[CF-Devel] stat potions: patch/question
crossfire-devel at archives.real-time.com
crossfire-devel at archives.real-time.com
Tue Apr 6 02:16:39 CDT 2004
Bernd Edler wrote:
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On Tue, 9 Mar 2004, Bernd Edler wrote:
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I noticed a bug:
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If a natural stat gets below 1, one can no longer
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raise it with stat potions.
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It is possible to get to 0, if you drink too many
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cursed stat potions.
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You can even have a negative natural starting stat due to
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negative class modificators.
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Example: start int 9 -> quez,int 9-8 = 1 -> barbarian, int 1-6 = -5.
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With this patch one can now raise these stats with potions.
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Furthermore cursed potions no longer drain you below 1.
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Now for the question:
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In the original code tmp->stats.sp (the potions spellpoints)
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is used in the if condition,then set to 0 if a stat is changed.
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As i do not understand the intention for /* Fix it up for super potions */
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, i can not emulate the desired behavior.
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I do know, that this stuff has no relevance to normal stat potions,as
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their sp is 0 anyway.
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So if somebody can explain that, i can finish this patch.
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After checking the archetypes, artifacts and all map files,
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i think that potions with stat boni and sp!=0
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do not exist in the game.
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Thus, i am positive, this new patch will fix the bug
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without breaking anything else.
Patch is now in CVS - I changed it around a little bit, but it is effectively
the same.
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