Classic Blades of Exile :

- Dying to a trap while attempting to open a container won't display the "get items in container" dialog with no alive character anymore.
- Casting the priest Light spell now updates the surrounding areas automatically (like Light and Long Light mage spells; moving or waiting isn't required anymore).
- Debug and Ghost mode are now turned off when loading a game.
- The shop scrolling bar is now properly cleaned up when loading a game while shopping.
- Items are now automatically combined when identified in a shop. To avoid any loss of information, the game now gives the identified item name in the message window (format : "Your item is identified. (full_item_name)"
- If an "active" character (i.e solo fighting) is incapacitated (AP reduced to 0 because of webs, sleep, paralysis, etc) the rest of the party (if present) is now activated the next turn.
- Entering a space containing the special node number 50 won't "force move" the party anymore.
- Added a compatibility option (mainly testing purpose) : "specials are triggered when on boat".
- The restart option of the death menu now works as intended.
- Finally renamed the "Heal All" monster priest spell from "Full Heal" to "Revive Self". That should prevent any further confusion.
- Using items now always updates the ap counter.
- For the sake of consistency : changed labels "Power Potion" to "Energy Potion" potions in the Alchemy menu.
- Redrawing the screen is now correctly handled by specials in all mode (e.g a special that changes a terrain will correctly redraw the screen, even if it was called by looking or moving).

Scenario Editor :

- Redid the custom pictures drawing implementation : custom pictures should now always appears and redraw (terrain, animated terrains, monsters, items, preset items, ...).
- It is now possible to directly give the "Drain missiles" ability to bows and crossbows (use the "Weapon Ability" menu).

Chokboyz

git-svn-id: http://openexile.googlecode.com/svn/trunk@160 4ebdad44-0ea0-11de-aab3-ff745001d230
This commit is contained in:
Chokboyz
2011-01-09 19:50:46 +00:00
parent 1fb77013b4
commit 1fb69d8754
23 changed files with 248 additions and 210 deletions

View File

@@ -16,7 +16,7 @@
#include "townout.h"
#include "scenario.h"
#include "keydlgs.h"
#include "graphutl.h"
#include "graphutl.h"
void check_game_done();
@@ -30,8 +30,8 @@ short cur_viewing_mode = 0;
extern unsigned long anim_ticks;
extern terrain_type_type store_ter;
extern BOOL do_choose_anim;
extern BOOL custom_pic;
extern BOOL play_anim;
extern BOOL play_anim;
extern short custom_type[500];
/* Mac stuff globals */
Boolean All_Done = FALSE;
@@ -164,7 +164,7 @@ int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance,LPSTR, int nCmd
}
mainPtr = CreateWindow (szAppName,
"Classic BoE Scenario Editor build_26.11.2010",
"Classic BoE Scenario Editor build_09.01.2011",
WS_OVERLAPPEDWINDOW | WS_CLIPCHILDREN,
0,
0,
@@ -341,15 +341,11 @@ RECT r;
draw_terrain();
}
if(overall_mode == 62){
if(store_ter.picture >= 2000){
// old_setting = custom_pic;
custom_pic = 5;
csp(813,14,store_ter.picture - 2000);
// custom_pic = old_setting;
}
else if (store_ter.picture >= 400 && store_ter.picture < 1000){
csp(813,14,store_ter.picture - 100);
}
if(store_ter.picture >= 2000)
csp(813,14,store_ter.picture - 2000, 5);
else if (store_ter.picture >= 400 && store_ter.picture < 1000)
csp(813,14,store_ter.picture - 100, 0);
if(do_choose_anim == TRUE){
put_choice_pics();
}