- New behaviour for gas grenades:

Gas grenades now don't cause direct damage on hit anymore. They will cause damage on start of turn or if you move inside a gas cloud. Of course gas mask still helps (except for creature gas and fire).
Every tile moved inside a gas cloud deals a percentage of the normal damage (default 10%). This is set in Item_Settings.ini (DAMAGE_HEALTH_MOVE_EXPLOSIVE_MODIFIER, DAMAGE_BREATH_MOVE_EXPLOSIVE_MODIFIER).
Tiles can now have multiple gas effects on them. Unfortunately this is not visualized (yet).
Smoke doesn't make a character immune to other gas types anymore.
The 25% chance of taking damage while moving through a gas cloud has been removed. Damage is now applied 100% of the time.

- New modifiers for explosive damage in Item_Settings.ini (DAMAGE_HEALTH_EXPLOSIVE_MODIFIER, DAMAGE_BREATH_EXPLOSIVE_MODIFIER). These could fully replace EXPLOSIVES_DAMAGE_MODIFIER in Ja2_Options.ini but I left that general modifier untouched for now.

- Some compiler warning fixes.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6517 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2013-10-21 07:13:15 +00:00
parent a71f8745ab
commit 3346fddf09
20 changed files with 141 additions and 78 deletions
+3 -3
View File
@@ -131,7 +131,7 @@ void InitNewOverheadDB( UINT8 ubTilesetID )
UINT32 dbSize = 0;
for (uiLoop = 0; uiLoop < giNumberOfTileTypes; uiLoop++)
for (uiLoop = 0; uiLoop < (UINT32)giNumberOfTileTypes; uiLoop++)
{
// Create video object
@@ -189,7 +189,7 @@ void InitNewOverheadDB( UINT8 ubTilesetID )
}
// NOW LOOP THROUGH AND CREATE DATABASE
for( cnt1 = 0; cnt1 < giNumberOfTileTypes; cnt1++ )
for( cnt1 = 0; cnt1 < (UINT32)giNumberOfTileTypes; cnt1++ )
{
// Get number of regions
s = gSmTileSurf[ cnt1 ];
@@ -2051,7 +2051,7 @@ void CopyOverheadDBShadetablesFromTileset( )
// Loop through tileset
for (uiLoop = 0; uiLoop < giNumberOfTileTypes; uiLoop++)
for (uiLoop = 0; uiLoop < (UINT32)giNumberOfTileTypes; uiLoop++)
{
pTileSurf = ( gTileSurfaceArray[ uiLoop ] );