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