Allow items that boost skills other than the three basic stats (STR/DEX/INT)
Where stat-boosting items were already accounted for, the effects remain unchanged by this; however, some additional effects have been added. Strength-boosting items have the following new effects: - Increases hit points gained on level-up - Increases amount PCs can carry Dexterity-boosting items have the following new effects: - Increases hit chance in unarmed combat Intelligence-boosting items have the following new effects: - Increases effectiveness in a mindduel
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@@ -66,8 +66,8 @@ bool run_trap(short pc_num,eTrapType trap_type,short trap_level,short diff) {
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if(pc_num < 6) {
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i = stat_adj(pc_num,eSkill::DEXTERITY);
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i += univ.party[pc_num].get_prot_level(eItemAbil::THIEVING) / 2;
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skill = minmax(0,20,univ.party[pc_num].skills[eSkill::DISARM_TRAPS] +
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+ univ.party[pc_num].skills[eSkill::LUCK] / 2 + 1 - univ.town.difficulty + 2 * i);
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skill = minmax(0,20,univ.party[pc_num].skill(eSkill::DISARM_TRAPS) +
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+ univ.party[pc_num].skill(eSkill::LUCK) / 2 + 1 - univ.town.difficulty + 2 * i);
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r1 = get_ran(1,1,100) + diff;
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// Nimble?
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