Classic Blades of Exile :

- Various aesthetics fixes (no more buttons cut in half, justified some buttons, etc)
- Clicking the help icon next to the (unused) job button now correctly displays help.
- Redid the implementation of the (new) "check statistic node" (replaces "has enough mage lore") to prevent potential compatibility breaking with legacy scenarios.
- Small change to the (new) "Set town status" (replaces "Make Town Hostile") for the same reason.
- To clarify, renamed the "Dispel spirit" item ability to "Ravage spirit" (as it is, in fact, the spell called by the ability).
- For the same reason, renamed the monster spell "Heal All" to "Full Heal", as it isn't a mass spell but a powerful (and reliable) self-healing spell for monsters.
- Aligned the sleep immunity on the mac version : Slimes (regardless of the monster number), Stone and Undead types monsters are immuned to sleep.
- Dart throwing now only takes 2 ap for monsters (corrected from invisibility ability).
- Field generating monsters are now immuned to the type of field they generate (corrected from an Exile 3 incomplete transition).
- Rewrote the pending special queue for better events handling (no more potential overflow, entering/exiting town events are now sure to happens)
- Implemented the "No Terrain Animation" option.
- Un/Equipping something while in combat now correctly updates the ap display.
- MOnsters missile abilities now show their correct damage range in description (game and editor).
- Bashing weapons charges (if any) are now correctly shown (as usual, next to the name).

Codewise :

- The game shouldn't check if the item to be equipped is food anymore.
- Replaced lots of number checks by "human-readable" constants (some new).
- Removed some false checks about awaken spell supposed to work as dispel field.
- Fleeing and winning an outdoor battle now call the run_special function with the correct parameter (was reversed, with no consequences, since it's never checked)
- AI doesn't check the monster number, when deciding if the monster should cast a mage spell, anymore.

Chokboyz

git-svn-id: http://openexile.googlecode.com/svn/trunk@159 4ebdad44-0ea0-11de-aab3-ff745001d230
This commit is contained in:
Chokboyz
2010-11-26 21:27:18 +00:00
parent 8dcea3eddf
commit 821d7609a2
39 changed files with 5229 additions and 4908 deletions

View File

@@ -28,15 +28,15 @@ item_record_type get_stored_item(short which)
s_item = return_dummy_item();
return s_item;
}
s_item = scen_item_list->scen_items[which];
s_item = scen_item_list->scen_items[which];
return s_item;
}
item_record_type get_food()
{
item_record_type food =
{11,0, 0,0,0,0,0,0, 62,0,0,0,0,0, 0, 0,0, location(),"Food", "Food",0,0,0,0};
item_record_type food =
{ITEM_TYPE_FOOD,0, 0,0,0,0,0,0, 62,0,0,0,0,0, 0, 0,0, location(),"Food", "Food",0,0,0,0};
food.graphic_num += get_ran(1,0,2);
food.item_level = get_ran(1,5,10);
if (get_ran(1,0,9) == 5)
@@ -45,8 +45,8 @@ item_record_type get_food()
food.graphic_num = 114;
// food doesn't always appear
if (get_ran(1,0,2) != 1)
food.variety = 0;
food.variety = ITEM_TYPE_NO_ITEM;
return food;
}
@@ -55,7 +55,7 @@ item_record_type pull_item_of_type(short loot_max,short min_val,short max_val,sh
{
short i,j,val;
item_record_type temp_i;
// occasionally get nice item
if (get_ran(1,0,160) == 80) {
loot_max += 2;
@@ -81,7 +81,7 @@ item_record_type get_weapon(short loot)
if (loot == 0)
return return_dummy_item();
weapon = pull_item_of_type(loot,loot_min[loot],loot_max[loot],1,2,-1);
weapon = pull_item_of_type(loot,loot_min[loot],loot_max[loot],1,2,-1);
return weapon;
@@ -95,73 +95,73 @@ item_record_type get_armor(short loot)
if (loot == 0)
return return_dummy_item();
r1 = get_ran(1,(loot - 1) * 5 + 124,142);
armor = pull_item_of_type(loot,loot_min[loot],loot_max[loot],13,-1,-1);
armor = pull_item_of_type(loot,loot_min[loot],loot_max[loot],13,-1,-1);
return armor;
}
item_record_type get_helm(short loot)
{
return pull_item_of_type(loot,loot_min[loot],loot_max[loot],14,-1,-1);
return pull_item_of_type(loot,loot_min[loot],loot_max[loot],14,-1,-1);
}
item_record_type get_gloves(short loot)
{
return pull_item_of_type(loot,loot_min[loot],loot_max[loot],15,-1,-1);
return pull_item_of_type(loot,loot_min[loot],loot_max[loot],15,-1,-1);
}
item_record_type get_boots(short loot)
{
return pull_item_of_type(loot,loot_min[loot],loot_max[loot],17,-1,-1);
return pull_item_of_type(loot,loot_min[loot],loot_max[loot],17,-1,-1);
}
item_record_type get_shield(short loot)
{
return pull_item_of_type(loot,loot_min[loot],loot_max[loot],12,-1,-1);
return pull_item_of_type(loot,loot_min[loot],loot_max[loot],12,-1,-1);
}
item_record_type get_potion(short loot)
{
item_record_type p;
if (get_ran(1,0,80) < 20 * (4 - loot))
p = pull_item_of_type(loot,loot_min[loot],loot_max[loot] / 2,7,-1,-1);
else p = pull_item_of_type(loot,loot_min[loot],loot_max[loot],7,-1,-1);
p = pull_item_of_type(loot,loot_min[loot],loot_max[loot] / 2,7,-1,-1);
else p = pull_item_of_type(loot,loot_min[loot],loot_max[loot],7,-1,-1);
return p;
}
item_record_type get_scroll(short loot)
{
return pull_item_of_type(loot,loot_min[loot],loot_max[loot],8,-1,-1);
return pull_item_of_type(loot,loot_min[loot],loot_max[loot],8,-1,-1);
}
item_record_type get_missile(short loot)
{
if (get_ran(1,0,2) < 2)
return pull_item_of_type(loot,loot_min[loot],loot_max[loot],5,6,4);
return pull_item_of_type(loot,loot_min[loot],loot_max[loot],23,24,25);
return pull_item_of_type(loot,loot_min[loot],loot_max[loot],5,6,4);
return pull_item_of_type(loot,loot_min[loot],loot_max[loot],23,24,25);
}
item_record_type get_poison(short loot)
{
return pull_item_of_type(loot,loot_min[loot],loot_max[loot],20,-1,-1);
return pull_item_of_type(loot,loot_min[loot],loot_max[loot],20,-1,-1);
}
item_record_type get_wand(short loot)
{
return pull_item_of_type(loot,loot_min[loot],loot_max[loot],9,-1,-1);
return pull_item_of_type(loot,loot_min[loot],loot_max[loot],9,-1,-1);
}
item_record_type get_ring(short loot)
{
return pull_item_of_type(loot,loot_min[loot],loot_max[loot],18,-1,-1);
return pull_item_of_type(loot,loot_min[loot],loot_max[loot],18,-1,-1);
}
item_record_type get_necklace(short loot)
{
return pull_item_of_type(loot,loot_min[loot],loot_max[loot],19,-1,-1);
}
return pull_item_of_type(loot,loot_min[loot],loot_max[loot],19,-1,-1);
}