Lot more tests!
- Tests for converting legacy terrain types - Tests for initialization to sane values Fixes: - cCreature no longer initializes spec1 and spec2 to 0. This probably didn't cause bugs, but who knows... - In fact, cCreature no longer explicitly initializes anything in its cTownperson superclass. That's what the superclass constructor is for after all. - Relatedly, cTownperson now defaults to a facial graphic of -1. Also a docile attitude. - iLiving defaults to ap 0, direction here. - Fix Change When Step terrains to properly support not having a sound while still allowing an arbitrary number of custom sounds. - Add support for a lack of sound to Change When Used terrains, including at conversion time (original game supported it but OBoE was forcing the sound to a door sound). - Fix conversion of crumbling terrain types (old conversion was allowing quickfire to destroy them) Other: - New addAttack method in cMonster. - Change snd_num_t to signed, because it's been getting annoying that I can't easily use -1 to mean "no sound".
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@@ -136,7 +136,7 @@ different properties but the same appearance.)</li>
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<li><b>Change When Walk -</b> The terrain type changes to another when the party tries to
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walk into it. This happens even if the terrain is blocked to travel. Extra 1 is the number
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of the terrain type the terrain changes into. Extra 2 is the number of the sound that
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plays when this happens. If Extra 2 is left at 0, no sound plays.</li>
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plays when this happens. If Extra 2 is left at -1, no sound plays.</li>
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<li><b>Does Damage -</b> When someone walks on this space, some type of damage is
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inflicted. Damaged inflicted is inflicted using a dice roll, with the number of dice in
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Extra 2 and the sides per die in Extra 1. The type of damage to inflict is in Extra 3.
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