*Uploaded Ormus boesounds DLL code.

*Classic Blades of Exile changes :

Game :

Bug Fixes :

- Giant Strength ability and Skill ability now use the ability strength rather than the item level to calculate effect.
- Won't take damage when moving boats over damaging terrains (fire, cold, magic, poison, disease) anymore.
- Won't take damage when horses refuses to enter a damaging terrain (fire, cold, magic) anymore.
- Horses won't enter damaging terrains (fire, cold, magic) or "horse blocking" terrains when outdoors anymore.
- Boom effects won't be displayed at random places when being damaged outdoors anymore.
- Damage won't be displayed in boom animation when attacking invulnerable monsters, when they are, in fact, unharmed ...
- The first pc won't become active with 0 AP anymore when a pc get killed by backshots.

Changes :

- All terrains and monsters sheets now loaded in memory to bypass storage sheet. That should speed up the game and fix some graphical oddities. Mac and Windows graphics can now be swapped on the fly (i.e without restarting the game). That also removes any graphical limitation in the game.
- In the same way, PC graphics will now be drawn directly to the game gworld.

Scenario Editor :

- Dumping functions won't change current town/outdoor section anymore.
- Finished porting the file IO functions to 32 bits.
- Added a rudimentary custom intro picture behavior : if the intro picture is set to 100, the first icon on the custom sheet will be displayed in the scenario selection menu. Scenario intro pics must be drawn on the same scale as talk icons.
- Whenever the “Place Random Items” function is used, the editor will inform the user that it could not place all items because the town item # limit has been reached, regardless of how many items are actually in the town. That has been fixed (the message now displays only if the max number of items is indeed reached).
- Cleaned the ressources (smaller executable).

git-svn-id: http://openexile.googlecode.com/svn/trunk@93 4ebdad44-0ea0-11de-aab3-ff745001d230
This commit is contained in:
Chokboyz
2009-06-10 21:23:33 +00:00
parent 0388e1f5c3
commit 6070ed2e05
136 changed files with 801 additions and 1469 deletions

View File

@@ -167,7 +167,7 @@ int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance,LPSTR, int nCmd
}
mainPtr = CreateWindow (szAppName,
"Classic BoE Scenario Editor Beta 1",
"Classic BoE Scenario Editor Beta 1.1",
WS_OVERLAPPEDWINDOW,
0,
0,

View File

@@ -1,23 +0,0 @@
/* THIS FILE WILL BE OVERWRITTEN BY DEV-C++ */
/* DO NOT EDIT ! */
#ifndef BLADES_OF_EXILE_SCENARIO_EDITOR_PRIVATE_H
#define BLADES_OF_EXILE_SCENARIO_EDITOR_PRIVATE_H
/* VERSION DEFINITIONS */
#define VER_STRING "0.1.1.1"
#define VER_MAJOR 0
#define VER_MINOR 1
#define VER_RELEASE 1
#define VER_BUILD 1
#define COMPANY_NAME ""
#define FILE_VERSION ""
#define FILE_DESCRIPTION "Developed using the Dev-C++ IDE"
#define INTERNAL_NAME ""
#define LEGAL_COPYRIGHT ""
#define LEGAL_TRADEMARKS ""
#define ORIGINAL_FILENAME ""
#define PRODUCT_NAME ""
#define PRODUCT_VERSION ""
#endif /*BLADES_OF_EXILE_SCENARIO_EDITOR_PRIVATE_H*/

View File

@@ -1932,7 +1932,7 @@ void draw_dialog_graphic(HWND hDlg, RECT rect, short which_g, Boolean do_frame,s
rect.bottom = rect.top + 32;
rect_draw_some_item(from_gworld,from_rect,(HBITMAP) ((win_or_gworld == 1) ? (HBITMAP)hDlg: (HBITMAP)hdc)
,rect,0,draw_dest);
DisposeGWorld(from_gworld);
DeleteObject(from_gworld);
break;
}

