Overhaul and improve force cages

- Add instant help message
- Prevent from ending town combat if one member is in a forcecage or if everyone's in a different forcecage (you can still end it if everyone's in the same cage)
- If entering town combat while caged, everyone remains in the cage
- Penalties to melee combat if the target or attacker is in a forcecage (higher penalties if the attacker is caged, unless they're using a pole weapon)
- Instead of placing a forcecage at every location where someone gains forcecage status, the game now syncs forcecages (placing them on locations where someone has forcecage status) at the end of the move.
- The Flash Step and Word of Recall spells and any specials that move the party also clear their forcecage status, so that a new forcecage won't appear on their new location. If they're moved into a forcecage, the syncing process will give them the status at the end of the move.
- Forcecage status now supported for the Occasional Status item ability
- Forcecages now eventually expire on their own even if you can't break out. Unoccupied ones also have a slight (0.1%) chance each turn to expire.
- Affect Status node now allows forcecage status. (It also works as documented, using Extra 1c rather than 2a as the status type.)
- Preset monsters placed in preset force cages gain the status at town initialization; it's a lot more than they'd gain through the syncing process, so unless they break free, it'll last a very long time.
- Monsters/PCs with spells (and PCs with Mage Lore) now have an increased chance of resisting entrapment in a forcecage
- If the full party is subject to a forcecage, the PC with the best chance of breaking free (assuming they don't resist) is chosen to determine whether they resist. Note that this may not be the PC with the best chance of resisting in the first place.
- Protection from Forcecage now implemented as an item ability
Other stuff (though related):
- Reset party's combat pos to the null location (-1,-1) after a cutscene ends; to not do so would mess up get_loc() calls
This commit is contained in:
2015-06-10 11:45:14 -04:00
parent dd5faacd4f
commit f6be40618b
17 changed files with 247 additions and 75 deletions

View File

@@ -43,7 +43,7 @@ This person has looked over your items and maybe offered to buy some of them. Cl
Merchants will only buy items that have been identified. If you want to sell something, you may need to find a sage to identify it (such as Habecker in Fort Emergence).
This character will, for a fee, identify some of your items whose nature is, as yet, unknown to you. Click on the 'ID' button by the item to get it identified.
This merchant has offered to magically improve one of your weapons. Click on the 'Ench' button by the weapon to pay for this service. You can only augment identified weapons that aren't magic already.
One of your characters has just been trapped in a forcecage. This will hold the character in place but not prevent them from fighting, though melee combat will be hindered. If you have no other action to take, just pause repeatedly (click on the PC or type '5' on the keypad) and the cage will eventually break or expire.
You have just opened a door. To open any door, walk into it. Some walls have secret doors in them. To search a wall for secret doors, walk into it. Many special things are hidden in the dungeons.
You have just entered combat mode! To start using a weapon, click on that weapon's name. Your characters will now move one at a time ... to attack a bad guy, walk into it. For more information on combat mechanics, type '?'.
When fighting early in the game, when you're still weak, rely heavily on magical spells (make sure to have a character with Mage Spells skill of 3). Your melee people won't be strong for a while. Hit the 'End' button to leave combat.