[SHOP_PLASMA_AMMO].name, "10 Plasma cells");
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strcpy(shopItems[SHOP_PLASMA_AMMO].name, "10 Plasma cells");
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strcpy(shopItems[SHOP_PLASMA_AMMO].description, "Plasma ammunition");
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strcpy(shopItems[SHOP_PLASMA_AMMO].description, "Plasma ammunition");
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shopItems[SHOP_PLASMA_AMMO].image = 12;
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shopItems[SHOP_PLASMA_AMMO].image = 12;
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shopItems[SHOP_ROCKET_AMMO].price = 10;
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if (game.difficulty == DIFFICULTY_ORIGINAL)
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shopItems[SHOP_ROCKET_AMMO].price = 50;
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else
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shopItems[SHOP_ROCKET_AMMO].price = 1;
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strcpy(shopItems[SHOP_ROCKET_AMMO].name, "Rocket Ammo");
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strcpy(shopItems[SHOP_ROCKET_AMMO].name, "Rocket Ammo");
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strcpy(shopItems[SHOP_ROCKET_AMMO].description,
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strcpy(shopItems[SHOP_ROCKET_AMMO].description,
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"High velocity dumb fire rocket");
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"High velocity dumb fire rocket");
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