View File

@@ -1940,48 +1940,9 @@ STYLE WS_POPUP | WS_DLGFRAME
{
LTEXT "1_63", 1, 435, 295, 61, 20
LTEXT "5_716", 2, 6, 6, 36, 36
LTEXT "Classic Blades of Exile Scenario Editor Beta 1 | Copyright 1997, Spiderweb Software, Inc., All rights reserved.||Blades of Exile is distributed for free under GNU General Public License version 2.", 3, 50, 6, 420, 33
LTEXT "Classic Blades of Exile Scenario Editor Beta 1.1 | Copyright 1997, Spiderweb Software, Inc., All rights reserved.||Blades of Exile is distributed for free under GNU General Public License version 2.", 3, 50, 6, 420, 33
LTEXT "CREDITS : Initial coding/32-bit porting by Ormus . Aesthetic touches by Ishad Nha.", 4, 50, 227, 424, 33
LTEXT "Comments? Questions? Bugs? Post them at the Blades section of the Irony Central Board: www.ironycentral.com/forum/", 5, 50, 271, 354, 32
LTEXT "Blades of Exile was brought to you by Spiderweb Software - | _Where our aberrations become your reality._ |_Blades of Exile_ and Spiderweb Software are trademarks of Spiderweb Software.", 7, 50, 154, 410, 51
LTEXT "ORIGINAL CREDITS: | Concept, Design, Programming: Jeff Vogel | Graphics: Andrew Hunter (Wormius@aol.com) | Title Screen: James Ernest (ernest@speakeasy.org)", 8, 50, 82, 415, 51
}
1066 DIALOG 10, 10, 336, 64
STYLE WS_POPUP | WS_DLGFRAME
{
LTEXT "1_84" 1, 230, 31, 80, 20
LTEXT "0_85" 2, 122, 31, 77, 20
LTEXT "0_5" 3, 54, 31, 58, 20
LTEXT "5_723" 4, 9, 9, 36, 36
LTEXT "~Do you want to save before quitting?" 5, 52, 5, 254, 18
}
1067 DIALOG 10, 10, 336, 78
STYLE WS_POPUP | WS_DLGFRAME
{
LTEXT "1_5" 1, 248, 46, 58, 20
LTEXT "0_83" 2, 178, 46, 63, 20
LTEXT "5_723" 3, 9, 9, 36, 36
LTEXT "Warning: If you quit now, your game will be lost." 4, 51, 5, 255, 32
}
1070 DIALOG 10, 10, 320, 112
STYLE WS_POPUP | WS_DLGFRAME
{
// DEFPUSHBUTTON "Go for it!" 1, 103, 41, 41, 10//, WS_GROUP | WS_TABSTOP
PUSHBUTTON "Exit Editor" 100, 59, 41, 42, 10//, WS_GROUP | WS_TABSTOP
LTEXT "Unfortunately, this program requires 8-bit Color Quickdraw to run optimally. It might work with less, or it might not work at all. Do you wish to try?" 3, 10, 7, 276, 66
}
1071 DIALOG 10, 10, 306, 208
STYLE WS_POPUP | WS_DLGFRAME
{
// DEFPUSHBUTTON "Yes" 1, 105, 90, 31, 10//, WS_GROUP | WS_TABSTOP
PUSHBUTTON "Exit Editor" 100, 61, 90, 42, 10//, WS_GROUP | WS_TABSTOP
PUSHBUTTON "Play as is" 3, 10, 90, 50, 10//, WS_GROUP | WS_TABSTOP
LTEXT "This program is best with 256 Color Quickdraw, which you have on your system. It works acceptably well with 16 colors." 4, 8, 6, 260, 64
LTEXT "Would you like your monitor set to 256 colors?" 5, 8, 139, 263, 31
LTEXT "With thousands or millions of colors, the game will only work well if you increase the memory (to do this, click on the game in the finder and hit -I)." 6, 8, 71, 259, 67
}

View File

@@ -277,11 +277,6 @@ void rect_draw_some_item(HBITMAP src,RECT src_rect,HBITMAP dest,RECT dest_rect,
PostQuitMessage(0);
}
void DisposeGWorld(HBITMAP bitmap)
{
DeleteObject(bitmap);
}
// which_mode is 0 ... dest is a bitmap
// is 1 ... ignore dest ... paint on mainPtr
// is 2 ... dest is a dialog, use the dialog pattern

