- Monsters now properly decide whether they can enter damaging terrains
- The possibility of being unusually vulnerable to a damage type is introduce - such monsters would take double damage from that type
Also:
- Fix text response node using wrong string for response matching
- Fix inability to change PC race during party creation
- Info string area in select trait dialog widened considerably
- 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
- 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.
- Fireball mistakenly required you to select a PC target while Haste did not.
- Forgot the two special monster priest spells
- Changed display name of ICE_WALL_BALL
- Enemy priests now cast Goo instead of Stumble; this was changed to match the effect of the spell.
- Enemy priests now cast Minor Heal instead of Light Heal; this is merely a name change to match the equivalent PC spell.
- PCs now cast Bless All instead of Bless Party; this is merely a name change to match the equivalent monster spell.
- Monster spellcasting is untouched
- Also updated the spells documentation, which had some old information from Exile III and omitted a lot of ranges.
- Town set attitude for affecting single creature, adapted from Windows code; technically redundant, but maybe handy
- If numeric response
- Print nums (for debugging)
- SDF arithmetic - add, subtract, multiply, divide, exponentiate
- Store random to SDF (adapted from Windows code)
- Display picture (inspired by Windows code, but the implementation is completely different and totally incompatible)
- Includes new status effect images for the forcecage and for hypothetical inverses of dumbfound and magic resistance, as well as icons for the whole-party statuses.
--> At least, it parses the sample file correctly
- I reverted the choice of using a skip parser, because it was failing and I couldn't figure out why. This means there's a lot of *ws where whitespace can go.
- Grammar rearranged a little
- Defaults to order of definition in file
- tab-order attribtue can be set to a postive number to force towards the start, or a negative number to force towards the end