Classic Blades of Exile :
- Dying to a trap while attempting to open a container won't display the "get items in container" dialog with no alive character anymore. - Casting the priest Light spell now updates the surrounding areas automatically (like Light and Long Light mage spells; moving or waiting isn't required anymore). - Debug and Ghost mode are now turned off when loading a game. - The shop scrolling bar is now properly cleaned up when loading a game while shopping. - Items are now automatically combined when identified in a shop. To avoid any loss of information, the game now gives the identified item name in the message window (format : "Your item is identified. (full_item_name)" - If an "active" character (i.e solo fighting) is incapacitated (AP reduced to 0 because of webs, sleep, paralysis, etc) the rest of the party (if present) is now activated the next turn. - Entering a space containing the special node number 50 won't "force move" the party anymore. - Added a compatibility option (mainly testing purpose) : "specials are triggered when on boat". - The restart option of the death menu now works as intended. - Finally renamed the "Heal All" monster priest spell from "Full Heal" to "Revive Self". That should prevent any further confusion. - Using items now always updates the ap counter. - For the sake of consistency : changed labels "Power Potion" to "Energy Potion" potions in the Alchemy menu. - Redrawing the screen is now correctly handled by specials in all mode (e.g a special that changes a terrain will correctly redraw the screen, even if it was called by looking or moving). Scenario Editor : - Redid the custom pictures drawing implementation : custom pictures should now always appears and redraw (terrain, animated terrains, monsters, items, preset items, ...). - It is now possible to directly give the "Drain missiles" ability to bows and crossbows (use the "Weapon Ability" menu). Chokboyz git-svn-id: http://openexile.googlecode.com/svn/trunk@160 4ebdad44-0ea0-11de-aab3-ff745001d230
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@@ -1233,7 +1233,8 @@ void do_priest_spell(short pc_num,short spell_num)
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case SPELL_PRIEST_LIGHT:
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adven[pc_num].cur_sp -= spell_cost[1][spell_num];
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party.light_level += 210;
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//party.light_level += 210;
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increase_light(210);
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break;
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case SPELL_PRIEST_SUMMON_SPIRIT:
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@@ -1660,7 +1661,7 @@ void cast_town_spell(location where)
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switch (scenario.ter_types[ter].special) { ////
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case TER_SPEC_UNLOCKABLE_TERRAIN: case TER_SPEC_UNLOCKABLE_BASHABLE:
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r1 = get_ran(1,0,100) - 5 * adven[who_cast].statAdj(SKILL_INTELLIGENCE) + 5 * c_town.difficulty;
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r1 += scenario.ter_types[ter].flag2 * 7;
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r1 += scenario.ter_types[ter].flag2 * 7; //unlock_adjust (door resistance)
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if (scenario.ter_types[ter].flag2 == 10)
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r1 = 10000;
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if (r1 < (135 - combat_percent[min(19,adven[who_cast].level)])) {
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@@ -2343,8 +2344,10 @@ void do_alchemy()
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short pc_num;
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item_record_type store_i = {7,0, 0,0,0,1,0,0, 50,0,0,0,0,0, 0, 8,0, location(),"Potion","Potion",0,5,0,0};
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short potion_abils[20] = {72,87,70,73,70, 87,72,73,77,88,
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79,70,87,70,160, 88,86,71,84,88};
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short potion_abils[20] = {ITEM_AFFECT_POISON,ITEM_AFFECT_HEALTH,ITEM_POISON_WEAPON,ITEM_HASTE_SLOW,ITEM_POISON_WEAPON,
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ITEM_AFFECT_HEALTH,ITEM_AFFECT_POISON,ITEM_HASTE_SLOW,ITEM_AFFECT_DISEASE,ITEM_AFFECT_SPELL_POINTS,
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ITEM_AFFECT_DUMBFOUND,ITEM_POISON_WEAPON,ITEM_AFFECT_HEALTH,ITEM_POISON_WEAPON,ITEM_RESSURECTION_BALM,
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ITEM_AFFECT_SPELL_POINTS,ITEM_AFFECT_SKILL_POINTS,ITEM_BLESS_CURSE,ITEM_BLISS,ITEM_AFFECT_SPELL_POINTS};
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short potion_strs[20] = {2,2,2,2,4, 5,8,5,4,2,
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8,6,8,8,0, 5,2,8,5,8};
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short potion_val[20] = {40,60,15,50,50, 180,200,100,150,100,
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