View File

@@ -3,6 +3,5 @@ void rect_draw_some_item(HBITMAP src,RECT src_rect,HBITMAP dest,RECT dest_rect,
short trans, short main_win);
void fry_dc(HWND hwnd,HDC dc);
HBITMAP load_pict(short pict_num,HDC model_hdc);
void DisposeGWorld(HBITMAP bitmap);
void paint_pattern(HBITMAP dest,short which_mode,RECT dest_rect,short which_pattern);
HBITMAP ReadBMP(char * fileName);

View File

@@ -1261,8 +1261,8 @@ void edit_scen_intro_event_filter (short item_hit)
switch (item_hit) {
case 9:
scenario.intro_pic = CDGN(804,8);
if ((scenario.intro_pic < 0) || (scenario.intro_pic > 29)) {
give_error("Intro picture number is out of range.","",804);
if ((scenario.intro_pic != 100) && (scenario.intro_pic > 29)) {
give_error("Intro picture number is out of range.","0 to 29 for regular icons, 100 for custom",804);
break;
}
for (i = 0; i < 6; i++)

View File

@@ -1,309 +1,5 @@
STRINGTABLE
{
1501, "This makes you more resistant to damage. Blows of all sorts have less of an effect on you."
1502, "The possessor of this advantage will find that his or her spells will function better. This helps both Priest and Mage spells."
1503, "An ambidextrous warrior will be able to use one weapon in each hand without any penalties. Normally, using two weapons makes both of them much less likely to hit."
1504, "Having nimble fingers improves one's chances of picking locks and disarming traps."
1505, "When underground, knowledge of Cave Lore helps one hunt and forage for food and deal better with special circumstances."
1506, "When roaming the surface of the world, a Woodsman is able to hunt and bring down food, find useful herbs, and deal with circumstances involving nature's adversity."
1507, "Someone with a Good Constitution will find that poison and disease have a reduced (although not eliminated) effect."
1508, "Highly Alert people have the edginess that helps them resist magical sleep. In addition, having someone in your group who is Highly Alert may help keep you from being surprised."
1509, "An Exceptionally Strong character will be able to carry much more stuff, and, in addition, will do a small amount more damage in combat."
1510, "A very few adventurers have magical blood running in their veins, causing them to heal damage to their bodies at an amazing rate."
1511, "Sluggish characters just can't move that quickly, even when circumstances seem to demand it. A sluggish character gets fewer action points in combat."
1512, "Magically Inept characters, for some reason, resist the effects of magical items, and are unable to use them. Potions and scrolls won't work for them, although worn items, such as rings, will have a small effect."
1513, "Frail characters are cursed at birth with a weak constitution. Poison and disease will have a greater effect on such characters."
1514, "Chronic Disease is the worst disadvantage a character may possess. Such characters have a slow, lingering, incurable physical ailment, causing them to occasionally suffer the effects of a mild disease."
1515, "A character with a Bad Back cannot bear to haul too much weight. Such a person cannot carry as much as he or she might have been able to otherwise."
1516, "Human is the default species in Exile III. Humans have skins of a variety of hues, and are soft, generally fragile, and incredibly resourceful."
1517, "The Nephilim are a race of feline humanoids. Once common on the surface world, they have been hunted to near extinction, although some now remain in Exile. Nephilim characters start with better dexterity, and are much better at using missile weapons."
1518, "The Slithzerikai (sliths for short) are a race of lizard men, both strong and smart. Once unknown on the surface world, they are starting to appear there. Slith characters get bonuses to strength and intelligence, and are better at using pole weapons."
2101, "Light|"
2102, "Creates a weak light."
2103, "Spark"
2104, "Fires a weak bolt of electricity at an enemy."
2105, "Minor Haste"
2106, "Makes the selected PC move faster for a while. All haste spells take effect at the beginning of the next round."
2107, "Strength"
2108, "Makes the selected PC more skilled for a short time. Works like the priest spell <20>Bless.<2E>"
2109, "Scare"
2110, "Decreases the morale of the victim. Casting this on a weak foe will make the foe flee. Even if the monster doesn't flee, later castings have a higher chance of success."
2111, "Flame Cloud"
