- 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

@@ -164,7 +164,7 @@ Boolean run_trap(short pc_num,short trap_type,short trap_level,short diff)
skill = minmax(0,20,ADVEN[pc_num].skills[SKILL_DISARM_TRAPS] +
+ ADVEN[pc_num].skills[SKILL_LUCK] / 2 + 1 - univ.town.difficulty + 2 * i);
r1 = get_ran(1,0,100) + diff;
r1 = get_ran(1,1,100) + diff;
// Nimble?
if (ADVEN[pc_num].traits[TRAIT_NIMBLE])
r1 -= 6;