3ee36b6dbc
highlight editor right button selected
2025-05-19 21:40:57 -05:00
c1c18adf8e
small refactor to allow for 'preview all node dialogs' later
2025-05-13 12:30:07 -05:00
75145a753d
Preview button reflect node field changes immediately
2025-05-13 11:00:00 -05:00
7f8bd5a3ad
Fix correcting for no aoe target spot found
2025-05-12 13:38:45 -05:00
3677f4c369
fix OUT_FORCE_TOWN nodes
2025-05-12 13:19:04 -05:00
c2a76e9e46
show 'charges' for stacked items without max
2025-05-12 10:51:20 -05:00
010fc018d0
don't show charges if max is 1
2025-05-12 10:47:23 -05:00
11327da8dd
Use -1 for no missile graphic
2025-05-12 06:43:22 -05:00
2d2d16d8f1
Boat diagonal message outdoors
2025-05-11 20:05:18 -05:00
0dbca4ab56
wire up the cancel button in get-num
2025-05-11 19:55:52 -05:00
b7ae41dc03
fix TOWN_TARGET no reticle
2025-05-11 14:55:38 -05:00
d1027df12a
change format for saving unlocked doors
2025-05-11 14:31:30 -05:00
28dea00cc8
store last spell targets for each caster, and last caster for spell types
2025-05-11 13:52:20 -05:00
db4e163fe7
re-show the prompt if the direction of shift changes
2025-05-11 13:59:21 -04:00
fd7218ba35
when zoomed out, prompt for area shift by bounds, not center
2025-05-11 13:59:21 -04:00
fb946e5ef5
scenedit don't repeat prompt about shifting to outdoor section
2025-05-11 13:59:21 -04:00
d86364dd2e
fix missile 0 charges
2025-05-11 11:24:19 -05:00
53c83adcb2
Fix select_pc showing extra info when PC's death/life is the main problem
2025-05-11 11:23:03 -05:00
69928ca759
fix 'fallthrough not annotated' xcode error?
2025-05-11 11:22:07 -05:00
a70bbc738a
'Train who?' show skill points and disallow pcs w/ 0
2025-05-11 10:56:06 -05:00
780dd3a3b9
Jaen's fortress start hidden and re-hide after you kill Jaen
2025-05-11 10:51:36 -05:00
9d47262bc4
Fix set_town_attitude()
2025-05-11 10:51:36 -05:00
4d4cf96b97
Fix generic food wrong sprite
2025-05-11 10:51:35 -05:00
20f26db42c
XML changes
2025-05-11 10:51:35 -05:00
59383ee02b
Fix storing 'drawing' when wasn't
2025-05-11 10:51:35 -05:00
5eb3cd7bce
fix case where moving into wall says 'can't leave town'
2025-05-11 10:51:34 -05:00
01add29af1
'u' for Use: print if can't right now
2025-05-11 10:51:34 -05:00
2870d8d561
Fix target-lock V2 crash
2025-05-11 10:51:33 -05:00
070fd2b219
fix other cases of bad targeting line frame
2025-05-11 10:51:33 -05:00
528933e97e
Log message when trying to move boat diagonal
2025-05-11 10:51:33 -05:00
85a4d401a4
fix visual studio unresolved external
2025-05-11 10:51:32 -05:00
7a6f487f39
Fix convert Town Hostile node
2025-05-11 10:51:32 -05:00
287c6d4ac7
Better range check for Set Monster Attitude
2025-05-11 10:51:31 -05:00
dde840fafb
6-str may request an out of range string, and it's fine
2025-05-11 10:51:10 -05:00
813edf0c64
Fix test compile errors
2025-05-11 10:51:09 -05:00
757532b7af
save and reload new editor state
2025-05-11 10:51:09 -05:00
39ed4eb1f3
while running, editor remember view states of towns and outdoors
2025-05-11 10:51:09 -05:00
21536fa1fa
extract editor state vars in cScenario to a new struct
2025-05-11 10:51:08 -05:00
005d40806c
Flesh out acid as a real damage type
2025-05-11 10:51:08 -05:00
01608064f2
DRY overflow-aware short addition
2025-05-11 10:51:05 -05:00
98a7109060
make booms run outdoors.
...
multiple places in the code called boom_space for outdoors, but boom_space
had early returns in outdoor modes.
2025-05-11 10:51:04 -05:00
b230329908
clarify a delay boom_space adds, and use it for acid sound
2025-05-11 10:51:04 -05:00
b252d1c350
temp acid graphic
...
this is adapted from a BoA monster graphic, I think created by Andrew Hunter,
who is already in the credits as the primary artist
2025-05-11 10:51:04 -05:00
44e52d1d53
more specific compiler def for light mask printout
2025-05-11 10:51:03 -05:00
e95d4dcaf8
Write editor state to a new, separate xml file ( fix #728 )
2025-05-11 10:51:02 -05:00
744a7eb591
don't write empty feature-flags tag
2025-05-11 10:51:02 -05:00
65f030483a
fix turned to stone buffer message
2025-05-11 10:50:59 -05:00
62ebe0c9f1
fix targeting line drawing for one frame after ranged attack
2025-05-11 10:50:12 -05:00
9edc2a0633
reformat comment on boom_space
2025-05-11 10:50:11 -05:00
e3fadf727f
add purely cosmetic damage type for acid
...
the original source code had calls to animate acid
with the blood graphic and a specific acid SFX,
which makes more sense than a zap graphic and sound.
This change makes acid look and sound distinct from
magic damage, although mechanically it's still
magic damage.
2025-05-11 10:50:11 -05:00