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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@@ -53,7 +53,8 @@
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#define SDF_COMPATIBILITY_FULL_TRIMS 309][3
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#define SDF_COMPATIBILITY_SPECIALS_INTERRUPT_REST 309][4
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#define SDF_COMPATIBILITY_ANYTIME_STAIRWAY_NODES 309][5
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#define SDF_COMPATIBILITY_CHECK_TIMERS_WHILE_RESTING 309][6
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#define SDF_COMPATIBILITY_CHECK_TIMERS_WHILE_RESTING 309][6
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#define SDF_COMPATIBILITY_TRIGGER_SPECIALS_ON_BOAT 309][7
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#define INVALID_TOWN 200
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@@ -1082,7 +1083,7 @@ enum eMonstersPriestSpells {
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SPELL_MONST_PRIEST_MAJOR_HEAL = 17,
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SPELL_MONST_PRIEST_FLAMESTRIKE = 18,
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SPELL_MONST_PRIEST_SUMMON_HOST = 19,
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SPELL_MONST_PRIEST_HEAL_ALL = 20,// !!! this isn't a mass spell !!! it's the most reliable self-heal spell a monster can cast (heal 50 health each cast)
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SPELL_MONST_PRIEST_REVIVE_SELF = 20,// renamed from heal all, to avoid confusion (this isn't a mass spell !)
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SPELL_MONST_PRIEST_UNHOLY_RAVAGING = 21,
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SPELL_MONST_PRIEST_SUMMON_GUARDIAN = 22,
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SPELL_MONST_PRIEST_PESTILENCE = 23,
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@@ -69,16 +69,16 @@ void pc_record_type::kill(short type)
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play_sound(21);
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if(type == 4){
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play_sound(43);
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sprintf ((char *) create_line, " %s is turned to stone. ",(char *) name);
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add_string_to_buf((char *) create_line);
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sprintf (create_line, " %s is turned to stone. ",(char *) name);
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add_string_to_buf(create_line);
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}
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main_status = type;
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pc_moves[which_pc] = 0;
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}
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else {
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if (type == 4) {
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sprintf ((char *) create_line, " %s is immune to petrification. ",(char *) name);
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add_string_to_buf((char*) create_line); //inform of what has happened
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sprintf (create_line, " %s is immune to petrification. ",(char *) name);
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add_string_to_buf(create_line); //inform of what has happened
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}
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else{
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add_string_to_buf(" Life saved! ");
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@@ -499,8 +499,8 @@ void pc_record_type::acid(short how_much)
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}
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status[STATUS_ACID] += how_much;
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sprintf ((char *) c_line, " %s covered with acid!",(char *) name);
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add_string_to_buf((char *) c_line);
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sprintf (c_line, " %s covered with acid!",(char *) name);
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add_string_to_buf(c_line);
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one_sound(42);
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put_pc_screen();
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