Classic Blades of Exile :
- Minor adjustements to some random checks (aligned code for to-hit chances, assassinate and lockpicking). - Fixed a potential buffer overflow of the "delayed specials" queue that could happened with the massive use of stairway nodes in a node chain. Cleaned the handling of "town entry/exit" nodes in general. Chokboyz git-svn-id: http://openexile.googlecode.com/svn/trunk@161 4ebdad44-0ea0-11de-aab3-ff745001d230
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@@ -325,7 +325,7 @@ void pc_attack(short who_att,short target)
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sprintf (create_line, "%s punches. ", adven[who_att].name);//,hit_adj, dam_adj);
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add_string_to_buf((char *) create_line);
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r1 = get_ran(1,0,100) + hit_adj - 20;
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r1 = get_ran(1,1,100) + hit_adj - 20;
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r1 += 5 * (adven[current_pc].status[STATUS_WEBS] / 3);
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r2 = get_ran(1,1,4) + dam_adj;
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@@ -351,7 +351,7 @@ void pc_attack(short who_att,short target)
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sprintf (create_line, "%s swings. ",adven[who_att].name);//,hit_adj, dam_adj);
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add_string_to_buf(create_line);
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r1 = get_ran(1,0,100) - 5 + hit_adj
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r1 = get_ran(1,1,100) - 5 + hit_adj
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- 5 * adven[who_att].items[weap1].bonus;
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r1 += 5 * (adven[current_pc].status[STATUS_WEBS] / 3);
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@@ -371,7 +371,7 @@ void pc_attack(short who_att,short target)
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adven[who_att].items[weap1].ability_strength,which_m);
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// assassinate
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r1 = get_ran(1,0,100);
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r1 = get_ran(1,1,100);
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if ((adven[who_att].level >= which_m->m_d.level - 1)
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&& (adven[who_att].skills[SKILL_ASSASSINATION] >= which_m->m_d.level / 2)
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&& (which_m->m_d.spec_skill != MONSTER_SPLITS)) // Can't assassinate splitters
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@@ -433,7 +433,7 @@ void pc_attack(short who_att,short target)
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sprintf (create_line, "%s swings. ", adven[who_att].name);//,hit_adj, dam_adj);
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add_string_to_buf(create_line);
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r1 = get_ran(1,0,100) + hit_adj - 5 * adven[who_att].items[weap2].bonus;
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r1 = get_ran(1,1,100) + hit_adj - 5 * adven[who_att].items[weap2].bonus;
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// Ambidextrous?
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if (adven[who_att].traits[TRAIT_AMBIDEXTROUS] == false)
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