2151cc4248
His/her -> their, He/she -> they
2025-02-10 19:29:30 -05:00
fb341728a6
better save message during combat
2025-02-10 13:12:48 -05:00
2a02b46b3b
Escape cancel look mode in combat and outdoors
2025-02-10 13:12:48 -05:00
43c2f14a63
Fix scrollbars loading from command-line. Fix #589
2025-02-10 13:12:48 -05:00
463e850ac6
Merge pull request #592 from NQNStudios:fix-246
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Fix #246 (text size and underline in dialogxml)
2025-02-09 23:05:21 -05:00
504f4f6550
document the show-pipes attribute
2025-02-09 21:13:49 -06:00
648d0682fb
update 'size' attribute documentation
2025-02-09 21:12:58 -06:00
fcf0bcc324
add show-pipes attribute to <text>
2025-02-09 20:37:46 -06:00
1103715faf
add an option to show pipes to TextStyle
2025-02-09 20:28:06 -06:00
7fba8240f8
Merge pull request #595 from NQNStudios:fix-invis
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Fix invis
Fix #110
2025-02-09 18:38:34 -05:00
c4f67decda
fix grammar in sanctuary documentation
2025-02-09 16:43:29 -06:00
32d97a00bf
Explain in code how sanctuary works
2025-02-09 16:39:05 -06:00
a56dac58b1
fix sanctuary early return bug
2025-02-09 16:17:46 -06:00
3aad314e88
bump 'gone forever' text down
2025-02-09 11:55:48 -06:00
bf7594bac6
fix preferences large explanatory text
2025-02-09 11:47:02 -06:00
cd556335a5
fix preview dialogxml crash
2025-02-09 11:41:49 -06:00
81114d0202
set pointSize, underline, font, before calculate_layout early return
2025-02-09 11:28:29 -06:00
c079d0f5a9
Allow int value for text size in dialogxml
2025-02-09 11:16:24 -06:00
e81cde113c
Fix armor level 0 ( #590 )
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Armor items with item level 0, will have a base defense value of 0 instead of 1, and display their defense value as such in the get items screen.
Fix #245
2025-02-09 10:36:14 -05:00
afa0b9d7a4
debug actions show item + town names
2025-02-08 23:11:57 -05:00
392ad5eac0
get_num_response allow pass choice names
2025-02-08 23:11:57 -05:00
9b513068bd
Select monster current attack type. Fix #145
2025-02-08 23:10:12 -05:00
772bd71b16
Him/her -> them
2025-02-08 18:24:16 -05:00
josefwk
f22f248f4e
Fixed typos for Resurrection Balm and Leather Baldric ( #579 )
2025-02-07 19:43:29 -05:00
a7d0a142e3
launch terrain type documentation to fix #553
2025-02-07 09:51:45 -05:00
c20dbbf88e
DRY launch doc url
2025-02-07 09:51:45 -05:00
5804d84012
Disallow deleting PC in combat. Fix #70
2025-02-07 09:51:10 -05:00
3c539d89c8
Merge pull request #568 from NQNStudios:fix-86
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Fix UI bugs in shopping
Fix #566
Fix #567
Fix #86
Fix #64
2025-02-07 09:50:43 -05:00
7ac994f97f
help button don't blink when i click a talk word
2025-02-06 08:44:38 -06:00
891cc2dbcf
Help button don't hide if returning to talk mode. fix #64
2025-02-06 08:39:35 -06:00
a5d3780c5c
Scons copy bdf fonts.
2025-02-04 22:23:35 -05:00
48089a95bf
record and replay now-distinct shop click events
2025-02-04 12:43:58 -06:00
4c9a4b4fb2
fix done/help buttons disappearing
2025-02-04 12:39:02 -06:00
cf79392762
highlight all of the cost text
2025-02-04 12:30:12 -06:00
673de75c73
separate args to highlight text and item help button
2025-02-04 12:29:52 -06:00
ddad32458e
render shop highlights at non-offset positions
2025-02-04 12:16:23 -06:00
2314e9e5b4
fix clip_rect when drawing pressed shop graphics
2025-02-04 12:09:26 -06:00
081d237cbf
talking and shopping: don't pass click events forward
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Fix #567
2025-02-04 08:59:55 -06:00
3ad647c700
Fit preset talk word click rects. Fix #566
2025-02-04 08:48:18 -06:00
05e2ce17a7
Credit more people ( #491 )
2025-02-03 20:18:18 -05:00
bc5f42a870
quick implementation of previewing dialogxml for #564 ( #565 )
2025-02-03 09:20:42 -05:00
9fd468f578
Merge pull request #548 from NQNStudios:talk-keys
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Better editing for talk node keys
* The fields start out empty, and it is *allowed* to keep *one of them* empty. (A node only needs one key to be useful, right?
* When the node is saved, empty strings are replaced with `" "`. If this is not harmless to the game logic, then I'll need to make the game aware that either key might be `" "`.
* You cannot type more than 4 characters in these fields (unless there's a way to insert characters I'm not aware of).
* If you put 'buy' in a field, it automatically becomes 'purc'.
* There is a note next to the response keys (kind of squished in the corner) enumerating the special logic of the in-game Buy and Sell buttons.
2025-02-02 13:57:55 -05:00
e4c97d2088
Merge pull request #551 from NQNStudios:keys
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Refactor Debug Keys
* Collect debug keys into a central location so that the debug help dialog can automatically list every defined debug key.
* Add buttons so that debug actions can be taken directly from the debug help dialog.
* Add new debug keys to immediately fight an encounter from the current outdoor section.
2025-02-02 13:56:38 -05:00
josefwk
a2c5bb3ed7
Modified the UI redraw order in handle_death() to fix #250 and #558 . ( #560 )
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Fix #250
Fix #558
2025-02-02 13:51:24 -05:00
6fc55ed311
Fix multiple inconsistencies when saving ( #550 )
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* debug_leave_town use same logic as normal town exit. fix #549
* Standardize all save party code paths
Fix #480
Fix #204
Fix #267
* remove file_in_mem now that it is redundant
* Print message when save file not chosen
2025-01-26 12:56:57 -05:00
e9997eb9ba
new debug action: fight an outdoor encounter
2025-01-25 21:46:25 -06:00
2809cd8eef
convert to wchar_t for windows compilers
2025-01-25 21:46:25 -06:00
c24896afa1
clarify more properties of cWandering
2025-01-25 21:46:25 -06:00
68471d99b2
Clarify cWandering and cCreature
2025-01-25 21:46:25 -06:00
d4d1cba90a
arrow keys help pick outdoor sector
2025-01-25 21:46:25 -06:00