6a34d05ce3
Remove warning for spells that use default 1-sq pattern.
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This fixes #489 .
I considered an alternate solution of adding a case for every 1-sq-target spell, but there are so many of them. Targeting 1 square is a sensible default, not something that should have to be specified, and this warning would only really be useful when adding new spells to avoid forgetting to specify their shape. I say we don't need it.
2025-01-22 09:26:58 -05:00
26ea7382a3
Resolve TODO comment
2025-01-21 19:01:06 -06:00
611d00ff63
refactor town entrance search into cScenario function
2025-01-21 13:56:47 -06:00
8703c772d4
fix bug which made several spell leds broken on page 1
2025-01-21 12:23:48 -06:00
92b798c48a
simplify if-else with identical branches
2025-01-21 12:11:26 -06:00
98f8cf9abe
Make Shift+directional keys do opposite
2025-01-20 15:12:24 -06:00
fc30ea4619
advance_time after space to end fancy target. Fix #539
2025-01-20 14:57:06 -06:00
7742373142
Try recast opposite spell type: Toggle the hint
2025-01-20 14:42:40 -06:00
cbb964a073
recast hint take the place of party status icons
2025-01-20 14:01:13 -06:00
e2104a4390
exclude split party members from target list
2025-01-20 13:45:01 -06:00
4c383d116c
re-arrange and align HP/SP
2025-01-20 13:44:47 -06:00
c7ce84def2
More intuitive coloration in spell menu
2025-01-20 13:42:20 -06:00
0ef3ad81d9
Recast hint for spellcasters
2025-01-20 13:42:03 -06:00
c38c79b12b
no default repeat spells & buf message when none stored
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Fix #535
2025-01-20 13:41:49 -06:00
ead987fff7
default to legacy directional key behavior
2025-01-20 12:50:49 -06:00
1c1d00f4af
implement the preference with an LED group for clarity
2025-01-20 09:13:36 -06:00
37640bf349
fix compiler warnings
2025-01-20 09:41:29 -05:00
f545ce5333
slight simplification
2025-01-20 09:33:13 -05:00
3a5a02202b
print remaining enemies when can't end combat
2025-01-20 09:29:21 -05:00
94b63dee49
when checking if outdoor enemies are alive, count types
2025-01-20 09:29:21 -05:00
17a4c25d3c
Merge pull request #534 from NQNStudios:fix-479
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Fixing text buffer texture/font corruption (#479 )
* #479 demonstrates that the contents of the text buffer are NOT irrelevant for reproducing bugs. So I set up recording/replay for the burma shave easter egg. This also makes an easy way to mess with the buffer state when debugging (just mash &/\*/&/\*/&/\* n times)
* When a replay throws an error, it puts up a showError() dialog. If the next action is a control_click, the system will try to click that control on the error dialog--which is totally divergent from the replay's intended behavior. So we should just stop replaying when an error happens.
* If you have a long replay and want to run it very fast, but then slow down when you get to the sequence that reproduces your bug, now you can add a `<change_fps>` to your replay to achieve that.
* Fixes for the 2 legacy replay errors that I opened recently
Fix #479
Fix #532
Fix #533
2025-01-20 09:10:17 -05:00
dbe92c00b5
Implement a preference for this feature
2025-01-18 19:09:20 -06:00
ed1d650450
directional key screen-shift
2025-01-18 18:57:45 -06:00
0ae90ea695
prevent out-of-bounds on empty name string
2025-01-18 15:00:01 -06:00
df02f79ab8
fix explosions breaking old replays
2025-01-16 16:53:36 -06:00
afa79bcc5d
prevent edge case in interrupting replays
2025-01-16 16:53:36 -06:00
62313e5bd6
allow interrupting replay
2025-01-16 16:53:34 -06:00
2d824e869e
Encode startup buttons as string in replays, fix #533
2025-01-16 16:53:27 -06:00
041b08a9af
don't overwrite debug party from editor
2025-01-15 23:05:53 -05:00
5d1532afda
all launch types can reset story
2025-01-15 23:05:53 -05:00
832ceffe8e
launch from start: restart scenario if already in it
2025-01-15 23:05:53 -05:00
3b3d4fd4f8
catch on the same line
2025-01-15 23:05:53 -05:00
9739ab2f61
add 2 more launch types
2025-01-15 23:05:53 -05:00
3db902ea37
clarify arg error messages
2025-01-15 23:05:53 -05:00
bf08f03b52
put cases on same line
2025-01-15 23:05:53 -05:00
0742fe5fe0
error message suggest non-paren location
2025-01-15 23:05:53 -05:00
4d005cda2a
More succinct using statements
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Co-authored-by: Celtic Minstrel <CelticMinstrel@users.noreply.github.com >
2025-01-15 23:05:53 -05:00
31cb2d7cab
merge and parse location arguments
2025-01-15 23:05:53 -05:00
24e63e55cb
parse N, S, E, W
2025-01-15 23:05:53 -05:00
ad7a7e3fae
search default paths for scenarios when unqualified --scenario input
2025-01-15 23:05:53 -05:00
17ea769bab
start the party in the outdoor section of the forced town
2025-01-15 23:05:53 -05:00
e6a6707c36
skip intro dialog and special node when cli launches a scenario
2025-01-15 23:05:53 -05:00
a99b4be663
shift-O print outdoor section and local/global position
2025-01-15 23:05:52 -05:00
b1e7021b7a
implement outdoor x,y command-line args
2025-01-15 23:05:52 -05:00
0addd214da
debug_leave_town redraw terrain immediately
2025-01-15 23:05:52 -05:00
b268729cd1
handle --town option with --entrance or --x, --y
2025-01-15 23:05:52 -05:00
d5709e3601
organize and document cli args
2025-01-15 23:05:52 -05:00
42120f2d03
Clara path parameters must be std::string to parse >1 token
2025-01-15 23:05:52 -05:00
c1adc48799
add more scenario args and validation logic
2025-01-15 23:05:52 -05:00
0a815bc50c
load a scenario from the command-line
2025-01-15 23:05:52 -05:00