Classic BoE
Game : * Giant Strength ability and Skill ability now use the ability strength rather than the item level to calculate effects. * Won't take damage anymore when moving boats over damaging terrains (fire, cold, magic, poison, disease). * Won't take damage anymore when horses refuses to enter a damaging terrain (fire, cold, magic, poison, disease). Scenarios Editor : *Dumping functions won't change the current town/outdoor section anymore. Chokboyz git-svn-id: http://openexile.googlecode.com/svn/trunk@74 4ebdad44-0ea0-11de-aab3-ff745001d230
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@@ -301,12 +301,12 @@ void pc_attack(short who_att,short target)
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if ((skill_item = text_pc_has_abil_equip(who_att,37)) < 24) {
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if ((skill_item = text_pc_has_abil_equip(who_att,37)) < 24) {
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hit_adj += 5 * (adven[who_att].items[skill_item].item_level / 2 + 1);
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hit_adj += 5 * (adven[who_att].items[skill_item].ability_strength / 2 + 1);
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dam_adj += adven[who_att].items[skill_item].item_level / 2;
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dam_adj += adven[who_att].items[skill_item].ability_strength / 2;
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}
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}
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if ((skill_item = text_pc_has_abil_equip(who_att,43)) < 24) {
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if ((skill_item = text_pc_has_abil_equip(who_att,43)) < 24) {
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dam_adj += adven[who_att].items[skill_item].item_level;
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dam_adj += adven[who_att].items[skill_item].ability_strength;
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hit_adj += adven[who_att].items[skill_item].item_level * 2;
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hit_adj += adven[who_att].items[skill_item].ability_strength * 2;
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}
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}
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void_sanctuary(who_att);
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void_sanctuary(who_att);
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@@ -237,8 +237,11 @@ Boolean check_special_terrain(location where_check,short mode,short which_pc,sho
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can_enter = FALSE;
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can_enter = FALSE;
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break;
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break;
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case 2: case 3:case 4:
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case 2: case 3:case 4:
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if (party.isFlying() || party.in_boat >= 0)
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if (party.isFlying() || party.in_boat >= 0 || party.in_horse >= 0)
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break;
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break;
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for(i=0;i<30;i++)//boat at this point ?
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if(same_point(party.boats[i].boat_loc,where_check))
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return TRUE;
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if (ter_special == 2) {
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if (ter_special == 2) {
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add_string_to_buf(" It's hot!");
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add_string_to_buf(" It's hot!");
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dam_type = 1; pic_type = 0;
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dam_type = 1; pic_type = 0;
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@@ -264,9 +267,12 @@ Boolean check_special_terrain(location where_check,short mode,short which_pc,sho
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fast_bang = 0;
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fast_bang = 0;
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break;
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break;
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case 5: case 6:
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case 5: case 6:
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if (party.isFlying()) break;
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if (party.isFlying() || party.in_horse >= 0) break;
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if (party.in_boat >= 0)
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if (party.in_boat >= 0 )
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return TRUE;
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return TRUE;
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for(i=0;i<30;i++)//boat at this point ?
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if(same_point(party.boats[i].boat_loc,where_check))
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return TRUE;
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one_sound(17);
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one_sound(17);
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if (mode < 2) {
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if (mode < 2) {
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for (i = 0; i < 6; i++)
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for (i = 0; i < 6; i++)
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@@ -1235,11 +1235,11 @@ void oops_error(short error)
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void start_data_dump()
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void start_data_dump()
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{
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{
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short i,j;
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short i,j,last_town = cur_town;
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char get_text[280];
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char get_text[280];
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HFILE data_dump_file_id;
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HFILE data_dump_file_id;
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long len;
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long len;
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location out_sec;
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location out_sec,last_out = cur_out;
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if (HFILE_ERROR == (data_dump_file_id = _lcreat("Scendata.txt", 0))) {
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if (HFILE_ERROR == (data_dump_file_id = _lcreat("Scendata.txt", 0))) {
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SysBeep(50);
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SysBeep(50);
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return;
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return;
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@@ -1338,10 +1338,8 @@ void start_data_dump()
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}
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}
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}
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}
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}
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}
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out_sec.x = scenario.last_out_edited.x;
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load_outdoors(last_out,0);
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out_sec.y = scenario.last_out_edited.y;
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load_town(last_town);
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load_outdoors(out_sec,0);
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load_town(scenario.last_town_edited);
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_lclose(data_dump_file_id);
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_lclose(data_dump_file_id);
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@@ -1349,14 +1347,12 @@ void start_data_dump()
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void start_shopping_data_dump()
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void start_shopping_data_dump()
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{
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{
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short i;
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short i,j,last_town = cur_town,count;
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short j;
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short count;
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char res[256];
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char res[256];
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char get_text[280];
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char get_text[280];
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HFILE data_dump_file_id;
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HFILE data_dump_file_id;
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long len;
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long len;
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location out_sec;
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location out_sec,last_out = cur_out;
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if (HFILE_ERROR == (data_dump_file_id = _lcreat("Scenario Shopping.txt", 0))) {
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if (HFILE_ERROR == (data_dump_file_id = _lcreat("Scenario Shopping.txt", 0))) {
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SysBeep(50);
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SysBeep(50);
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return;
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return;
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@@ -1618,10 +1614,8 @@ void start_shopping_data_dump()
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len = (long) (strlen(get_text));
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len = (long) (strlen(get_text));
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FSWrite(data_dump_file_id, &len, get_text);
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FSWrite(data_dump_file_id, &len, get_text);
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out_sec.x = scenario.last_out_edited.x;
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load_outdoors(last_out,0);
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out_sec.y = scenario.last_out_edited.y;
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load_town(last_town);
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load_outdoors(out_sec,0);
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load_town(scenario.last_town_edited);
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_lclose(data_dump_file_id);
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_lclose(data_dump_file_id);
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@@ -1629,11 +1623,11 @@ void start_shopping_data_dump()
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void scen_text_dump()
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void scen_text_dump()
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{
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{
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short i,j;
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short i,j,last_town = cur_town;
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HFILE data_dump_file_id;
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HFILE data_dump_file_id;
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char get_text[300];
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char get_text[300];
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long len;
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long len;
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location out_sec;
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location out_sec,last_out = cur_out;
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if (HFILE_ERROR == (data_dump_file_id = _lcreat("Scentext.txt", 0))) {
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if (HFILE_ERROR == (data_dump_file_id = _lcreat("Scentext.txt", 0))) {
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SysBeep(50);
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SysBeep(50);
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@@ -1721,10 +1715,9 @@ void scen_text_dump()
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len = (long) (strlen((char *)get_text));
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len = (long) (strlen((char *)get_text));
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FSWrite(data_dump_file_id, &len, (char *) get_text);
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FSWrite(data_dump_file_id, &len, (char *) get_text);
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}
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}
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out_sec.x = scenario.last_out_edited.x;
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// out_sec.y = scenario.last_out_edited.y;
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out_sec.y = scenario.last_out_edited.y;
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load_outdoors(last_out,0);
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load_outdoors(out_sec,0);
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load_town(last_town);
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load_town(scenario.last_town_edited);
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_lclose(data_dump_file_id);
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_lclose(data_dump_file_id);
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