Easygoing Eyebeast *i Posted June 10, 2007 Posted June 10, 2007 I modified the town hostile node into a set attitude node. It still behaves like a town hostile node under the default behavior (all fields -1), but allows the user more control of the attitude of the creatures. The following functions were modified: items.c :: a new function set_attitude was created. items.h :: added void set_attitude at bottom specials.c :: node call goes to set_attitude instead of make_town_hostile The behavior is as follows: Extra1a: Specifies lower monster limit (-1 for first monster) Extra1b: Specifies upper monster limit (-1 for last monster) Extra2a: Specifies attitude (-1 = hostile type A, 0 = friendly, 1 = hostile type A, 2 = neutral, 3 = hostile type Any comments? Quote
Magnificent Ornk Kelandon Posted June 10, 2007 Posted June 10, 2007 Quote: Originally written by *i:Extra2a: Specifies attitude (-1 = hostile type A, 0 = friendly, 1 = hostile type A, 2 = neutral, 3 = hostile type That seems like a weird way to organize the attitudes. I'm assuming there's a reason? Quote
Easygoing Eyebeast *i Posted June 10, 2007 Author Posted June 10, 2007 Primarily because that's how Jeff had it. The -1 is there for backward compatability. Quote
Understated Ur-Drakon The Almighty Doer of Stuff Posted June 10, 2007 Posted June 10, 2007 Neutral? I thought it was "Friendly, Docile", "Friendly, will fight", "Hostile type A", and "Hostile type B". Hostile of either type will attack the other type and both Friendly types, Friendly Will Fight attacks both Hostile types, and Friendly Docile won't attack anything but will be attacked by either Hostile type. At least that's how I understood it. Quote
Easygoing Eyebeast *i Posted June 10, 2007 Author Posted June 10, 2007 You are correct, I was quick with my words. Either way, you know what I meant. Quote
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