feature flag keep doors easier in old scenarios

This commit is contained in:
2025-08-09 15:28:36 -05:00
parent 7ff53365e0
commit a82ab06523
6 changed files with 14 additions and 6 deletions

View File

@@ -1144,7 +1144,7 @@ void pick_lock(location where,short pc_num) {
if(r1 < 75)
will_break = true;
r1 = get_ran(1,1,100) - 5 * univ.party[pc_num].stat_adj(eSkill::DEXTERITY) + univ.town->difficulty * 7
r1 = get_ran(1,1,100) - 5 * univ.party[pc_num].stat_adj(eSkill::DEXTERITY) + univ.town.door_diff_adjust() * 7
- 5 * univ.party[pc_num].skill(eSkill::LOCKPICKING) - which_item->abil_strength * 7;
// Nimble?
@@ -1177,7 +1177,7 @@ void bash_door(location where,short pc_num) {
short r1,unlock_adjust;
terrain = univ.town->terrain(where.x,where.y);
r1 = get_ran(1,1,100) - 15 * univ.party[pc_num].stat_adj(eSkill::STRENGTH) + univ.town->difficulty * 4;
r1 = get_ran(1,1,100) - 15 * univ.party[pc_num].stat_adj(eSkill::STRENGTH) + univ.town.door_diff_adjust() * 4;
if(univ.scenario.ter_types[terrain].special != eTerSpec::UNLOCKABLE) {
add_string_to_buf(" Wrong terrain type.");