Implemented an old Celtic Minstrel's suggestion : the kill_monst() function does now work on a local copy of the monster. That should be safer and fix all problems with faulty special nodes chains (like in Bandits 2 when the final pink boss form is destroyed then immediately replaced with the blue boss form, so that the "special on death" node checked is the new blue boss one ... effectively locking the game in that case)
Chokboyz git-svn-id: http://openexile.googlecode.com/svn/trunk@142 4ebdad44-0ea0-11de-aab3-ff745001d230
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@@ -1168,7 +1168,7 @@ STYLE WS_POPUP | WS_DLGFRAME
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{
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LTEXT "1_63", 1, 435, 295, 61, 20
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LTEXT "5_716", 2, 6, 6, 36, 36
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LTEXT "Classic Blades of Exile version 1.0 | Copyright 1997, Spiderweb Software, Inc., All rights reserved.||Blades of Exile is distributed for free under GNU General Public License version 2.", 3, 50, 6, 420, 33
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LTEXT "Classic Blades of Exile version 1.1 | Copyright 1997, Spiderweb Software, Inc., All rights reserved.||Blades of Exile is distributed for free under GNU General Public License version 2.", 3, 50, 6, 420, 33
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LTEXT "CONTRIBUTORS : Ormus, Ishad Nha, Celtic Minstrel, Niemand and all involved in the BoE community.", 4, 50, 227, 424, 33
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LTEXT "Comments? Questions? Bugs? Post them at the Blades section of the Irony Central Board: www.ironycentral.com/forum/", 5, 50, 271, 354, 32
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LTEXT "Blades of Exile was brought to you by Spiderweb Software - | _Where our aberrations become your reality._ |_Blades of Exile_ and Spiderweb Software are trademarks of Spiderweb Software.", 7, 50, 154, 410, 51
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