Add a new dialogue mode to recharge items
This is currently useless, as exhausting an item's charges currently deletes it, but it is part of a work in progress
This commit is contained in:
@@ -918,12 +918,20 @@ void handle_talk_node(int which_talk_entry) {
|
||||
put_item_screen(stat_window);
|
||||
give_help(42,43);
|
||||
break;
|
||||
case eTalkNode::IDENTIFY: case eTalkNode::ENCHANT:
|
||||
case eTalkNode::IDENTIFY:
|
||||
stat_screen_mode = MODE_IDENTIFY,
|
||||
give_help(44, 0);
|
||||
if(false) // Skip first line of fallthrough
|
||||
case eTalkNode::ENCHANT:
|
||||
stat_screen_mode = MODE_ENCHANT,
|
||||
give_help(45, 0);
|
||||
if(false) // Skip first line of fallthrough
|
||||
case eTalkNode::RECHARGE:
|
||||
stat_screen_mode = MODE_RECHARGE,
|
||||
give_help(66, 0);
|
||||
can_save_talk = false;
|
||||
stat_screen_mode = (ttype == eTalkNode::IDENTIFY) ? MODE_IDENTIFY : MODE_ENCHANT;
|
||||
shop_identify_cost = a;
|
||||
put_item_screen(stat_window);
|
||||
give_help(ttype == eTalkNode::IDENTIFY ? 44 : 45,0);
|
||||
break;
|
||||
case eTalkNode::BUY_INFO:
|
||||
if(univ.party.gold < a) {
|
||||
|
Reference in New Issue
Block a user