Sell secondary for "none" in Classic difficulty, as in the original.

The modern version sells for rockets (i.e. you get rockets back when
you sell your secondary), but the original instead left you with
no secondary at all in this case. This behavior has now been restored.
This commit is contained in:
Julie Marchant 2019-05-26 20:31:34 -04:00
parent 5c6d4e5134
commit 44f3d05533
2 changed files with 10 additions and 34 deletions

View File

@ -50,36 +50,12 @@ CLASSIC DIFFICULTY DIFFERENCES
Classic difficulty is designed to emulate the experience of version 1.1 Classic difficulty is designed to emulate the experience of version 1.1
of the game (the last version released by Parallel Realities) as closely of the game (the last version released by Parallel Realities) as closely
as possible. However, there are several minor differences in addition to as possible. However, there are some minor differences in addition to
the changes to graphics, sound, and dialog. Here you can fine a list of the changes to graphics, sound, and dialog. Here you can fine a list of
notable differences. notable differences.
* Selling your secondary weapon leaves you with standard Rockets. In * The timing of some events, most notably those pertaining to Kline,
version 1.1, it instead left you with no secondary weapon at all (with has been adjusted to match with new dialog and music.
no way to gain standard Rockets back).
* If you buy a secondary weapon while one other than standard Rockets
is already equipped, the currently equipped secondary weapon is
automatically sold for you (which gives you money equal to half of
said weapon's cost). In version 1.1, the old secondary weapon would
simply disappear in this case, meaning the money was lost unless you
explicitly used the "Sell" button.
* Travel in Spirit works the same as in every other system, except that
there is no chance of interceptions in Classic difficulty. Version
1.1 instead instantly teleported you to the target planet as soon as
you clicked on it.
* In the Venus mission, Kline starts some distance away directly to the
right and immediately begins combat. In contrast, version 1.1 spawned
Kline much closer to the player (to the point where his ship was
visible on the screen) and a bit further down, unmoving until a string
of dialog boxes finished being displayed. This change was made to
accommodate new music and dialog.
* Similar to the above, the time spent to accommodate Kline's banter
when he first appears in the Elamale mission is different from version
1.1.
* Several bugs present in version 1.1 have been fixed. Many of these * Several bugs present in version 1.1 have been fixed. Many of these
bugs affected gameplay in notable ways; such bugs include: bugs affected gameplay in notable ways; such bugs include:

View File

@ -974,7 +974,7 @@ static void sell(int i)
shopSelectedItem = -1; shopSelectedItem = -1;
return; return;
} }
player.weaponType[1] = W_ROCKETS; player.weaponType[1] = (game.difficulty == DIFFICULTY_ORIGINAL ? W_NONE : W_ROCKETS);
shopSelectedItem = -1; shopSelectedItem = -1;
break; break;
@ -984,7 +984,7 @@ static void sell(int i)
shopSelectedItem = -1; shopSelectedItem = -1;
return; return;
} }
player.weaponType[1] = W_ROCKETS; player.weaponType[1] = (game.difficulty == DIFFICULTY_ORIGINAL ? W_NONE : W_ROCKETS);
shopSelectedItem = -1; shopSelectedItem = -1;
break; break;
@ -994,7 +994,7 @@ static void sell(int i)
shopSelectedItem = -1; shopSelectedItem = -1;
return; return;
} }
player.weaponType[1] = W_ROCKETS; player.weaponType[1] = (game.difficulty == DIFFICULTY_ORIGINAL ? W_NONE : W_ROCKETS);
player.ammo[1] = 0; player.ammo[1] = 0;
shopSelectedItem = -1; shopSelectedItem = -1;
break; break;
@ -1005,7 +1005,7 @@ static void sell(int i)
shopSelectedItem = -1; shopSelectedItem = -1;
return; return;
} }
player.weaponType[1] = W_ROCKETS; player.weaponType[1] = (game.difficulty == DIFFICULTY_ORIGINAL ? W_NONE : W_ROCKETS);
shopSelectedItem = -1; shopSelectedItem = -1;
break; break;
@ -1015,7 +1015,7 @@ static void sell(int i)
shopSelectedItem = -1; shopSelectedItem = -1;
return; return;
} }
player.weaponType[1] = W_ROCKETS; player.weaponType[1] = (game.difficulty == DIFFICULTY_ORIGINAL ? W_NONE : W_ROCKETS);
player.ammo[1] = 0; player.ammo[1] = 0;
shopSelectedItem = -1; shopSelectedItem = -1;
break; break;
@ -1026,7 +1026,7 @@ static void sell(int i)
shopSelectedItem = -1; shopSelectedItem = -1;
return; return;
} }
player.weaponType[1] = W_ROCKETS; player.weaponType[1] = (game.difficulty == DIFFICULTY_ORIGINAL ? W_NONE : W_ROCKETS);
shopSelectedItem = -1; shopSelectedItem = -1;
break; break;
@ -1036,7 +1036,7 @@ static void sell(int i)
shopSelectedItem = -1; shopSelectedItem = -1;
return; return;
} }
player.weaponType[1] = W_ROCKETS; player.weaponType[1] = (game.difficulty == DIFFICULTY_ORIGINAL ? W_NONE : W_ROCKETS);
shopSelectedItem = -1; shopSelectedItem = -1;
break; break;
} }