Classic Blades of Exile Beta 2 initial upload.
Changelog (without any order) : 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. - Fixed the town loading behavior so that Empties won't appear in Place Town Encounters anymore. - Cleaned the ressource file (smaller executable). - Changed the "force place monster" function to preferably flush a summoned monster if flushing is needed. Also prevent a potential infinite loop if trying to force place a monster and all the 60 monsters of a town have a life flag. - Tweaked exploding arrows firing animation to be smoother (arrow fired, then explosion). - The spell usable Stinking Cloud ability was protecting against acid instead of the Protection from Acid ability. Fixed. - The Protection from Disease item ability should now works to the full extent. - Removed a check on the item graphic when deciding whether to play the"swallow" sound; now checks only for item variety. (Celtic Minstrel) - Corrected the code so that the party cannot be split again if already split. - Various messages code cleaning/fixing (Celtic Minstrel) - Removed the 50 node limit. To prevent infinite loop an interrupt sequence has been implemented (Ctrl-C). - Cave Bridges battlefield should now appears instead of basic cave floor. - Wall trims are now working. - Slowdowns due to trims drawing (animated water, ...) should be fixed now. - Scenarios in subfolders (under Scenarios/) are now found. - No more limit for the number of listed scenarios. - Clicking '?' icon on shopping and talk mode now gives help, even if in 'No instant help' mode. 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. - You can't end the scenario via a special node if the party is dead anymore (prevent saving an "all dead" party) - Added a safety check to monsters with Absorb Spells ability to prevent negative health. - Jobs dialog reimplemented (not useable for now). - 'Burma Shave' Easter Egg readded. - Debug Mode : ghost mode implemented. Classic Scenario Editor Beta 2 : - 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). - Added a Monster data dumping function (dumps all info about monsters : wandering/special enc/town monsters details ...) - Added a Specials data dumping function (dumps all info about specials : number, types, variables, ...) - Town Room/Outdoors Info rectangles are now initialized at ((-1,-1),(-1,-1)) freeing the 0 coordinate and fixing the "Rectangle X" description at (0,0) in the game. - Cleanse Rectangle SDF1 info rewritten to match actual behavior (0 leave force/fire/webs/crate/barrel, 1 cleans all). - Corrected the Do SFX Burst info text (1 - telep., 2 - elec.) - When placing an item with a custom graphic in a town, the editor will display the graphic in the upper-left corner of the space it is placed on. Fixed - If you edit a monster’s abilities and click Cancel, the ability of that monster will be removed. Fixed. - If you edit a item's ability, all previously unsaved modifications are erased. Fixed. - Disappearences of right scroll bar fixed. Chokboyz git-svn-id: http://openexile.googlecode.com/svn/trunk@104 4ebdad44-0ea0-11de-aab3-ff745001d230
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@@ -58,7 +58,6 @@ extern RECT sbar_rect;
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extern RECT shop_sbar_rect;
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extern RECT item_sbar_rect;
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extern int dialog_answer;
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extern POINT store_anim_ul;
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extern Boolean All_Done, dialog_not_toast;
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extern Boolean in_startup_mode ;
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extern Boolean play_sounds;
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@@ -67,7 +66,7 @@ extern Boolean save_maps ,party_in_memory ,in_scen_debug ;
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extern Boolean window_in_front ;
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extern Boolean belt_present ;
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extern Boolean game_run_before ;
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extern Boolean debug_on , give_intro_hint ;
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extern Boolean give_intro_hint ;
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extern short on_spell_menu[2][62];
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extern short on_monst_menu[256];
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extern short current_cursor;
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@@ -87,7 +86,7 @@ extern short spec_item_array[60];
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extern short overall_mode,current_spell_range;
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extern Boolean first_update ,anim_onscreen ,frills_on ,sys_7_avail,suppress_stat_screen ;
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extern short stat_window,store_modifier;
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extern Boolean monsters_going ,boom_anim_active ,cartoon_happening ;
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extern Boolean monsters_going, boom_anim_active;
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extern short give_delays;
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extern Boolean modeless_exists[18];
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extern short modeless_key[18];
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@@ -160,6 +159,8 @@ extern piles_of_stuff_dumping_type2 *data_store2;
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extern piles_of_stuff_dumping_type3 *data_store3;
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extern piles_of_stuff_dumping_type4 *data_store4;
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extern piles_of_stuff_dumping_type5 *data_store5;
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extern scen_item_data_type *scen_item_list;
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extern scen_header_type *scen_headers;
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/* end of dynamically allocated */
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extern char create_line[60];
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@@ -252,8 +253,6 @@ extern short cur_display_mode;
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extern short terrain_pic[256];
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extern scen_header_type scen_headers[100];
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extern short store_scen_page_on,store_num_scen;
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#define ND 15
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@@ -320,6 +319,7 @@ extern char szFileName [128];
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extern char szTitleName [128];
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extern OPENFILENAME ofn;
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extern OFSTRUCT save_dir,save_dir2;
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extern SCROLLINFO lpsi;
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// Trying this to fix bug. Hope it works.
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extern tiny_tr_type tiny_t;
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@@ -357,7 +357,7 @@ extern HBITMAP mixed_gworld, pc_stats_gworld, item_stats_gworld, text_area_gworl
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extern HBITMAP terrain_screen_gworld,text_bar_gworld,orig_text_bar_gworld,buttons_gworld;
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extern HBITMAP items_gworld,tiny_obj_gworld,fields_gworld;
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extern HBITMAP dlg_buttons_gworld,missiles_gworld,dlogpics_gworld,small_temp_gworld;
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extern HBITMAP ter_anim_gworld,monsters_gworld[10], terrains_gworld[6];
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extern HBITMAP talking_portraits_gworld, frills_gworld, ter_anim_gworld,monsters_gworld[10], terrains_gworld[6];
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extern HBITMAP dialog_pattern_gworld,pattern_gworld,status_pattern_gworld;
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@@ -519,7 +519,7 @@ extern short store_skills[20],store_h,store_sp,i,store_skp,which_skill;
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extern long store_g;
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extern short store_train_mode,store_train_pc;
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extern HBITMAP pcs_gworld,pc_gworld;
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extern HBITMAP pcs_gworld;
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// Dialog vars
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extern short store_mage_store ;
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@@ -596,7 +596,8 @@ extern Boolean kludge_force_full_refresh ;
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extern word_rect_type preset_words[9];
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extern word_rect_type store_words[50];
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// Animation vars
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extern short store_anim_type;
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//Timer Special happened ?
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extern BOOL timed_special_happened;
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extern BOOL ghost_mode;
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#endif
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