Fix spelling
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@@ -537,7 +537,7 @@ void pc_attack(short who_att,iLiving* target) {
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}
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hit_adj = (-5 * minmax(-8,8,attacker.status[eStatus::BLESS_CURSE])) + 5 * minmax(-8,8,target->status[eStatus::BLESS_CURSE])
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- attacker.stat_adj(eSkill::DEXTERITY) * 5 + (get_encumberance(who_att)) * 5;
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- attacker.stat_adj(eSkill::DEXTERITY) * 5 + (get_encumbrance(who_att)) * 5;
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dam_adj = minmax(-8,8,attacker.status[eStatus::BLESS_CURSE]) - minmax(-8,8,target->status[eStatus::BLESS_CURSE])
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+ attacker.stat_adj(eSkill::STRENGTH);
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@@ -4716,7 +4716,7 @@ bool combat_cast_mage_spell() {
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add_string_to_buf("Cast: No spell points.");
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else if(univ.party[current_pc].skill(eSkill::MAGE_SPELLS) == 0)
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add_string_to_buf("Cast: No mage skill.");
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else if(get_encumberance(current_pc) > 1) {
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else if(get_encumbrance(current_pc) > 1) {
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add_string_to_buf("Cast: Too encumbered.");
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take_ap(6);
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give_help(40,0);
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@@ -522,7 +522,7 @@ static void display_pc_info(cDialog& me, const short pc) {
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me[skill_ids[i]].setText(to_draw.str());
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to_draw.str("");
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}
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store = total_encumberance(pc);
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store = total_encumbrance(pc);
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me["encumb"].setTextToNum(store);
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me["name"].setText(univ.party[pc].name);
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me["lvl"].setTextToNum(univ.party[pc].level);
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@@ -544,7 +544,7 @@ static void display_pc_info(cDialog& me, const short pc) {
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else weap2 = i;
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}
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hit_adj = univ.party[pc].stat_adj(eSkill::DEXTERITY) * 5 - (total_encumberance(pc)) * 5
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hit_adj = univ.party[pc].stat_adj(eSkill::DEXTERITY) * 5 - (total_encumbrance(pc)) * 5
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+ 5 * minmax(-8,8,univ.party[pc].status[eStatus::BLESS_CURSE]);
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if(!univ.party[pc].traits[eTrait::AMBIDEXTROUS] && weap2 < 24)
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hit_adj -= 25;
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@@ -531,7 +531,7 @@ short switch_target_to_adjacent(short which_m,short orig_target) {
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if(is_combat())
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for(i = 0; i < 6; i++)
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if(univ.party[i].main_status == eMainStatus::ALIVE && monst_adjacent(univ.party[i].combat_pos,which_m) &&
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(get_encumberance(i) < 2))
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(get_encumbrance(i) < 2))
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return i;
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// Check for a nice, adjacent, friendly monster and maybe attack
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@@ -1189,7 +1189,7 @@ void activate_monsters(short code,short /*attitude*/) {
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}
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}
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short get_encumberance(short pc_num) {
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short get_encumbrance(short pc_num) {
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short store = 0,i,what_val;
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what_val = univ.party[pc_num].free_weight();
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@@ -35,5 +35,5 @@ void record_monst(cCreature* which_m, bool forced=false);
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short place_monster(mon_num_t which,location where,bool forced=false);
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bool summon_monster(mon_num_t which,location where,short duration,eAttitude given_attitude,bool by_party);
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void activate_monsters(short code,short attitude);
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short get_encumberance(short pc_num);
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short get_encumbrance(short pc_num);
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mon_num_t get_summon_monster(short summon_class);
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@@ -2669,7 +2669,7 @@ void set_pc_moves() {
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univ.party[i].ap = 0;
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else {
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univ.party[i].ap = univ.party[i].traits[eTrait::SLUGGISH] ? 3 : 4;
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r = get_encumberance(i);
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r = get_encumbrance(i);
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univ.party[i].ap = minmax(1,8,univ.party[i].ap - (r / 3));
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if(int speed = univ.party[i].get_prot_level(eItemAbil::SPEED))
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@@ -630,7 +630,7 @@ void refresh_stat_areas(short mode) {
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// get job info gone
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short total_encumberance(short pc_num) {
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short total_encumbrance(short pc_num) {
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short store = 0,i,what_val;
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for(i = 0; i < 24; i++)
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@@ -8,7 +8,7 @@ void set_stat_window(short new_stat);
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void place_item_button(short which_button_to_put,short which_slot,short which_button_position,short extra_val);
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short first_active_pc();
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void refresh_stat_areas(short mode);
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short total_encumberance(short pc_num);
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short total_encumbrance(short pc_num);
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void draw_pc_effects(short pc);
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void print_party_stats() ;
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short do_look(location space);
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