- 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

@@ -1164,12 +1164,12 @@ void pick_lock(location where,short pc_num)
return;
}
r1 = get_ran(1,0,100) + ADVEN[pc_num].items[which_item].ability_strength * 7;
r1 = get_ran(1,1,100) + ADVEN[pc_num].items[which_item].ability_strength * 7;
if (r1 < 75)
will_break = TRUE;
r1 = get_ran(1,0,100) - 5 * stat_adj(pc_num,1) + univ.town.difficulty * 7
r1 = get_ran(1,1,100) - 5 * stat_adj(pc_num,1) + univ.town.difficulty * 7
- 5 * ADVEN[pc_num].skills[15] - ADVEN[pc_num].items[which_item].ability_strength * 7;
// Nimble?
@@ -1205,7 +1205,7 @@ void bash_door(location where,short pc_num) ////
short r1,unlock_adjust;
terrain = univ.town.town->terrain(where.x,where.y);
r1 = get_ran(1,0,100) - 15 * stat_adj(pc_num,0) + univ.town.difficulty * 4;
r1 = get_ran(1,1,100) - 15 * stat_adj(pc_num,0) + univ.town.difficulty * 4;
if ((scenario.ter_types[terrain].special < 9) || (scenario.ter_types[terrain].special > 10)) {
add_string_to_buf(" Wrong terrain type. ");