Remove any items that call specials when starting a new scenario
- Also remove items that slay or protect from the Important race
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@@ -249,8 +249,24 @@ void put_party_in_scen(std::string scen_name) {
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}
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for(j = 0; j < 6; j++)
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for(i = 23; i >= 0; i--) {
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univ.party[j].items[i].special_class = 0;
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if(univ.party[j].items[i].ability == eItemAbil::CALL_SPECIAL) {
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cItem& thisItem = univ.party[j].items[i];
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thisItem.special_class = 0;
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if(thisItem.ability == eItemAbil::CALL_SPECIAL) {
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univ.party[j].take_item(i);
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item_took = true;
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} else if(thisItem.ability == eItemAbil::WEAPON_CALL_SPECIAL) {
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univ.party[j].take_item(i);
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item_took = true;
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} else if(thisItem.ability == eItemAbil::HIT_CALL_SPECIAL) {
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univ.party[j].take_item(i);
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item_took = true;
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} else if(thisItem.ability == eItemAbil::DROP_CALL_SPECIAL) {
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univ.party[j].take_item(i);
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item_took = true;
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} else if(thisItem.ability == eItemAbil::PROTECT_FROM_SPECIES && thisItem.abil_data[1] == int(eRace::IMPORTANT)) {
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univ.party[j].take_item(i);
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item_took = true;
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} else if(thisItem.ability == eItemAbil::SLAYER_WEAPON && thisItem.abil_data[1] == int(eRace::IMPORTANT)) {
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univ.party[j].take_item(i);
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item_took = true;
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}
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