5b4f266d5ea67c21f69387c4dbc35105ca7e6629
4 Commits
Author | SHA1 | Message | Date | |
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5b4f266d5e |
Initial Classic BoE version 1.0 import :
Changelog : Classic Blades of Exile version 1.0 : - Added a new item ability : Call a scenario special when using the item. The special called is specified by the ability strength. The type of scenario to call depends of the magic_use_type (the boxes from help pc (0) to harm all (4)) : 0 is only local, 1 is town local and out global, 2 is town global and out local and 3 is only global. If the number of charge is greater than 0, then using the item takes one charge. If not, the item can be used at will. - Changed the "Set SDF" debug command to display the value of the specified SDF if value to set it to is -1 (BoA style). - Added a missing compatibility switch from the introduced "Specials interrupt wait/rest" feature. - Misc. battlefield adjustment (forest battlefield doesn't show a road anymore, road battlefields appear correctly, cave bridge now has cave trims, ...) - Fixed a bug where an absent boat or horse could prevent a pc from entering a square while in outdoor combat. - Trims now use the next terrain type (cave, grass, mountain) when drawn. - Fixed a potential negative pointer to an array. - Readded Spidweb logo intro sound. - Event Timers will now triggers even when resting (compatibility switch available) - Stairway can now be called in any mode except outdoor : town, looking, talking, even fighting (put in fight mode at destination). - The three basics scenarios are no longer listed in the custom scenario list. - Talking mode : fixed a typo which would prevent the keyword "name" from giving the name dialogue. Added the keywords "buy" (for purchase) and "bye" to end conversation. - Time for event timers is now taken into account correctly while resting Outdoor/ in Inn / via "Have a Rest Node". The "Change Time" node is unchanged. - Added a preference to show a talk entry field next to "Ask About" (like in older Exiles) for direct typing. - Fixed clipping error in the main menu screen for high resolutions. - Added the Ctrl+N shortcut who was advertised but not working. - Gold is now updated after training. - If not using special messages, a "Move Party" node won't mess with talking responses anymore. - Affect Gold/Food nodes could give more gold/food than the maximum allowed. Fixed. - Deleted a check that was destroying items with "type Flag" 15 first. - Calling add_string_to_buf() with an empty string now does nothing. Classic Scenario Editor version 1.0 : - Added a switch to the Scenario Details to bypass the automatic difficulty adjust - Added the ability to play sound asynchronously (use -sound_number instead of sound_number). - If a custom monster pic was shown in the monster dialog and a non-custom monster was loaded via the arrows, the pic was always drawn from the custom sheet. Fixed. - Cancelling while choosing an item ability won't reset the item ability to "No ability" anymore. - Added a "Change Town Lightning" node. (StarEye a.k.a *i) - Loading a town in the main menu won't get into editing mode automatically anymore. - Added an option in the Town Advanced details to prevent the mapping (like in older Exiles). - Added a "Display picture" node, that living up to its name, displays a picture. Bitmaps (BMP) are the only supported format but image can be of any size (be warned that if the image is larger/wider than the screen, it will be streched to fit, meaning a (potentially substancial) loss of quality). The name of the file is search in the scenario special strings (160 to 259) as specified in the node ex1a field. The format must be "[eventual path]filename.bmp". The base search folder is "[folder_the_scenario_is_in]/scenario_name.exr/". - Corrected the "Type Flag" description text (is between 0 and 255). - Modified the "Has Enough Mage Lore?" node into a general statistic check node. (StarEye a.k.a *i) Here is a description of fields : ex1a: how much of skill ex1b: special to call if enough ex2a: skill index (-1 defaults to mage lore to preserve compatibility) 0 - 18 corresponding skill, 19 - Current Health, 20 - Max Health, 21 - Current Spell Points, 22 - Max Spell Points, 23 - Experience, 24 - Skill points, 25 - Level. ex2b: 0, others - cumulative, 1 - highest, 2 - average, 3 - lowest, 10 + x - that PC. (-1 defaults to mage lore to preserve compatibility) - Added a "Has enough species ?" node, which checks if the party has (at least) a specified number of character with a given race. (StarEye a.k.a *i) - Modified the "Give ... spells" nodes to either take (spec.1b = 0) or give (spec.1b = 1) spells and have access to low level spells (spec.1a = 100 + spell_number, with 0 <= spell_number <= 29 ) (StarEye a.k.a *i) - Added an option in Town Advanced Details to prevent Magic Mapping from being cast (already included in the Map Unavailable option). - Added an option in Town Advanced Details that specifies a town special to call if the town becomes hostile (for compatibility reasons the special 0 can't be called in legacy scenarios). - Added a "Change Creature Attitude" node in Town specs : spec.ex1a is the number of the monster in the current town and ex.1b is the attitude to set it to (0 - Friendly, Docile, 1 - Hostile, Type A, 2 - Friendly, Will fight, 3 - Hostile, Type B). - Modified the "Make town hostile" node to "Set Town Attitude". Spec.ex1a is 0 for hostile, 1 for friendly. The dead part (2) is currently non functionnal. Classic Character Editor version 1.1 : - The party is in info bar has been extended an placed under the main window (now that subfolders can used, the scen_name can be pretty long) - In Edit skill, you could decrease health and spell points to negative values. Fixed. Chokboyz git-svn-id: http://openexile.googlecode.com/svn/trunk@113 4ebdad44-0ea0-11de-aab3-ff745001d230 |
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034d98713f |
Classic Blades of Exile Beta 2 initial upload.
Changelog (without any order) : Bug Fixes : - Giant Strength ability and Skill ability now use the ability strength rather than the item level to calculate effect. - Won't take damage when moving boats over damaging terrains (fire, cold, magic, poison, disease) anymore. - Won't take damage when horses refuses to enter a damaging terrain (fire, cold, magic) anymore. - Horses won't enter damaging terrains (fire, cold, magic) or "horse blocking" terrains when outdoors anymore. - Boom effects won't be displayed at random places when being damaged outdoors anymore. - Damage won't be displayed in boom animation when attacking invulnerable monsters, when they are, in fact, unharmed ... - The first pc won't become active with 0 AP anymore when a pc get killed by backshots. - Fixed the town loading behavior so that Empties won't appear in Place Town Encounters anymore. - Cleaned the ressource file (smaller executable). - Changed the "force place monster" function to preferably flush a summoned monster if flushing is needed. Also prevent a potential infinite loop if trying to force place a monster and all the 60 monsters of a town have a life flag. - Tweaked exploding arrows firing animation to be smoother (arrow fired, then explosion). - The spell usable Stinking Cloud ability was protecting against acid instead of the Protection from Acid ability. Fixed. - The Protection from Disease item ability should now works to the full extent. - Removed a check on the item graphic when deciding whether to play the"swallow" sound; now checks only for item variety. (Celtic Minstrel) - Corrected the code so that the party cannot be split again if already split. - Various messages code cleaning/fixing (Celtic Minstrel) - Removed the 50 node limit. To prevent infinite loop an interrupt sequence has been implemented (Ctrl-C). - Cave Bridges battlefield should now appears instead of basic cave floor. - Wall trims are now working. - Slowdowns due to trims drawing (animated water, ...) should be fixed now. - Scenarios in subfolders (under Scenarios/) are now found. - No more limit for the number of listed scenarios. - Clicking '?' icon on shopping and talk mode now gives help, even if in 'No instant help' mode. Changes : - All terrains and monsters sheets now loaded in memory to bypass storage sheet. That should speed up the game and fix some graphical oddities. Mac and Windows graphics can now be swapped on the fly (i.e without restarting the game). That also removes any graphical limitation in the game. - In the same way, PC graphics will now be drawn directly to the game gworld. - You can't end the scenario via a special node if the party is dead anymore (prevent saving an "all dead" party) - Added a safety check to monsters