Add two new special nodes for cutscenes

- Node to change a monster's location (also works on party members)
- Node to temporarily place text on the map
- Fix the "lift fog" node
- Remove the optimization of only redrawing a terrain space if it has changed
This commit is contained in:
2015-06-03 19:50:00 -04:00
parent 1b754619dc
commit a51ab021f4
16 changed files with 233 additions and 66 deletions

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@@ -65,8 +65,8 @@ Your spell points are what you expend to cast spells. Each spell drains away som
Some doors can't be opened no matter what you try. For example, portcullises can almost never be opened by picking locks or bashing.
A special node just triggered, and since you previously enabled it, you are now in step-through mode. Take a look at the transcript - it gives you the node that is about to execute, together with the type and number (useful if you need to locate it in the editor).
To execute that node, simply press any key (or click the mouse button). After the node has executed, if it calls another one, you will see it in the transcript. Keep pressing a key to step through the nodes. If you wish to exit step-through mode in the middle of a node sequence, simply press Escape.

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@@ -200,8 +200,8 @@ lift-fog
start-target
spell-pat-field
spell-pat-boom
relocate
label

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@@ -526,3 +526,35 @@ How many dice? (calculated in d6's)
0 - sequential simple booms, 1 - simultaneous animated booms
Special to Jump To
--------------------
Relocate Creature
Unused
Unused
First part of message
Second part of message
Unused
Unused
Unused
X destination or differential
Y destination or differential
Unused
Which creature
Positioning mode
Delay
Special to Jump To
--------------------
Place Label
Unused
Unused
Label text
Unused
Unused
Unused
Unused
X coordinate, or which creature
Y coordinate, or -1 for creature
Unused
0 - Align top, 1 - align centre
Delay
Unused
Special to Jump To
--------------------