Ruins: fixed overfilled chests, set "flooded" as starting phase

MimmoO 2010-10-08 20:21:34 +02:00
parent 4af76185c0
commit ffcfd96bf0
2 changed files with 4 additions and 3 deletions

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@ -33,7 +33,7 @@ protected func Initialize()
// Smooth brick edges.
PlaceEdges();
AddEffect("Rain",0,100,2);
AddEffect("DryTime",0,100,2);
return;
}
@ -103,7 +103,7 @@ global func FxDryTimeTimer(object pTarget, int noum, int timer)
InsertMaterial(Material("Water"),Random(LandscapeWidth()-60)+30,1,Random(7)-3,100+Random(100));
return 1;
}
for(var i=0; i<6;i++)
for(var i=0; i<6+Random(4);i++)
ExtractLiquid(310+Random(50),430+Random(10));
if(!GBackLiquid(335,430))
{
@ -115,8 +115,9 @@ global func FxDryTimeTimer(object pTarget, int noum, int timer)
// Refill/fill chests.
global func FxIntFillChestsStart()
global func FxIntFillChestsStart(object target, int num, int temporary);
{
if(temporary) return 1;
var chests = FindObjects(Find_ID(Chest));
var w_list = [Bow, Musket, Shield, Sword, Club, Javelin, Bow, Musket, Shield, Sword, Club, Javelin, DynamiteBox];