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
This commit is contained in:
@@ -246,7 +246,7 @@ short choose_text(eStrType list, unsigned short cur_choice, cDialog* parent, con
|
||||
}
|
||||
break;
|
||||
case STRT_RACE:
|
||||
for(int i = 0; i < 20; i++) {
|
||||
for(int i = 0; i < 22; i++) {
|
||||
strings.push_back(get_str("traits", i * 2 + 33));
|
||||
}
|
||||
break;
|
||||
|
Reference in New Issue
Block a user