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