diff --git a/planet/Arena.ocf/FrozenFortress.ocs/Script.c b/planet/Arena.ocf/FrozenFortress.ocs/Script.c index 725ff27f2..25bee81a2 100644 --- a/planet/Arena.ocf/FrozenFortress.ocs/Script.c +++ b/planet/Arena.ocf/FrozenFortress.ocs/Script.c @@ -164,27 +164,28 @@ global func FxFillBaseChestStart(object target, effect, int temporary, bool supp return 1; effect.supply_type=supply; + var w_list; if(effect.supply_type) - var w_list = [Firestone, Dynamite, IronBomb, Shovel, Loam, Ropeladder]; + w_list = [Firestone, Dynamite, IronBomb, Shovel, Loam, Ropeladder]; else - var w_list = [Bow, Shield, Sword, Javelin, Blunderbuss, FrostboltScroll]; + w_list = [Bow, Shield, Sword, Javelin, Blunderbuss, FrostboltScroll]; for(var i=0; i<5; i++) target->CreateChestContents(w_list[i]); return 1; } global func FxFillBaseChestTimer(object target, effect) { - var maxcount = []; + var maxcount = [], w_list = []; if(effect.supply_type) { - var w_list = [Firestone, Dynamite, IronBomb, Shovel, Loam, Ropeladder]; - var maxcount = [2,2,1,2,1]; + w_list = [Firestone, Dynamite, IronBomb, Shovel, Loam, Ropeladder]; + maxcount = [2,2,1,2,1]; } else { - var w_list = [Bow, Shield, Sword, Javelin, Blunderbuss, FrostboltScroll]; - var maxcount = [1,2,1,1,1,2]; + w_list = [Bow, Shield, Sword, Javelin, Blunderbuss, FrostboltScroll]; + maxcount = [1,2,1,1,1,2]; } var contents; diff --git a/planet/Arena.ocf/Hideout.ocs/Script.c b/planet/Arena.ocf/Hideout.ocs/Script.c index 99193c665..1784025f3 100644 --- a/planet/Arena.ocf/Hideout.ocs/Script.c +++ b/planet/Arena.ocf/Hideout.ocs/Script.c @@ -150,25 +150,27 @@ global func FxFillBaseChestStart(object target, effect, int temporary, bool supp return 1; effect.supply_type=supply; + var w_list; if(effect.supply_type) - var w_list = [Firestone, Dynamite, Ropeladder, ShieldGem]; + w_list = [Firestone, Dynamite, Ropeladder, ShieldGem]; else - var w_list = [Bow, Sword, Javelin, PyreGem]; + w_list = [Bow, Sword, Javelin, PyreGem]; for(var i=0; i<4; i++) target->CreateChestContents(w_list[i]); return 1; } global func FxFillBaseChestTimer(object target, effect) { + var w_list, maxcount; if(effect.supply_type) { - var w_list = [Firestone, Dynamite, Shovel, Loam, Ropeladder, SlowGem, ShieldGem]; - var maxcount = [2,2,1,2,1,2,1]; + w_list = [Firestone, Dynamite, Shovel, Loam, Ropeladder, SlowGem, ShieldGem]; + maxcount = [2,2,1,2,1,2,1]; } else { - var w_list = [Sword, Javelin, Blunderbuss, ShieldGem, PyreGem]; - var maxcount = [1,2,1,1,1]; + w_list = [Sword, Javelin, Blunderbuss, ShieldGem, PyreGem]; + maxcount = [1,2,1,1,1]; } var contents; diff --git a/planet/Arena.ocf/HotIce.ocs/Script.c b/planet/Arena.ocf/HotIce.ocs/Script.c index 8221f5905..4d12b6153 100644 --- a/planet/Arena.ocf/HotIce.ocs/Script.c +++ b/planet/Arena.ocf/HotIce.ocs/Script.c @@ -97,6 +97,7 @@ func InitPlayerRound(int plr, object crew) // called by Goal_MultiRoundMelee crew->SetAction("Ride", balloon); balloon->SetSpeed(0,0); crew->SetSpeed(0,0); + balloon->CreateEffect(IntNoGravity, 1, 1); } // initial material if (SCENPAR_Weapons == 0) @@ -129,9 +130,6 @@ func InitPlayerRound(int plr, object crew) // called by Goal_MultiRoundMelee } crew.MaxEnergy = 100000; crew->DoEnergy(1000); - - if (SCENPAR_SpawnType == 1 && balloon) - balloon->CreateEffect(IntNoGravity, 1, 1); } func StartRound() // called by Goal_MultiRoundMelee diff --git a/planet/Arena.ocf/ThunderousSkies.ocs/Scrolls.ocd/ThunderScroll.ocd/Script.c b/planet/Arena.ocf/ThunderousSkies.ocs/Scrolls.ocd/ThunderScroll.ocd/Script.c index 71fa59c79..56329ef1f 100644 --- a/planet/Arena.ocf/ThunderousSkies.ocs/Scrolls.ocd/ThunderScroll.ocd/Script.c +++ b/planet/Arena.ocf/ThunderousSkies.ocs/Scrolls.ocd/ThunderScroll.ocd/Script.c @@ -99,10 +99,10 @@ global func FxThunderStrikeTimer(pTarget, effect, iEffectTime) { if(iEffectTime%3) { - for (var y = 0; !GBackSolid(x+move+5,y) && y < LandscapeHeight(); y += Random(4) + 3) + for (var y = 0; !GBackSolid(move+5,y) && y < LandscapeHeight(); y += Random(4) + 3) { var add=Random((iEffectTime*5))*((Random(2)*2) -1); - CreateParticle("Air", x+move+5+add, y, PV_Random(-2, 2), PV_Random(-10, -5), PV_Random(5, 20), effect.particles_air); + CreateParticle("Air", move+5+add, y, PV_Random(-2, 2), PV_Random(-10, -5), PV_Random(5, 20), effect.particles_air); } } }