Commit Graph

20 Commits

Author SHA1 Message Date
434577426e Make -2 the magic infinite loops value 2025-03-05 19:27:10 -05:00
0db2dc056d Add labels for animation spec node fields 2025-03-05 19:27:10 -05:00
1d119e1f26 Implement a toggle picker for special node fields 2025-03-02 19:13:01 -05:00
8ac6caa8c5 Implement the new string types 2025-03-02 19:13:01 -05:00
56bbdbc6f8 Implement the inline special node help button
Though this creates the framework, the actual help strings have not been filled in yet.
2025-03-02 19:13:01 -05:00
6ef885c3ef Expand three special node types
Can't Enter node renamed to Prevent Action, as it's a more accurate description of what it does. It has been expanded to cover the following cases, all of which are documented:
- When the special node was called during an attack action (which involves a weapon whose ability is to call a special node when attacking, or an item or monster ability that calls a special node when hit), then Prevent Action reverses the action point cost.
- When called as the result of a purchase (a shop item that calls a special), then Prevent Action prevents gold from being deducted (which is also new in this commit, as before it never deducted gold)
- When called as the result of using a normal item (not a special item), then Prevent Action prevents a charge from being deducted
- When called as the result of a monster using its ability, then Prevent Action prevents the action points from being deducted
- Cases it already covered (cancelling initiation of talk mode, searching of containers, outdoor wandering encounters) have been documented
- The fact that it will break things during talk mode is also documented now

Start Spell Targeting node has been tweaked and gained some new options:
- You can allow the player to target opaque or antimagic spaces. In town mode, you can prohibit them from targeting antimagic spaces.
- You can specify a special node to be called if targeting fails because they selected an invalid space, or because an special node keyed to spellcasting context cancelled it
- You no longer get a "Hit 'p' to cancel" message. Even better, hitting 'p' does not cancel it. (Well, more precisely, it triggers the failure node, with the party's or pc's location as the target space.)

