forked from github/server
Golems können nicht mehr übergeben werden
Fix für Rassen, sie ein at_unitdissolve haben sollten
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84d304caab
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@ -1161,9 +1161,48 @@ check_phoenix(void)
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}
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}
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#endif
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#endif
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static void
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fix_dissolve(unit * u, int value, char mode)
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{
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attrib * a = a_find(u->attribs, &at_unitdissolve);
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if (a!=NULL) return;
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a = a_add(&u->attribs, a_new(&at_unitdissolve));
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a->data.ca[0] = mode;
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a->data.ca[1] = (char)value;
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log_warning(("unit %s has race %s and no dissolve-attrib\n", unitname(u), rc_name(u->race, 0)));
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}
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static void
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check_dissolve(void)
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{
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region * r;
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for (r=regions;r!=NULL;r=r->next) {
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unit * u;
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for (u=r->units;u!=NULL;u=u->next) {
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if (u->race==new_race[RC_STONEGOLEM]) {
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fix_dissolve(u, STONEGOLEM_CRUMBLE, 0);
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continue;
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}
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if (u->race==new_race[RC_IRONGOLEM]) {
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fix_dissolve(u, IRONGOLEM_CRUMBLE, 0);
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continue;
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}
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if (u->race==new_race[RC_PEASANT]) {
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fix_dissolve(u, 15, 1);
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continue;
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}
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if (u->race==new_race[RC_TREEMAN]) {
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fix_dissolve(u, 5, 2);
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continue;
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}
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}
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}
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}
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void
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void
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korrektur(void)
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korrektur(void)
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{
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{
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check_dissolve();
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french_testers();
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french_testers();
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#if TEST_LOCALES
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#if TEST_LOCALES
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setup_locales();
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setup_locales();
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@ -1171,9 +1210,6 @@ korrektur(void)
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fix_astralplane();
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fix_astralplane();
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fix_firewalls();
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fix_firewalls();
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fix_gates();
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fix_gates();
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#ifdef TEST_GM_COMMANDS
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setup_gm_faction();
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#endif
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update_gms();
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update_gms();
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verify_owners(false);
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verify_owners(false);
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/* fix_herbtypes(); */
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/* fix_herbtypes(); */
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@ -1213,36 +1249,11 @@ korrektur(void)
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#endif
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#endif
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if (global.data_version<TYPES_VERSION) fix_icastles();
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if (global.data_version<TYPES_VERSION) fix_icastles();
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#ifdef XMAS2000
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santa_comes_to_town();
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#endif
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#ifdef FUZZY_BASE36
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#ifdef FUZZY_BASE36
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enable_fuzzy = true;
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enable_fuzzy = true;
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#endif
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#endif
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}
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}
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int
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astral_penger(void)
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{
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plane * astralplane = getplanebyname("Astralraum");
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region * r;
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const item_type * itype = it_find("money");
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assert(itype);
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for (r=regions;r;r=r->next) {
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unit * u;
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if (rplane(r)!=astralplane) continue;
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for (u=r->units;u;u=u->next) freset(u->faction, FL_DH);
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for (u=r->units;u;u=u->next) {
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if (u->faction->no==MONSTER_FACTION) continue;
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if (!fval(u->faction, FL_DH)) {
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fset(u->faction, FL_DH);
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i_change(&u->items, itype, 300);
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}
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}
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}
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return 0;
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}
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void
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void
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korrektur_end(void)
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korrektur_end(void)
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{
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{
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@ -627,13 +627,13 @@
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<attack type="4" damage="2d3"></attack>
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<attack type="4" damage="2d3"></attack>
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<attack type="3" damage="1d1"></attack>
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<attack type="3" damage="1d1"></attack>
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</race>
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</race>
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<race name="stone golem" magres="0.250000" maxaura="1.000000" regaura="0.100000" recruitcost="5000" maintenance="0" weight="10000" capacity="2000" speed="1.000000" hp="60" ac="4" damage="2d12+6" unarmedattack="0" unarmeddefense="0" attackmodifier="4" defensemodifier="2" walk nolearn noteach giveitem giveperson>
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<race name="stone golem" magres="0.250000" maxaura="1.000000" regaura="0.100000" recruitcost="5000" maintenance="0" weight="10000" capacity="2000" speed="1.000000" hp="60" ac="4" damage="2d12+6" unarmedattack="0" unarmeddefense="0" attackmodifier="4" defensemodifier="2" walk nolearn noteach giveitem>
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<ai splitsize="50"></ai>
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<ai splitsize="50"></ai>
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<skill name="sk_building" modifier="14"></skill>
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<skill name="sk_building" modifier="14"></skill>
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<skill name="sk_roadwork" modifier="14"></skill>
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<skill name="sk_roadwork" modifier="14"></skill>
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<attack type="4" damage="2d10+4"></attack>
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<attack type="4" damage="2d10+4"></attack>
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</race>
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</race>
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<race name="irongolem" magres="0.250000" maxaura="1.000000" regaura="0.100000" recruitcost="5000" maintenance="0" weight="10000" capacity="2000" speed="1.000000" hp="50" ac="2" damage="2d10+4" unarmedattack="0" unarmeddefense="0" attackmodifier="4" defensemodifier="2" walk nolearn noteach giveitem giveperson>
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<race name="irongolem" magres="0.250000" maxaura="1.000000" regaura="0.100000" recruitcost="5000" maintenance="0" weight="10000" capacity="2000" speed="1.000000" hp="50" ac="2" damage="2d10+4" unarmedattack="0" unarmeddefense="0" attackmodifier="4" defensemodifier="2" walk nolearn noteach giveitem>
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<ai splitsize="50"></ai>
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<ai splitsize="50"></ai>
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<skill name="sk_armorer" modifier="14"></skill>
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<skill name="sk_armorer" modifier="14"></skill>
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<skill name="sk_weaponsmithing" modifier="14"></skill>
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<skill name="sk_weaponsmithing" modifier="14"></skill>
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