Add two new monster races to account for previously-hardcoded special cases
- Skeletal undead are distinguished from normal undead in that they leave sfx bones when they die; normal undead leave no sfx. In all other respects, they are the same. - Goblins are distinguished from other humanoids in their death sound. In all other respects, they are the same. - The sleep() function for players now checks for racial immunity - eg undead, plants, etc - Protect form humanoids now also protects from sliths, nephilim, vahnatai, and goblins, as it should (this is legacy behaviour) - Protect from undead still also protects from skeletal undead - The special case for the ogre death sound is removed; that might mean that ogres can now have a femal death sound? I'm not quite sure what the purpose of the exception was. - The if species node can now check for non-standard races in the party - When loading a legacy scenario, it attempts to detect skeletal undead and goblins by the presence of the words "Skeleton" and "Goblin" in the name, respectively
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@@ -69,3 +69,7 @@ Magical
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Plant
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Bird
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Skeletal Undead
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Goblin
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