2112, "This spell fills the selected space with a short-lasting wall of fire."
2113, "Identify"
2114, "This draining spell identifies all the unidentified items being held by your characters."
2115, "Scry Monster"
2116, "This spell is cast during combat. When cast, you receive information about the monster you target: current health, spell points, morale, etc."
2117, "Goo"
2118, "This spell covers the target with sticky goo, slowing it down and interfering with its attacks."
2119, "True Sight"
2120, "This spell lets you see everything in a short radius around you, even spaces blocked off by walls. It's useful for finding secret passages, for example."
2121, "Minor Poison|"
2122, "Poisons the target creature. This does a fair amount of damage, but it takes time to happen."
2123, "Flame"
2124, "Fires a decent-sized bolt of flame at the target. The damage done increases with the level of the caster."
2125, "Slow"
2126, "Makes the victim get half its usual number of actions for a while."
2127, "Dumbfound"
2128, "Makes the victim incompetent: easier to hit, easier to damage, and less able to attack you."
2129, "Envenom |"
2130, "This spell puts poison on the weapon of the selected PC, with no chance of failure or accidental poisoning."
2131, "Stinking Cloud"
2132, "When cast, a 3x3 area you select becomes filled with choking gasses. Anyone entering will have far less effective attacks for a short time. The gas will slowly fade on its own."
2133, "Summon Beast"
2134, "This spell summons one low-level, non-magical monster to fight on your side. It disappears after a short time."
2135, "Conflagration"
2136, "This spell makes the air in a radius 2 circle burst into flames, charring anyone inside the cloud. After creation, the cloud will rapidly fade."
2137, "Dispel Fields"
2138, "This spell dispels magical fields in the selected area. It removes blade walls, ice walls, and similar fields. Note, however, that the spell doesn't work on Fire and Force Barriers."
2139, "Sleep Cloud"
2140, "This spell creates a small cloud of sleep gas. There is a chance that anyone passing through the cloud will fall asleep (note that some creatures, like slimes, never sleep)."
2141, "Unlock Doors"
2142, "Some doors are magically locked, and others are just hard to open. This spell can unlock them. However, it isn<73>t guaranteed to succeed, and won<6F>t work on all doors."
2143, "Haste |"
2144, "Makes the selected PC get twice the usual number of actions for a long time. All haste spells take effect at the beginning of the next round."
2145, "Fireball"
2146, "Fires a powerful ball of flame, which affects the target space and every adjacent space. The damage done increases with the level of the caster."
2147, "Long Light"
2148, "Like the first level light spell, but much more effective."
2149, "Fear"
2150, "Like scare, but much more powerful. "
2151, "Wall of Force"
2152, "This powerful spell creates a line of force walls, which are like fire walls but more damaging and lasting. Hitting the space bar while targeting makes the wall rotate."
2153, "Weak Summoning"
2154, "When cast, a group of monsters appears and attacks all enemies of the caster. The number of monsters depends on the level of the caster. After a time, they disappear."
2155, "Flame Arrows"
2156, "This spell is like flame, but the caster gets to select several targets. The number of missiles increases with the level of the caster. If you don't want to use all the missiles, hit the space bar to cast the spell."
2157, "Web"
2158, "This spell covers a large circle with icky webs, slowing down everyone inside. The webs last until torn down."
2159, "Resist Magic"
2160, "You can cast this spell on another PC to make him/her resistant to magical damage and effects. Note this does not help against damage from fire or cold."
2161, "Poison"
2162, "This makes poison run thick in the veins of the target. Repeated castings will have a devastating effect."
2163, "Ice Bolt"
2164, "Slams the target with a heavy, pointed bolt of ice. Effective against monsters who are resistant to fire. Damage increases as the level of the caster increases."
2165, "Slow Group"
2166, "Makes all monsters within a 12 space radius move at half speed for a time."
2167, "Magic Map"
2168, "When cast in town, this powerful spell gives you a vision - your map will show you the entire area. However, to cast this spell you need a sapphire."
2169, "Capture Soul"
