- Added enums for status and player race, traits, and skills.

- The player race enum has been expanded so that it can also be used as monster race; it's not yet used as such though.
- Additional races Vahnatai, Plant, and Bird added.
- Alter the terrain special flags so that they can be used as signed shorts in the few cases that require it, and changed dangerous terrain to combine the curse/bless and slow/haste cases.
- Fixed an unnoticed error which would have probably prevented monsters from being affected by conveyors.
- Refined the dangerous terrain special ability with more messages and also handling all cases except weapon poison.

git-svn-id: http://openexile.googlecode.com/svn/trunk@79 4ebdad44-0ea0-11de-aab3-ff745001d230
This commit is contained in:
2009-05-29 04:47:54 +00:00
parent 2485e57514
commit 50829034a9
121 changed files with 333 additions and 273 deletions

View File

@@ -98,67 +98,6 @@ enum eGameMode {
///* main status modifiers */
//#define MAIN_STATUS_SPLIT 10 // split from party
/* adven[i].skills */ //complete
#define SKILL_STRENGTH 0
#define SKILL_DEXTERITY 1
#define SKILL_INTELLIGENCE 2
#define SKILL_EDGED_WEAPONS 3
#define SKILL_BASHING_WEAPONS 4
#define SKILL_POLE_WEAPONS 5
#define SKILL_THROWN_MISSILES 6
#define SKILL_ARCHERY 7
#define SKILL_DEFENSE 8
#define SKILL_MAGE_SPELLS 9
#define SKILL_PRIEST_SPELLS 10
#define SKILL_MAGE_LORE 11
#define SKILL_ALCHEMY 12
#define SKILL_ITEM_LORE 13
#define SKILL_DISARM_TRAPS 14
#define SKILL_LOCKPICKING 15
#define SKILL_ASSASSINATION 16
#define SKILL_POISON 17
#define SKILL_LUCK 18
/* adven[i].traits */ //complete
#define TRAIT_TOUGHNESS 0
#define TRAIT_MAGICALLY_APT 1
#define TRAIT_AMBIDEXTROUS 2
#define TRAIT_NIMBLE 3
#define TRAIT_CAVE_LORE 4
#define TRAIT_WOODSMAN 5
#define TRAIT_GOOD_CONST 6
#define TRAIT_HIGHLY_ALERT 7
#define TRAIT_STRENGTH 8
#define TRAIT_RECUPERATION 9
#define TRAIT_SLUGGISH 10
#define TRAIT_MAGICALLY_INEPT 11
#define TRAIT_FRAIL 12
#define TRAIT_CHRONIC_DISEASE 13
#define TRAIT_BAD_BACK 14
/* adven[i].race */ //complete
#define RACE_HUMAN 0
#define RACE_NEPHIL 1
#define RACE_SLITH 2
/* adven[i].status*/ //complete - assign a positive value for a help pc effect, a negative for harm pc
#define STATUS_POISONED_WEAPON 0
#define STATUS_BLESS 1
#define STATUS_POISON 2
#define STATUS_HASTE 3
#define STATUS_INVULNERABLE 4
#define STATUS_MAGIC_RESISTANCE 5
#define STATUS_WEBS 6
#define STATUS_DISEASE 7
#define STATUS_INVISIBLE 8 //sanctuary
#define STATUS_DUMB 9
#define STATUS_MARTYRS_SHIELD 10
#define STATUS_ASLEEP 11
#define STATUS_PARALYZED 12
#define STATUS_ACID 13
// Directions!
enum eDirection {
DIR_N = 0,