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
This commit is contained in:
2015-01-20 12:56:49 -05:00
parent 54a8ae8213
commit 4c271140c6
9 changed files with 49 additions and 38 deletions

View File

@@ -66,8 +66,8 @@ bool run_trap(short pc_num,eTrapType trap_type,short trap_level,short diff) {
if(pc_num < 6) {
i = stat_adj(pc_num,eSkill::DEXTERITY);
i += univ.party[pc_num].get_prot_level(eItemAbil::THIEVING) / 2;
skill = minmax(0,20,univ.party[pc_num].skills[eSkill::DISARM_TRAPS] +
+ univ.party[pc_num].skills[eSkill::LUCK] / 2 + 1 - univ.town.difficulty + 2 * i);
skill = minmax(0,20,univ.party[pc_num].skill(eSkill::DISARM_TRAPS) +
+ univ.party[pc_num].skill(eSkill::LUCK) / 2 + 1 - univ.town.difficulty + 2 * i);
r1 = get_ran(1,1,100) + diff;
// Nimble?