Introduce additional monster missile types to better preserve the AP cost of the original monster abilities

This commit is contained in:
2015-06-06 03:04:46 -04:00
parent 510da3cf72
commit 7918125761
4 changed files with 18 additions and 9 deletions

View File

@@ -968,7 +968,7 @@ static void fill_monst_abil_detail(cDialog& me, cMonster& monst, eMonstAbil abil
me["type"].setText(get_str("monster-abilities", 79 + int(abil)));
// Action points
if(cat == eMonstAbilCat::MISSILE) {
if(detail.missile.type == eMonstMissile::ARROW || detail.missile.type == eMonstMissile::BOLT || detail.missile.type == eMonstMissile::SPINE)
if(detail.missile.type == eMonstMissile::ARROW || detail.missile.type == eMonstMissile::BOLT || detail.missile.type == eMonstMissile::SPINE || detail.missile.type == eMonstMissile::RAPID_ARROW)
me["ap"].setTextToNum(3);
else me["ap"].setTextToNum(2);
} else if(cat == eMonstAbilCat::GENERAL) {