Various special node fixes/tweaks
- Fix secret passage nodes (CANT_ENTER with ex1a = 0, ex2a = 1) not working - Set many flags now sets the entire row of 50 flags - Division node now accepts either SDF to be null - New mode for append item to buffer - adds the item's "interesting string" rather than its name - Affect mage/priest spell inverted the meaning of ex1b relative to other affect nodes; this has been fixed - Fix affect party status being confused about which fields mean what (the implementation had one idea, and the porting of old scenarios had a different idea, and the scenario editor had yet a different idea). In addition, it now allows removing the statuses. - Fix some typos in special node information for the editor
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@@ -45,7 +45,7 @@ bool run_trap(short pc_num,eTrapType trap_type,short trap_level,short diff) {
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num_hits += trap_level;
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if(trap_type == TRAP_RANDOM)
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trap_type = (eTrapType) get_ran(1,0,4);
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trap_type = (eTrapType) get_ran(1,1,4);
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if(trap_type == TRAP_FALSE_ALARM)
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return true;
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