2170, "This spell stores a target monster in a Soul Crystal, so that it may later be created with the Simulacrum spell. You need a Soul Crystal to cast this."
2171, "Simulacrum"
2172, "This spell summons a monster you select from your Soul Crystal. The cost depends on the level of the monster being summoned."
2173, "Venom Arrows"
2174, "This spell is similar to Flame Arrows, except that your targets are poisoned."
2175, "Wall of Ice"
2176, "This spell is similar to Wall of Force, except that it creates an ice wall. Ice walls do as much damage as force walls, but last a lot longer."
2177, "Stealth"
2178, "This powerful spell makes monsters less likely to see you for a time (duration depends on your level). Try casting it before walking through a room crowded with monsters."
2179, "Major Haste"
2180, "Gives the entire party double its actions (duration depends on the level of the caster). All haste spells take effect at the beginning of the next round."
2181, "Fire Storm"
2182, "This spell is like fireball, but does more damage, and affects all creatures within two spaces of the space you target. Be careful not to fry your party!"
2183, "Dispel Barrier"
2184, "This spell has a chance (increasing with level) of destroying magical barriers. Some barriers are harder to dispel than others; some cannot be dispelled. Some barriers can be walked through."
2185, "Fire Barrier"
2186, "This spell creates a single fire barrier at the target space. Fire barriers are damaging and permanent."
2187, "Summoning"
2188, "This spell is like Minor Summoning, but summons more powerful monsters."
2189, "Shockstorm"
2190, "This spell creates a large sphere of force walls."
2191, "Spray Fields"
2192, "This spell creates a large number of small fields of a random sort, each of which may be individually targeted. The number of fields increases with the level of the caster."
2193, "Major Poison"
2194, "This spell makes the targeted monster very poisoned. This spell does a huge amount of damage, but it takes time to take effect."
2195, "Group Fear"
2196, "When cast, the caster begins to radiate a horrible aura of fear. All monsters within 12 spaces lose a lot of morale. This spell gains effectiveness rapidly with the level of the caster."
2197, "Kill"
2198, "The deadly Kill spell deals a devastating blow to one target you select."
2199, "Paralyze"
2200, "This spell affects several monsters - the number affected increases with your level and intelligence. Whoever you cast this on will be immobilized for a very long time. Powerful monsters might resist this spell."
2201, "Daemon"
2202, "This dangerous spell summons a beast from the netherworld to fight at your side."
2203, "Antimagic Cloud"
2204, "This spell creates a spherical field, from which no spells may be cast and in which no spells may be targeted. After creation, it slowly fades."
2205, "Mindduel"
2206, "When cast on a magic-using enemy, the two creatures get in a mental battle, absorbing spell points from each other. The loser may end up dumbfounded or killed. Requires a Smoky Crystal to cast."
2207, "Flight"
2208, "When cast outdoors, the party can fly for a short time."
2209, "Shockwave"
2210, "This spell sends a wave of force out from the caster, damaging everyone nearby. The farther someone is from the caster, the more damage is taken, out to a radius of 10. Don<6F>t cast in towns."
2211, "Major Blessing"
2212, "When cast, the entire party is blessed and hasted, and has their weapons mildly poisoned."
2213, "Mass Paralysis"
2214, "When cast, every monsters within a small radius of the caster will become paralyzed for quite some time. There is a chance they might resist the spell."
2215, "Protection"
2216, "One of the most powerful spells in the mage<67>s repertoire. It makes the whole party temporarily magic resistant, and makes one PC you select immune to ALL damage for a short time."
2217, "Major Summoning"
2218, "This spell works like Summoning, but brings forth much more powerful creatures."
2219, "Force Barrier"
2220, "This spell creates an impenetrable, permanent barrier. Be careful not to trap yourself."
2221, "Quickfire"
2222, "Devastating beyond words, this spell creates a space of quickfire, which will sweep over the area killing everyone and everything."
2223, "Death Arrows"
2224, "This spell is like the previous Arrow spells, but strikes each target with a kill spell. The number of arrows increases with the level of the caster."
