- Remove keybindings from terrain dialog arrow buttons
- Fix arrow buttons not bound-checking fields
Dialog engine:
- Fix fields crashing after text is set while it has focus
- Trigger focus handler on untoast() to balance that in toast()
- Also: merge "nuke monsters" and "destroy monster" nodes, since the action of the "destroy monster" node isn't what it sounds like; now it simply destroys a single monster on a specific space
- Advanced town details now offers edit buttons to edit the specials immediately
Changes to dialog engine:
- Fix tiny buttons stretching to fill label area
- Fix LEDs stretching if label area is higher than LED button
- Fix LEDs ignoring font setting
- Add additional treasure type for "unique" items
- Main item dialog now shows the item ability's display name, and also has more space for the item's full name
- (Game) No-ammo missiles (eg slings) are now counted as weapons by shops
- (Dialog Engine) Fix LED groups being drawn when invisible
- Weapon ability that drains spell points (works at both melee and range)
- Armor abilities that boost groups of stats - one for all combat stats, one for all magic stats
- Item ability that occasionally increases light level when it's dark (works even in towns with no light)
- Renumber the usable abilities to fill in gaps
- Usable light ability can now decrease light as well as increase
- Range augment ability for missiles
- Seeking ability for missiles (can strike an adjacent space if targeted space lacks a target, including chance of hitting invisible monsters)
- Weapon that calls node when attacking with it (works both in range and melee; the cases can be distinguished by the node with IF_CONTEXT)
- Armour that calls node when attacked while wearing (works both in range and melee; the cases can be distinguished by the node with IF_CONTEXT)
- Monster ability that calls node when monster attacked (works both in range and melee; the cases can be distinguished by the node with IF_CONTEXT)
- The above three only apply to non-magical attacks - some things don't trigger it, like spells, monster rays and breath weapons, possible a few others
- Armour that protects from all melee damage (including demon/undead, though less)
- Armour that decreases chance to be hit (both in range and melee, against non-magical attacks only)
- Armour that behaves like to the martyr's shield effect but also has a chance of adding some extra bonus damage
- Armour that's more encumbering than advertised (best for cursed items with concealed ability)
- Multiple items with the accuracy ability now stack
- Fix nephilim not getting their racial bonus to missile weapons
- In specials called as part of an attack, the reserved pointer -20 contains the target in a form ready to pass to a SELECT_TARGET node, while -21 and -22 contain the location of the target. This includes the new cases added in this commit plus the monster ability to call a special node on its turn. It does not include specials called in the spell targeting context (to do so would break legacy scenarios), nor specials called after a targeting node.
- If a PC is carrying more than their max weight, they gain encumbrance equal to one-tenth of the excess.
- Add some missing context cases to IF_CONTEXT node
- Missiles now support arbitrary status effects (not just acid)
- Melee weapons now support the exploding ability (though such a weapon wouldn't be that great for the wielder)
- Melee weapons now support the heal target ability
- Lightning missile ability merged into damaging weapon abilit
- Missile slayer ability merged into slayer weapon ability; existing slayer weapons are slightly weakened (-1 damage for demons, -2 damage for undead)
- Exploding weapon ability now supports arbitrary damage types (not just fire)
- Missile weapons now support the weak weapon ability
- Missile weapons now support the soulsucker ability
- When firing a missile at a PC, all secondary effects now take place
- Fix thrown weapons, which were broken by the key weapon skill generalization
Also:
- The possible traps resulting from "random trap" is expanded to include the knife trap
- A custom picture can be specified for the trap dialog
- A given custom trap special node can be reused for the same trap with different levels - the pointer -5 holds the trap level passed to the ONCE_TRAP node
Where stat-boosting items were already accounted for, the effects remain unchanged by this; however, some additional effects have been added.
Strength-boosting items have the following new effects:
- Increases hit points gained on level-up
- Increases amount PCs can carry
Dexterity-boosting items have the following new effects:
- Increases hit chance in unarmed combat
Intelligence-boosting items have the following new effects:
- Increases effectiveness in a mindduel
- Bliss and doom merged into single ability (distinguished by item use type)
- The three party status abilities merged into one
- Major healing now has a negative version
- Summoning and mass summoning now use first ability data to determine duration; second ability data determines monster
- Added generic use message for spell abilities that didn't already have a specialized message
- Mass summoning no longer redundantly recalculates random number of summons after each summon
- Also, missile weapons now use the key skill as well
- Fix guessing of missile types - using the item level didn't work out since the levels weren't what the original code expected, so now it just goes by the name
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
Game changes:
- Remove support for playing a sound and displaying strings when a monster is first seen, since these behaviours can easily be obtained by using the special node called in the same context.
Dialog engine changes:
- Support for changing the font size of LEDs
- When setting the page, a stack now applies a default value if the map is missing the required data
- Add utility "addPage" method to stacks
- If reducing the page count means the current page is deleted, a stack now switches to the last page