Implement editing dialogs for individual monster abilities
Changes to game: - Permanent martyr's shield is now customizable - extra1 is per-mille chance to activate each time damage is taken, and extra2 is percent of damage taken to apply to attacker - Absort spells is now customizable - extra1 is per-mille chance to activate each time damage is taken or a magic effect is applied, and extra2 is how much hp to gain from non-damaging magic effects - Splits ability is now customizable - extra1 is per-mille chance of splitting each time damage is taken - Special node ability is now called before the monster tries its normal attack, and multiple monsters can use them per round (though each can only use theirs once) - Fix issue with breath weapons and icy touch abilities conflicting (legacy import issue) - Add two variations of the summoning ability - summon according to summoning level (like the spells), or summon a random creature of a particular species - Fix touch abilities using the range as chance to use Changes to dialog engine: - Fix tab order handling to exclude fields that are currently hidden - Add method to retrieve the parameter passed to toast(), as a quick way to distinguish between the user clicking OK or Cancel after run() has exited - Fix hidden fields being drawn anyway - Fix setting stack page sometimes crashing if the current page was invalid due to earlier reducing the page count to 0
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@@ -10,7 +10,7 @@ enum eStrType {
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STRT_PICT, STRT_SND, STRT_CMP, STRT_ACCUM, STRT_TRAP,
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STRT_ATTITUDE, STRT_STAIR, STRT_LIGHT, STRT_CONTEXT,
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STRT_SHOP, STRT_COST_ADJ, STRT_STAIR_MODE, STRT_TALK_NODE,
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STRT_STATUS, STRT_SPELL_PAT,
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STRT_STATUS, STRT_SPELL_PAT, STRT_SUMMON,
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};
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bool cre(short val,short min,short max,std::string text1,std::string text2,cDialog* parent) ;
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@@ -33,3 +33,6 @@ void make_cursor_sword() ;
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void edit_dialog_text(short mode,short *str1,cDialog* parent);
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size_t num_strs(short str_mode);
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pic_num_t choose_damage_type(short cur, cDialog* parent);
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short choose_field_type(short cur, cDialog* parent, bool includeSpec);
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pic_num_t choose_status_effect(short cur, bool party, cDialog* parent);
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