A few small tweaks
- Add something similar to the Anama ravage spirit bonus, but caused by negative dumbfounding - Change some of the melee attack sounds based on attack type - Don't increment total monsters killed if the monster wasn't killed by the party
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@@ -1432,9 +1432,8 @@ void do_combat_cast(location target) {
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add_string_to_buf(" Demon resisted.");
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else {
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r1 = get_ran(8 + bonus * 2, 1, 11);
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//if(PSD[4][0] == 3) // anama
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// r1 += 25;
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//play_sound(53);
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if(univ.party[spell_caster].status[eStatus::DUMB] < 0)
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r1 += -25 * univ.party[spell_caster].status[eStatus::DUMB] / 3;
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hit_space(cur_monst->cur_loc,r1,eDamageType::UNBLOCKABLE,0,current_pc);
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}
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store_sound = 24;
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@@ -5273,8 +5272,16 @@ short get_monst_sound(cCreature *attacker,short which_att) {
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return 9;
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case eMonstMelee::BITE:
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return 10;
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default:
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case eMonstMelee::STING:
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return 12;
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case eMonstMelee::CLUB:
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return 4;
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case eMonstMelee::BURN:
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return 5;
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case eMonstMelee::HARM:
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return 0;
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case eMonstMelee::STAB:
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case eMonstMelee::SWING:
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// TODO: These sounds don't quite seem right.
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// They're passed to boom_space, so 0 = ouch, 1 = small sword, 2 = loud sword, 3 = pole, 4 = club
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if(attacker->m_type == eRace::HUMAN) {
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@@ -5282,14 +5289,14 @@ short get_monst_sound(cCreature *attacker,short which_att) {
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return 3;
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else return 2;
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}
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if(attacker->m_type == eRace::HUMAN || attacker->m_type == eRace::IMPORTANT || attacker->m_type == eRace::GIANT) {
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return 2;
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}
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if(attacker->m_type == eRace::MAGE)
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return 1;
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if(attacker->m_type == eRace::PRIEST)
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return 4;
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return 0;
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if(isHumanoid(attacker->m_type) || attacker->m_type == eRace::GIANT) {
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return 2;
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}
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return 1;
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}
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return 0;
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}
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@@ -1668,14 +1668,10 @@ void kill_monst(cCreature *which_m,short who_killed,eMainStatus type) {
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break;
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}
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// TODO: Check that this function is not called when a monster kills a monster, since that would lead to false incrementing of the stats.
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if(((is_town()) || (which_combat_type == 1)) && (which_m->summoned == 0)) {
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univ.party.m_killed[univ.town.num]++;
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}
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univ.party.total_m_killed++;
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which_m->spec1 = 0; // make sure, if this is a spec. activated monster, it won't come back
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which_m->active = 0;
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