- Fixed bug in which the last missile in a stack would sometimes fail to fire
- Fixed bug in which a missile was lost even if you failed to fire do to line-of-sight or range problems. - Fixed bug in which an exploding missile could be targeted anywhere on the screen (though I'm not 100% sure this actually is a bug). - Fixed bug in which some of the room description rectangles would be ignored by the game. - Fixed bug whereby percentage chance checks would generate a number from 0 to 100 instead of 1 to 100. - Fixed bug where if a Damage node was triggered in combat without first selecting a PC, it would affect the whole party instead of just the active character. git-svn-id: http://openexile.googlecode.com/svn/trunk@33 4ebdad44-0ea0-11de-aab3-ff745001d230
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@@ -1454,7 +1454,7 @@ void place_treasure(location where,short level,short loot,short mode)
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place_item(new_item,where,FALSE);
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}
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for (j = 0; j < 5; j++) {
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r1 = get_ran(1,0,100);
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r1 = get_ran(1,1,100);
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if ((treas_chart[loot][j] >= 0) && (r1 <= treas_odds[loot][j] + luck_total())) {
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r1 = get_ran(1,0,9);
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min = min_chart[treas_chart[loot][j]][r1];
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@@ -1505,7 +1505,7 @@ void place_treasure(location where,short level,short loot,short mode)
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if (new_item.variety != 0) {
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for (i = 0; i < 6; i++)
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if ((ADVEN[i].main_status == 1)
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&& (get_ran(1,0,100) < id_odds[ADVEN[i].skills[13]]))
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&& (get_ran(1,1,100) < id_odds[ADVEN[i].skills[13]]))
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new_item.item_properties = new_item.item_properties | 1;
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place_item(new_item,where,FALSE);
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}
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