2401, "Minor Bless"
2402, "Makes the character harder to hit and take less damage from blows. It also makes the PC hit more often, and his or her blows do more damage. Its effects decay with time."
2403, "Minor Heal"
2404, "Increases the health of the selected PC a small amount, up to the PC's maximum health."
2405, "Weaken Poison"
2406, "Reduces the amount of poison running around in the veins of the selected PC."
2407, "Turn Undead"
2408, "When cast on an undead creature, it usually does a reasonable amount of damage to it. It has no effect on non-undead."
2409, "Location"
2410, "Displays the party<74>s x-y location in the town."
2411, "Sanctuary"
2412, "The target of this spell becomes magically shielded. For a time, monsters probably won't be able to attack him/her. The effects disappear when the PC attacks someone."
2413, "Symbiosis"
2414, "This spell has the caster absorb the damage taken by another character. The higher the level, the less damage the caster takes per health point healed."
2415, "Minor Manna"
2416, "Casting this spell gives the party a little more food."
2417, "Ritual - Sanctify"
2418, "When cast on a location filled with evil magic, the location receives a blessing. This might drive out the evil magic. Then again, it might not."
2419, "Stumble"
2420, "The victim of this spell moves more slowly and has less effective attacks for a short time."
2421, "Bless"
2422, "Like Minor Bless, but better. Its effect increases with the level of the caster."
2423, "Cure Poison"
2424, "Like Weaken Poison, but better. Its effect increases with the level of the caster."
2425, "Curse"
2426, "The opposite of bless. It makes everything much worse for the victim, for a time. Hitting someone with this spell several times vastly increases the effect."
2427, "Light"
2428, "Creates a short duration magical light source."
2429, "Wound"
2430, "Deals a painful blow to the targeted victim. The damage increases with your level."
2431, "Summon Spirit"
2432, "This spell summons a shade from the netherworld to aid you. It will disappear after a short time."
2433, "Move Mountains"
2434, "When cast on a fragile wall or outcropping of rock, the wall or outcropping crumbles into rubble. It doesn't work on all walls."
2435, "Charm Foe"
2436, "This spell has a chance of making the target monster start to fight for the party. The chance of it working drops sharply with the level of the monster."
2437, "Disease"
2438, "The victim of this spell is afflicted by a disease, which slowly weakens it. The disease lasts a long time."
2439, "Awaken"
2440, "Casting this on a sleeping character instantly wakes that character up."
2441, "Heal"
2442, "A much better version of Minor Heal."
2443, "Light Heal All"
2444, "Casts one minor heal on each PC."
2445, "Holy Scourge"
2446, "This spell gives the victim a powerful curse, the effect of which increases with the level of the caster."
2447, "Detect Life"
2448, "This spell causes all other living things to appear on your map for a short time. Note, however, that this spell only detects creatures in areas you have explored."
2449, "Cure Paralysis"
2450, "This spell instantly removes the effects of paralysis."
2451, "Manna"
2452, "This spell magically creates a lot of food for the party."
2453, "Forcefield"
2454, "This spell fills an area with walls of force, which are fairly damaging and reasonably long lasting."
2455, "Cure Disease"
2456, "Casting this spell on a PC cures all his/her disease."
2457, "Restore Mind"
2458, "This spell completely unfeebleminds the recipient."
2459, "Smite"
2460, "This spell fires a number of bolts of divinely inspired cold, the number of which increases with the level of the caster. To cast without using all of the targets, hit the space bar."
2461, "Cure All Poison"
2462, "Causes everyone to become less poisoned. Useful for dealing with those nasty swamps."
2463, "Curse All"
2464, "Causes all monsters within ten spaces to receive a powerful curse."
2465, "Dispel Undead"
2466, "Deals a deadly blow to the targeted undead nasty. The chance of the spell having an effect increases with the caster's level."
2467, "Remove Curse"
2468, "Occasionally, you will put on an item which then refuses to be taken off. Casting this spell has a chance of removing the curse."
2469, "Sticks to Snakes"
2470, "This spell summons a bunch of snakes to aid the party. Skillful casters have a chance of getting asps instead of the weaker giant snakes."
