- Finally fixed the bug which prevented monsters from appearing in town.
- Attempted in vain to fix the crash when showing the Choose Custom Scenario dialog. - Cleaned out the commented code in boe.global.h. - Changed name of scen_header_type::default_ground to rating to reflect its actual use. git-svn-id: http://openexile.googlecode.com/svn/trunk@83 4ebdad44-0ea0-11de-aab3-ff745001d230
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@@ -102,7 +102,7 @@ cCreature& cCreature::operator = (legacy::creature_data_type old){
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number = old.number;
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cur_loc.x = old.m_loc.x;
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cur_loc.y = old.m_loc.y;
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m_d = old.m_d;
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*this = old.m_d;
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mobility = old.mobile;
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summoned = old.summoned;
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number = old.monst_start.number;
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@@ -158,3 +158,43 @@ std::istream& operator >> (std::istream& in, eRace& e){
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else e = RACE_HUMAN;
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return in;
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}
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extern cUniverse univ;
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extern cScenario scenario;
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cCreature& cCreature::operator = (const cCreature& other){ // replaces return_monster_template() from boe.monsters.cpp
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id = other.id;
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number = other.number;
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start_attitude = other.start_attitude;
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start_loc = other.start_loc;
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mobility = other.mobility;
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time_flag = other.time_flag;
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extra1 = other.extra1;
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extra2 = other.extra2;
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spec1 = other.spec1;
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spec2 = other.spec2;
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spec_enc_code = other.spec_enc_code;
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time_code = other.time_code;
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monster_time = other.monster_time;
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personality = other.personality;
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special_on_kill = other.special_on_kill;
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facial_pic = other.facial_pic;
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*this = scenario.scen_monsters[number];
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active = 1; // TODO: Is this right?
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if(spec_skill == 11) picture_num = 0;
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m_health /= (univ.party.stuff_done[306][7]) ? 2 : 1;
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m_health *= univ.difficulty_adjust();
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health = m_health;
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ap = 0;
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if((mu > 0 || cl > 0))
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max_mp = mp = 12 * level;
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else max_mp = mp = 0;
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m_morale = 10 * level;
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if(level >= 20) m_morale += 10 * (level - 20);
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morale = m_morale;
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direction = 0;
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for(int i = 0; i < 15; i++) status[i] = 0;
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attitude = start_attitude; // TODO: Is this right?
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cur_loc = start_loc;
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target = 6; // No target
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return *this;
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}
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