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2 changes: 2 additions & 0 deletions Changelog.txt
Original file line number Diff line number Diff line change
Expand Up @@ -4192,3 +4192,5 @@ When setting a property like MORE to the a spell or skill defname, trying to rea
- Fixed: shrunken pets (figurines) got hungry, and ridden/shrunken NPCs could be attacked.
- Changed: no get hit sound and animation when a char with CAN_C_STATUE takes damage.
- Changed: an active Tracking (following the arrow to the chosen target) doesn't block the use of the other skills anymore: it's stopped when another skill (or Tracking again) is used. Before no other skill could be used until the target was lost.
- Changed: Peacemaking, Provocation and Enticement fail when the instrument is played badly (failed Musicianship check), like on OSI: before they failed only without an instrument, and a bad play was just a message.
- Changed: Peacemaking, Provocation and Enticement don't give Musicianship gains anymore: a failed attempt has no skill delay, so it could be macroed.
6 changes: 3 additions & 3 deletions src/game/chars/CCharSkill.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1832,7 +1832,7 @@ int CChar::Skill_Peacemaking( SKTRIG_TYPE stage )

// Basic skill check.
int iDifficulty = Use_PlayMusic(pInstrument, g_Rand.GetVal(40));
if (iDifficulty < -1) // no instrument: immediate fail
if (iDifficulty < 0) // no instrument or played badly: immediate fail
return -SKTRIG_ABORT;

if ( !iDifficulty )
Expand Down Expand Up @@ -1958,7 +1958,7 @@ int CChar::Skill_Enticement( SKTRIG_TYPE stage )
// Slayer instruments will decrease your success chance by 20% when used on the creatures from its opposing group

int iDifficulty = Use_PlayMusic(pInstrument, g_Rand.GetVal(iBaseDiff)); // How difficult? 1-100 (use RandBell). If no instrument, it immediately fails
if (iDifficulty < -1) // no instrument: immediate fail
if (iDifficulty < 0) // no instrument or played badly: immediate fail
return -SKTRIG_ABORT;

if ( !iDifficulty )
Expand Down Expand Up @@ -2073,7 +2073,7 @@ int CChar::Skill_Provocation(SKTRIG_TYPE stage)
// Slayer instruments will decrease your success chance by 20% when used on the creatures from its opposing group

int iDifficulty = Use_PlayMusic(pInstrument, g_Rand.GetVal(iBaseDiff)); // How difficult? 1-100 (use RandBell). If no instrument, it immediately fails
if (iDifficulty < -1) // no instrument: immediate fail
if (iDifficulty < 0) // no instrument or played badly: immediate fail
return -SKTRIG_ABORT;

if ( !iDifficulty )
Expand Down
4 changes: 3 additions & 1 deletion src/game/chars/CCharUse.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -737,7 +737,9 @@ int CChar::Use_PlayMusic( CItem * pInstrument, int iDifficultyToPlay )
}
}

bool fSuccess = Skill_UseQuick(SKILL_MUSICIANSHIP, iDifficultyToPlay, (Skill_GetActive() != SKILL_MUSICIANSHIP));
// No Musicianship gain when playing for Peacemaking, Provocation or Enticement: a bad play makes them fail immediately,
// with no skill delay, so it could be macroed to raise Musicianship with no wait.
bool fSuccess = Skill_UseQuick(SKILL_MUSICIANSHIP, iDifficultyToPlay, false);
Sound(pInstrument->Use_Music(fSuccess));
if ( fSuccess )
return iDifficultyToPlay; // success
Expand Down
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