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

@@ -216,8 +216,8 @@ void put_placed_monst_in_dlog()
CDSN(837,2,store_placed_monst.personality);
CDSN(837,3,store_placed_monst.facial_pic);
if ((store_placed_monst.facial_pic < 1) || (store_placed_monst.facial_pic >= 1000))
csp(837,11,950);
else csp(837,11,store_placed_monst.facial_pic + 1000);
csp(837,11,950,0);
else csp(837,11,store_placed_monst.facial_pic + 1000,0);
}
Boolean get_placed_monst_in_dlog()
{
@@ -401,8 +401,8 @@ void put_placed_item_in_dlog()
short i;
cdsin(836,17,store_which_placed_item);
sprintf((char *) str,"X = %d, Y = %d",store_placed_item.item_loc.x,store_placed_item.item_loc.y);
csit(836,22,(char *) str);
sprintf(str,"X = %d, Y = %d",store_placed_item.item_loc.x,store_placed_item.item_loc.y);
csit(836,22, str);
csit(836,15,scen_item_list.scen_items[store_placed_item.item_code].full_name);
CDSN(836,2,store_placed_item.ability);
if (store_placed_item.always_there == TRUE)
@@ -416,9 +416,11 @@ void put_placed_item_in_dlog()
else cd_set_led(836,14,0);
i = scen_item_list.scen_items[store_placed_item.item_code].graphic_num;
if (i >= 1000)
csp(836,4,950);
else csp(836,4,1800 + i);
if (i >= 150)//custom icon
csp(836,4, i - 150, 1);
else
csp(836,4,1800 + i, 0);
}
Boolean get_placed_item_in_dlog()
{
@@ -524,10 +526,10 @@ void edit_sign(short which_sign,short picture)
cd_create_dialog_parent_num(831,0);
if (picture >= 1000)
csp(831,6,950);
csp(831,6,950,0);
else if (picture >= 400)
csp(831,6,picture - 100);
else csp(831,6,picture);
csp(831,6,picture - 100,0);
else csp(831,6,picture,0);
cdsin(831,5,store_which_sign);
if (editing_town == FALSE)