with Absorb Spells ability to prevent negative health. - Jobs dialog reimplemented (not useable for now). - 'Burma Shave' Easter Egg readded. - Debug Mode : ghost mode implemented. Classic Scenario Editor Beta 2 : - Dumping functions won't change current town/outdoor section anymore. - Finished porting the file IO functions to 32 bits. - Added a rudimentary custom intro picture behavior : if the intro picture is set to 100, the first icon on the custom sheet will be displayed in the scenario selection menu. Scenario intro pics must be drawn on the same scale as talk icons. - Whenever the “Place Random Items” function is used, the editor will inform the user that it could not place all items because the town item # limit has been reached, regardless of how many items are actually in the town. That has been fixed (the message now displays only if the max number of items is indeed reached). - Cleaned the ressources (smaller executable). - Added a Monster data dumping function (dumps all info about monsters : wandering/special enc/town monsters details ...) - Added a Specials data dumping function (dumps all info about specials : number, types, variables, ...) - Town Room/Outdoors Info rectangles are now initialized at ((-1,-1),(-1,-1)) freeing the 0 coordinate and fixing the "Rectangle X" description at (0,0) in the game. - Cleanse Rectangle SDF1 info rewritten to match actual behavior (0 leave force/fire/webs/crate/barrel, 1 cleans all). - Corrected the Do SFX Burst info text (1 - telep., 2 - elec.) - When placing an item with a custom graphic in a town, the editor will display the graphic in the upper-left corner of the space it is placed on. Fixed - If you edit a monster’s abilities and click Cancel, the ability of that monster will be removed. Fixed. - If you edit a item's ability, all previously unsaved modifications are erased. Fixed. - Disappearences of right scroll bar fixed. Chokboyz git-svn-id: http://openexile.googlecode.com/svn/trunk@104 4ebdad44-0ea0-11de-aab3-ff745001d230 |
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6070ed2e05 |
*Uploaded Ormus boesounds DLL code.
*Classic Blades of Exile changes : Game : Bug Fixes : - Giant Strength ability and Skill ability now use the ability strength rather than the item level to calculate effect. - Won't take damage when moving boats over damaging terrains (fire, cold, magic, poison, disease) anymore. - Won't take damage when horses refuses to enter a damaging terrain (fire, cold, magic) anymore. - Horses won't enter damaging terrains (fire, cold, magic) or "horse blocking" terrains when outdoors anymore. - Boom effects won't be displayed at random places when being damaged outdoors anymore. - Damage won't be displayed in boom animation when attacking invulnerable monsters, when they are, in fact, unharmed ... - The first pc won't become active with 0 AP anymore when a pc get killed by backshots. Changes : - All terrains and monsters sheets now loaded in memory to bypass storage sheet. That should speed up the game and fix some graphical oddities. Mac and Windows graphics can now be swapped on the fly (i.e without restarting the game). That also removes any graphical limitation in the game. - In the same way, PC graphics will now be drawn directly to the game gworld. Scenario Editor : - Dumping functions won't change current town/outdoor section anymore. - Finished porting the file IO functions to 32 bits. - Added a rudimentary custom intro picture behavior : if the intro picture is set to 100, the first icon on the custom sheet will be displayed in the scenario selection menu. Scenario intro pics must be drawn on the same scale as talk icons. - Whenever the “Place Random Items” function is used, the editor will inform the user that it could not place all items because the town item # limit has been reached, regardless of how many items are actually in the town. That has been fixed (the message now displays only if the max number of items is indeed reached). - Cleaned the ressources (smaller executable). git-svn-id: http://openexile.googlecode.com/svn/trunk@93 4ebdad44-0ea0-11de-aab3-ff745001d230 |
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b203c94ab7 |
Initial Import of Win32 Classic Blades of Exile and associated Scenario Editor codes.
Chokboyz git-svn-id: http://openexile.googlecode.com/svn/trunk@70 4ebdad44-0ea0-11de-aab3-ff745001d230 |