Add a lot of stuff scraped from *i's version of the code, plus a couple of additional bits.
Adapted from *i: - Show a confirm dialog when interrupting a special node sequence - New monster special ability: call global special node (as an action, not on death) - New item special ability: call global special node - Check there's a monster death special before calling it (wasn't necessary before, might be now with the special queue changes) - Queue specials that are triggered while another special is in progress, instead of ignoring them; they will be run after the current special in progress finishes. - *i's version of petrification touch is currently active only for monster-on-monster combat; need to merge with my version for monster-on-pc combat. - Pass party location to special in use special item context - Fix set town visibility node (was checking wrong field and thus could not hide towns) Special nodes: - Town Hostile: change to Set Town Attitude - Select PC node: option to select random PC - Affect special nodes can now affect monsters - Fix affect death node reviving non-existent PCs - Affect Spells: Can remove spells, and can affect level 1-3 spells - If Objects: Merged from If Barrels and If Crates - If Species: Replaces If Cave Lore - If Trait: Replaces If Woodsman - If Statistic: Replaces If Enough Mage Lore - Change Lighting: Can affect town's global lighting setting, player's light level, or both at once. - Pointers! Actually, I'd already implemented the callbacks for setting and getting them, but they're now actually used, and the implementation has been tweaked a little. - Campaign flags! Again, I'd already implemented them sorta, but I tweaked things and they ended up sort of halfway between the two implementations. Plus there's now a special node to set them. Additional bits: - Special queue now uses an std::queue instead of a basic array. - Enum for town lighting levels - Disease touch ability is now honoured for monster-on-monster combat - See monster special context now passes the monster's location as the trigger location; also, removed the double-trigger from one circumstance. - Along with the set town attitude change, there's now the possibility for making the town hostile to trigger a special node, which can cause the party to be slain. - Select PC special node: option to select specific PC - Spell IDs for use in shops and Affect Spell nodes have changed so that 0 is now the first level 1 spell, and so forth. - add_string_to_buf can now auto-split the string over multiple lines, and the special node that uses it takes advantage of this - Special node parser warns if a node type is missing a corresponding opcode - Reserved "pointers" to access the special node's trigger location (this was *i's idea, but he never implemented it)
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@@ -20,7 +20,7 @@ void restore_sp_party(short amt);
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void award_party_xp(short amt);
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void award_xp(short pc_num,short amt);
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void drain_pc(short which_pc,short how_much);
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short mage_lore_total();
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short check_party_stat(short which_stat, short mode);
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bool poison_weapon( short pc_num, short how_much,short safe);
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bool is_weapon(short pc_num,short item);
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void cast_spell(short type);
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@@ -55,10 +55,11 @@ bool damage_pc(short which_pc,short how_much,eDamageType damage_type,eRace type_
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void kill_pc(short which_pc,eMainStatus type);
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void set_pc_moves();
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void take_ap(short num);
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short cave_lore_present();
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short woodsman_present();
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short trait_present(short which_trait);
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short wilderness_lore_present();
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void print_spell_cast(short spell_num,short which);
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void put_party_in_scen(std::string scen_name);
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short party_size(bool only_living);
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// This is defined in pc.editors.cpp since it is also used by the character editor
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bool spend_xp(short pc_num, short mode, cDialog* parent);
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