Lots of fixes large and small
- Fix crash while resting outdoors - Fix screen not going dark while resting - Fix crash when starting a new game from the death dialog - Fix several typos that completely broke combat and special encounters - Fix bless/curse being inverted when applied to PCs - Fix booms not showing when stepping in damaging fields in combat - Fix crash when attempting to save a game that has never before been saved (due to clicking cancel at the initial save dialog) - Fix some of the flickering during animations - Support "special" damage on PCs - pierces invulnerability much like it does for monsters - Fix monster missiles sometimes being mistargeted in combat mode - Fix iLiving->index conversion - Add special damage to scenario editor list
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@@ -582,8 +582,8 @@ short choose_field_type(short cur, cDialog* parent, bool includeSpec) {
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}
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pic_num_t choose_damage_type(short cur, cDialog* parent) {
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static const char*const damageNames[] = {"Weapon", "Fire", "Poison", "Magic", "Unblockable", "Cold", "Undead", "Demon"};
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static const std::vector<pic_num_t> pics = {3,0,2,1,1,4,3,3};
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static const char*const damageNames[] = {"Weapon", "Fire", "Poison", "Magic", "Unblockable", "Cold", "Undead", "Demon", "Special"};
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static const std::vector<pic_num_t> pics = {3,0,2,1,1,4,3,3,1};
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short prev = cur;
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if(cur < 0 || cur >= pics.size()) cur = 0;
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cPictChoice pic_dlg(pics, PIC_BOOM, parent);
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