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