Classic Blades of Exile :
- Various aesthetics fixes (no more buttons cut in half, justified some buttons, etc) - Clicking the help icon next to the (unused) job button now correctly displays help. - Redid the implementation of the (new) "check statistic node" (replaces "has enough mage lore") to prevent potential compatibility breaking with legacy scenarios. - Small change to the (new) "Set town status" (replaces "Make Town Hostile") for the same reason. - To clarify, renamed the "Dispel spirit" item ability to "Ravage spirit" (as it is, in fact, the spell called by the ability). - For the same reason, renamed the monster spell "Heal All" to "Full Heal", as it isn't a mass spell but a powerful (and reliable) self-healing spell for monsters. - Aligned the sleep immunity on the mac version : Slimes (regardless of the monster number), Stone and Undead types monsters are immuned to sleep. - Dart throwing now only takes 2 ap for monsters (corrected from invisibility ability). - Field generating monsters are now immuned to the type of field they generate (corrected from an Exile 3 incomplete transition). - Rewrote the pending special queue for better events handling (no more potential overflow, entering/exiting town events are now sure to happens) - Implemented the "No Terrain Animation" option. - Un/Equipping something while in combat now correctly updates the ap display. - MOnsters missile abilities now show their correct damage range in description (game and editor). - Bashing weapons charges (if any) are now correctly shown (as usual, next to the name). Codewise : - The game shouldn't check if the item to be equipped is food anymore. - Replaced lots of number checks by "human-readable" constants (some new). - Removed some false checks about awaken spell supposed to work as dispel field. - Fleeing and winning an outdoor battle now call the run_special function with the correct parameter (was reversed, with no consequences, since it's never checked) - AI doesn't check the monster number, when deciding if the monster should cast a mage spell, anymore. Chokboyz git-svn-id: http://openexile.googlecode.com/svn/trunk@159 4ebdad44-0ea0-11de-aab3-ff745001d230
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@@ -216,7 +216,19 @@ typedef struct {
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unsigned char direction,immunities,x_width,y_width,radiate_1,radiate_2;
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unsigned char default_attitude,summon_type,default_facial_pic,res1,res2,res3;
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short picture_num;
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} monster_record_type;
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} monster_record_type;
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/* monster_record_type.immunities : */
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/*
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0000 0001 Resist Magic
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0000 0010 Immune To Magic
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0000 0100 Resist Fire
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0000 1000 Immune To Fire
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0001 0000 Resist Cold
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0010 0000 Immune To Cold
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0100 0000 Resist Poison
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1000 0000 Immune To Poison
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*/
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/* CREATURE_DATA_TYPE */
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class creature_data_type
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@@ -377,7 +389,7 @@ struct party_record_type
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char scen_name[256];
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/* functions */
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bool isFlying() { return (bool) stuff_done[305][1]; }
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bool isFlying() { return (bool) stuff_done[SDF_FLYING]; }
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void giveGold(short amount, bool print_result);
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bool takeGold(short amount, bool print_result);
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