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