Misc:
- Fix crash outdoors due to trying to check for force barriers
2015-06-10 22:51:53 -04:00
5bcf220204 Add support for custom explosions with custom sound choice 2015-06-04 18:47:01 -04:00
49ec6278d3 Fix a few scenario load/save issues
- More uninitialized data issues
- Some values incorrectly loaded (monster radiate chance, terrain horse blockage, town lighting type)
- Some values incorrectly saved (item magic-use flag)
2015-06-04 01:14:57 -04:00
a51ab021f4 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
2015-06-03 20:56:07 -04:00
38401d651b Extend the generic to have the same capabilities as the non-generic stair
- That means properly handling stairways during combat or talking
2015-01-26 23:50:11 -05:00
d0ea2064c5 Use the extra boom type for magic damage and add special node support for super-huge booms
(Like the one when you destroy a slime pool in Exile III.)
2015-01-26 19:31:52 -05:00
d877df5101 Lots of fixes large and small
- Fix crash while resting outdoors
- Fix screen not going dark while resting
- Fix crash when starting a new game from the death dialog
- Fix several typos that completely broke combat and special encounters
- Fix bless/curse being inverted when applied to PCs
- Fix booms not showing when stepping in damaging fields in combat
- Fix crash when attempting to save a game that has never before been saved (due to clicking cancel at the initial save dialog)
- Fix some of the flickering during animations
- Support "special" damage on PCs - pierces invulnerability much like it does for monsters
- Fix monster missiles sometimes being mistargeted in combat mode
- Fix iLiving->index conversion
- Add special damage to scenario editor list
2015-01-25 23:06:13 -05:00
f574281c3f Make monster/item lists in party town record dynamic 2015-01-23 02:53:36 -05:00
5315655bc6 Fix up some minor issues with the special node editing dialog
- 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
2015-01-21 22:36:00 -05:00
544cc80e56 Add special nodes that hook into the spell targeting system
- Node to initiate targeting mode and call a special once targets are chosen
- Nodes to place a spell pattern (one for fields and one for booms)
2015-01-17 02:09:50 -05:00
c5e302e0cc Several new special nodes
- A set of nodes for building complex strings in a string buffer; to reference the string buffer anywhere a string is expected, you can use -8 as the string number
- A node to pause the action for a specified period of time
- Nodes to alter traits, action points (only in combat), and PC/monster names
- Node to create a new level 1 PC with a specified race, name, graphic, hp, sp, basic stats; custom graphics supported too
- Nodes to test for deadness, spells, alchemy, and status effects
- Node to centre the view on an arbitrary space
- Node to lift the "fog of war", which currently means the unseen and light masks (which can actually be disabled in preferences anyway)
- Node to edit maps (ie, specify which areas are explored)
Changes to existing nodes:
- All the rectangle nodes that affect terrain now work outdoors.
- Play sound node now has an asynchronous option
- Fix min and max modes being swapped in the check statistic node
- Select PC now allows restricting to dead PCs or to PCs with free inventory space
- Select PC now calls the "on cancel" node if a non-interactive selection fails
- Affect deadness node now allows: setting/clearing the "fled outdoor combat" flag; setting/clearing the "absent" flag used for splitting the party; (un)deleting a PC
- If context node can now check if the party is in a specific boat/horse as opposed to any boat/horse
2015-01-16 22:57:39 -05:00
71ce8946a0 Changes to split party implementation
- Supports playing arbitrary sound along with the split (rather than just teleport sound or no sound)
- Correctly imported from older save files
- Support for splitting off an arbitrary subgroup of the party rather than just a single PC (though the special node doesn't yet allow this)
- Support for leaving town while split - if you leave town, the absent PC's items are not dropped on the ground when later entering a town
- Option to not change location when reuniting
- If you reunite in a different town than you started, you are returned to the town you split from
2015-01-16 01:51:59 -05:00
aaa3cde16b Lots of special node changes
- Moved change/swap/transform terrain to the General section
- Merge change outdoor terrain into general change terrain
- Merge if town/outdoor terrain nodes
- Merge the if+take nodes with the equivalent base nodes
- Merge secret passage node into the can't enter node
- Move outdoor shop to the General section since it's not restricted to outdoors
- New story dialog node displays a sequence of strings one at a time, like the Exile 2 intro dialog
- New town nodes for animations: run missile, animate monster attack, draw simple boom with optional damage number
- If fields node expanded - now checks if the count of the desired field type existing within a specified rectangle falls within a given range
- Place items and move items nodes can now set the items as contained, provided there's a container on the destination space
- All rectangle nodes can now be restricted to just the boundary, as per the documentation
2015-01-16 00:06:12 -05:00
57a0e728bb Reform the dialog special node types.
- Any picture type is now possible; the nodes split by picture type alone were merged
- Town portal now honours your chosen picture. Town stairway also allows you to choose.
- The two one-shot dialogs now use msg3 where they previously used msg2; this is to make way for later expansion
2014-12-26 23:04:09 -05:00
bdcd2fc67c Complete rewrite of special node edit dialog
- Now has space for the additional fields that have been added.
- The dialog text has been updated so that labels, names, etc reflect all (or at least most) changes that have been made to specials so far.
- A lot more fields provide a Choose button than previously. A few of these are still unimplemented though.
- Rect specials have their own button now, instead of being filed under Town specials.
- New help button (not yet implemented)
- You can now cancel when deep into a node chain. You're given a choice of discarding the entire chain or just the current node; choosing the latter is similar to clicking "Go Back", but doesn't save your changes.
- Nodes are no longer saved prior to clicking OK (which saves all the nodes you were working on) or "Go Back" (which saves just the current node). So, choosing the first option when clicking Cancel could lead to a lot lost.
- Incidental change: The arithmetic special nodes now use the message 1 and 2 fields in the standard way.

Supporting dialog engine changes:
- Picture choice dialog now has a way to get the index of the selection, rather than just the picture selected.
- Picture choice dialog no longer sorts the list of pictures. If sorting is desired, the list should be sorted prior to passing it in.
- Picture and string choice dialogs now support attaching a "select handler" to be called when the selected item changes, because the normal way to do this would override the all-important focus handler that the dialog uses to track the currently selected item.
2014-12-26 02:02:56 -05:00