2471, "Martyr's Shield"
2472, "When something strikes the recipient of this spell in hand-to-hand combat, it takes as much damage as the victim. The duration of this spell increases with the level of the caster."
2473, "Cleanse"
2474, "This spell purifies the recipient. The beneficiary is completely unwebbed, and all disease is cured."
2475, "Firewalk"
2476, "When cast, for a short time everyone in the party can walk across lava with no damage. The duration increases slowly with the level of the caster."
2477, "Bless Party"
2478, "Much like Bless, but affects everyone."
2479, "Major Heal"
2480, "Works like the Heal spell, but gives much more bang for the spell points."
2481, "Raise Dead"
2482, "This spell returns a body to life. You need Resurrection Balm to cast this. There is a small chance (decreasing with level) that it turns the body to dust. A dusted character can only be raised with a Resurrect spell. Raising a PC reduces his/her stats."
2483, "Flamestrike"
2484, "The first 'area of affect' offensive priest spell. It chars all beings adjacent to the space you target. The damage done increases with level."
2485, "Mass Sanctuary"
2486, "This spell hides all PCs (like a sanctuary spell). As before, the effect for a PC is voided when that PC attacks."
2487, "Summon Host"
2488, "This powerful spell summons four spirits, and a magical being to lead them. They then fight on the side of the caster for a little while. "
2489, "Shatter"
2490, "This spell strikes every space adjacent to the party with a Move Mountains spell."
2491, "Dispel Fields"
2492, "All magical walls, etc. in the large area affected by this spell will be dispelled. It has a small chance of affecting quickfire."
2493, "Heal All"
2494, "Like the Heal spell, but affects the whole party. Very efficient."
2495, "Revive"
2496, "This spell heals all damage and cures all poison for one PC."
2497, "Hyperactivity"
2498, "This powerful spell instantly wakes up any sleeping characters in the party. What's more, it provides total resistance to magical sleep for a short time. Finally, it speeds back up any slowed character."
2499, "Destone"
2500, "Certain rare monsters can turn one of your characters to stone. This valuable spell undoes the damage."
2501, "Summon Guardian"
2502, "This spell summons a powerful, invisible being to fight on the side of the party. Be careful not to damage it by mistake!"
2503, "Mass Charm"
2504, "When cast, all creatures within eight spaces of the caster have a chance of coming under his/her control."
2505, "Protective Circle"
2506, "A very unusual and effective spell for a party on the defensive. The caster is surrounded by several layers of magical fields, which fend off anyone attacking."
2507, "Pestilence"
2508, "This spell afflicts everyone within eight spaces with an effective but slow-acting disease."
2509, "Revive All"
2510, "When cast, the party receives a powerful healing (increasing with level of the caster) and has poison cured as well."
2511, "Ravage Spirit"
2512, "Demons are resistant to most magic. This spell gives them a blow which usually does a lot of damage. The chance of success increases with the level of the caster."
2513, "Resurrect"
2514, "Like raise dead, but much more effective, and works on even a dusted character. It also has a smaller chance of lowering the character's stats. It still requires Resurrection Balm to cast."
2515, "Divine Thud"
2516, "The most powerful offensive priest spell. It delivers a stunning blow of force to all beings within two spaces of the targeted space."
2517, "Avatar"
2518, "This spell temporarily makes the caster an invulnerable, incredibly powerful avatar of the gods. "
2519, "Wall of Blades"
2520, "This spell creates a wall of the most damaging (and long lasting) of the magic walls. Rotate the wall by hitting space."
2521, "Word of Recall"
2522, "This spell returns the party to Fort Emergence, where you began the game. Because of the danger of teleporting from narrow, windy tunnels, it can only be cast outdoors."
2523, "Major Cleansing"
2524, "This spell removes all webs and disease from the party."
2701, "Strength"
2702, "Measures how much brute strength the character possesses. High strength increases damage done in combat, improves odds of kicking down doors, and has other, more subtle effects."
2703, "Dexterity"
