- 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
This commit is contained in:
2009-04-26 01:57:25 +00:00
parent d3be0c107e
commit fcda358c5e
13 changed files with 170 additions and 164 deletions

View File

@@ -1454,7 +1454,7 @@ void place_treasure(location where,short level,short loot,short mode)
place_item(new_item,where,FALSE);
}
for (j = 0; j < 5; j++) {
r1 = get_ran(1,0,100);
r1 = get_ran(1,1,100);
if ((treas_chart[loot][j] >= 0) && (r1 <= treas_odds[loot][j] + luck_total())) {
r1 = get_ran(1,0,9);
min = min_chart[treas_chart[loot][j]][r1];
@@ -1505,7 +1505,7 @@ void place_treasure(location where,short level,short loot,short mode)
if (new_item.variety != 0) {
for (i = 0; i < 6; i++)
if ((ADVEN[i].main_status == 1)
&& (get_ran(1,0,100) < id_odds[ADVEN[i].skills[13]]))
&& (get_ran(1,1,100) < id_odds[ADVEN[i].skills[13]]))
new_item.item_properties = new_item.item_properties | 1;
place_item(new_item,where,FALSE);
}