Several tweaks/fixes
- Enlightenment status now wears off over time - Improve ghost mode - now you can pass through force barriers and forcecages too (but not escape forcecages); also locked doors or specials that block your progress... pretty much nothing can block your way now in ghost mode. --> Part of this change was made in the previous commit as well. - New debug command - Give Item. Since this is meant for debug use only, you have to enter the item's ID; players should instead use the character editor. - Fixed custom spells (with Start Targeting node) not correctly honouring the range in combat mode (instead they had a range of 0) - Fixed custom spells (with Start Targeting node) always calling a local node to determine the effect of the spell. Now they call the same type of node that initiated the targeting (so, if it was initiated in a scenario node, they call a scenario node, etc). - Fix some unintentional switch fallthroughs - Flash Step erroneously printed a "not implemented" error message - Fix get num response dialog incorrectly formatting the prompt - Fix some crashes while talking due to the game still assuming there were 60 nodes - Fix SDFs with y >= 10 not being zero-initialized when you enter a new scenario - Allow special nodes to aware more than 200 XP in one batch (though in most cases, you probably don't want to) - Fix Display Small Message node trying to use the wrong string, due to applying the legacy string modifiers. This also affected Debug Print Nums, which just copy-pasted the same code. - The Dumbfound/Enlightened and Sleep/Hyperactivity status effects no longer "wrap" into each other. Thus, if you're dumbfounded, a "Cure Dumbfounding" item never enlightens you, but if you're not dumbfounded, it will. - Fix an issue with invalid strings when porting outdoor shops - Fix Reset Help option in the preferences causing a crash
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@@ -773,7 +773,7 @@ static void writeDialogueToXml(ticpp::Printer&& data, cSpeech& talk, int town_nu
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data.PushElement("job", who.job);
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data.CloseElement("personality");
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}
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for(size_t i = 0; i < 60; i++) {
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for(size_t i = 0; i < talk.talk_nodes.size(); i++) {
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cSpeech::cNode& node = talk.talk_nodes[i];
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if(node.personality == -1) continue;
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// TODO: Is it safe to assume the two links run together like this?
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