2704, "Measure how nimble the character is. High dexterity gives a better chance of hitting in combat (esp. with missile weapons) and makes the character harder to hit. High dexterity also makes picking locks and disarming traps easier."
2705, "Intelligence"
2706, "Measures mental strength and dexterity. High intelligence also makes your spells more effective, sometimes very much so. Intelligence below 4 makes your spells works poorly."
2707, "Edged Weapons"
2708, "Makes you better at using daggers, swords, axes, etc."
2709, "Bashing Weapons"
2710, "Makes you better at using clubs, maces, hammers, flails, etc."
2711, "Pole Weapons"
2712, "Makes you better at using spears of all sorts, halberds, etc."
2713, "Thrown Missiles"
2714, "Makes you better at using darts, javelins, and throwing axes."
2715, "Archery"
2716, "Makes you better at using a bow and arrows."
2717, "Defense"
2718, "This skill has three effects. It determines how well a character does at parrying, decreases the penalty in combat from bulky armor, and occasionally decreases the damage taken from enemies weapons.|"
2719, "Mage Spells"
2720, "Having a certain level of this skill enables you to cast mage spells of up to that level."
2721, "Priest Spells"
2722, "Having a certain level of this skill enables you to cast priest spells of up to that level."
2723, "Mage Lore"
2724, "You will occasionally need to decipher strange magical readings. This skill determines how good you are at this. If your skill is high enough, you may gain a spell or a valuable piece of information."
2725, "Alchemy"
2726, "You will eventually gain the ability to make magic potions. To make a given potion, however, your Alchemy skill much be above a certain level. The higher it is above this level, the better the chance of succeeding."
2727, "Item Lore"
2728, "Having Item Lore skill gives you a chance of having the items from slain monsters be identified when you find them. The more of this skill that is present, the higher the chance of this happening."
2729, "Disarm Traps"
2730, "Many chests and some corridors will have traps on them, which can be devastating. The higher this skill, the better your chance of disarming them."
2731, "Lockpicking"
2732, "Many towns and dungeons will have locked doors. A PC with some of this skill and lock picks equipped can try to pick them. The higher this skill, the better."
2733, "Assassination"
2734, "Sometimes, when a character attacks a much weaker monster, the blow will do a good deal of extra damage. The more of this skill you have, the better the chance of this happening, and the stronger the monsters it can happen to."
2735, "Poison"
2736, "You will find poisons, which you can put on your weapons for a extra damage. Having a few levels in this skill will make it more likely you will put the poison on at full strength, and the less likely you will nick yourself with the poison accidentally."
2737, "Luck"
2738, "This skill is expensive, but can be a bargain at twice the cost. Its effects are pervasive, subtle, powerful, and sometimes irreplaceable."
6001, "No special ability"
6002, "Throws darts (dam 1-6)"
6003, "Shoots arrows (dam 2-12)"
@@ -1476,7 +1172,7 @@ STRINGTABLE
10758, "*"
10759, "*"
10760, "*End special strs"
10761, "From here on, reserved for furute use"
10761, "From here on, reserved for future use"
10801, "Town name"
10802, "Rectangle 1"
10803, "Rectangle 2"

View File

@@ -3005,7 +3005,7 @@ Boolean place_item(location spot_hit,short which_item,short property,short alway
if (scen_item_list.scen_items[which_item].variety == 0)
return TRUE;
if (get_ran(1,1,100) > odds)
return FALSE;
return TRUE;
for (x = 0; x < 64; x++)
if (town.preset_items[x].item_code < 0) {
town.preset_items[x].item_loc.x = spot_hit.x;
@@ -3022,7 +3022,7 @@ Boolean place_item(location spot_hit,short which_item,short property,short alway
town.preset_items[x].contained = container_there(town.preset_items[x].item_loc);
return TRUE;
}
return FALSE;
return FALSE;//out of memory ...
}
void place_items_in_town()

File diff suppressed because it is too large Load Diff

View File

@@ -27,7 +27,6 @@ void flip_spec_node(special_node_type *spec);
void flip_short(short *s);
void alter_rect(RECT *r);
void flip_rect(RECT *s);
short FSWrite(HFILE file,long *len,char *buffer);
short FSRead(HFILE file,long *len,char *buffer);
short SetFPos(HFILE file, short mode, long len);
void make_new_scenario(char *file_name,short out_width,short out_height,short making_warriors_grove,