Commit Graph

1180 Commits

Author SHA1 Message Date
86854c20a7 Incorporate official walkthroughs for A Small Rebellion and The Za-Khazi Run into the docs
(With permission from Spiderweb Software)
2015-07-29 15:51:04 -04:00
7719d62773 Test cases for reading terrain, monster, and item definitions
- For monster attacks, 'd4' now means '1d4' instead of '0d4', and simple numbers without a 'd' are not accepted
- Pop string path after pushing it in the shop test cases
2015-07-29 15:25:19 -04:00
e9381f194e When creating a new graphics sheet, initialize it with a convenient checkerboard pattern
- Also fix a crash when first creating a graphics sheet in a scenario due to the temporary folder not being in the image search paths
2015-07-29 12:55:44 -04:00
db2ecd2e79 Fix Windows build 2015-07-28 22:27:28 -04:00
7655e5cc81 Add the original crystal soul monster graphics as terrain graphics
- This is including the floor background; they're still available background-free as monster graphics, too.
2015-07-28 21:38:23 -04:00
c3c5249227 New preset item graphics by ADoS
- Also a new ship graphic which is currently unused.
2015-07-28 09:56:29 -04:00
4d16cc7908 Fix walkways turning into levers in legacy scenarios 2015-07-28 09:27:40 -04:00
56d4e4455c Interface tweaks, partly thanks to ADoS
- Bottom buttons now have standardized size of 38x38 (one pixel larger than before in both dimensions)
- Padding in terrain screen is now uniform
- Bottom button help pages now match the actual toolbars
- Bottom buttons are now specified in a flexible way which would allow for easily reordering them or making a new mode toolbar
2015-07-28 09:05:08 -04:00
922730d89d Add new booms by ADoS
- Single-frame boom for "weird" damage
- Animated booms for "weird" and ice damage
- Magic now uses blue swirl instead of yellow swirl; yellow swirl is currently unused
2015-07-28 02:29:36 -04:00
a216693610 Remove Protection from Melee Damage item ability, because it's redundant 2015-07-28 02:22:56 -04:00
40358a7b8b Remove embedded ColorSync profiles from all graphics
- The game ignored them, but they were causing problems when editing graphics in GIMP
2015-07-27 16:23:28 -04:00
b2626d8755 Some sound changes (thanks to ADoS)
- Hiss in female scream sound removed (ADoS)
- Startup music dehissed by extracting it from the Mac resource file (CM) and doing further processing to reduce the hiss (ADoS)
- Sound 99 (formerly a null sound) replaced by sound 60 from the Mac resource file (CM)
- Includes the Python script used to convert extracted 'snd ' resources to WAV
2015-07-27 11:14:29 -04:00
5332270cd8 Scrub Exile/Avernum/Nethergate graphics
- New space-filling forcecage (possibly not finalized)
- New appearance for pushable stone block
- New red slime monster graphic by ADoS
- Six new item graphics by ADoS
- New bookshelf terrain by ADoS
2015-07-23 21:36:22 -04:00
f2f7455d5a Remove any items that call specials when starting a new scenario
- Also remove items that slay or protect from the Important race
2015-07-23 16:22:21 -04:00
01ecd27d09 Change PC graphics for the debug party 2015-07-19 10:59:23 -04:00
9972c3d27d Various damage-related changes
- Rename unblockable damage to "weird" and special damage to "unblockable"
- Monsters now support immunity to any damage type
- Fix using wrong damage type for bonus damage in PC-on-PC attacks
- Forbid use of unblockable (formerly special) damage by the scenario designer, except in special nodes; if hacked in, it's replaced with weird (formerly unblockable) damage.
- Fix damage amount text in animations (both single-frame booms and fully animated booms)

Changed the following things from weird (formerly unblockable) damage to unblockable (formerly special) damage:
- Starvation
- Debug 'K' command
- Damage from items forcibly ending flight
- Damage from bashing doors
2015-07-19 10:59:22 -04:00
c7e9e3ca6c Fix sounds sometimes not playing when they should, if it's the same sound that played earlier. 2015-07-17 16:29:05 -04:00
65128ab6c8 Add warning message if null special called in debug mode 2015-07-11 21:56:29 -04:00
ae8139333e Fix loading special nodes from legacy scenarios 2015-07-11 18:38:36 -04:00
60d2085744 Fix PC editor build 2015-07-11 10:55:50 -04:00
ed0810df66 Finish documentation of scenario format 2015-07-10 15:29:00 -04:00
8504245e5a Don't drop unused talk nodes on saving if they still contain text 2015-07-10 15:28:34 -04:00
6852479a4c Fix terrain shortcuts being ignored for terrains above 255 2015-07-10 15:03:13 -04:00
4104e08481 Factor out some common definitions from the XML schemas 2015-07-10 15:02:50 -04:00
353ed28795 More documentation of scenario format 2015-07-10 14:46:58 -04:00
1863554154 Make the scenario validating script validate embedded dialogs, if present 2015-07-10 14:46:21 -04:00
21c5c98c24 Some tweaks to scenario format 2015-07-10 14:43:15 -04:00
72effbd05b More documentation for scenario format 2015-07-10 01:50:20 -04:00
ce24fc8d25 Tweaks and updates to scenario format docs 2015-07-09 20:37:53 -04:00
5458bc0d7b Scenario format tweaks
- Fix monster attitude enumerator not being reflected in schemas
- Store the sound ID for sound names, instead of the index into the sound name array
2015-07-09 20:32:45 -04:00
07323b393a Fix the text dump function in the scenario editor
- In addition, text/data dump is now saved in the same folder as the scenario being edited, and the scenario's name is included in the output filename
2015-07-09 17:44:13 -04:00
c0ab32453b Add some documentation on the new scenario format 2015-07-09 16:53:55 -04:00
c957987b45 Tests for reading and writing map data
- Fix saving and loading boat/horse positions and property flag
2015-07-09 15:53:34 -04:00
66a5302515 Add auto-generated list of special node types to editor documentation
- Click one to jump directly to the description of that node.
- Back/forward buttons work thanks to history API.
- List is sorted alphabetically.
- This was also done for the page describing item abilities.
2015-07-08 12:32:05 -04:00
f435be2125 More tests for saving shops 2015-07-07 22:29:14 -04:00
59f60710c5 More test cases for reading shops 2015-07-07 22:22:10 -04:00
93f9860624 Tests for saving and loading shops
- Fix shop name not being loaded from the file
- Fix skills in shops not storing the skill ID
2015-07-07 22:04:11 -04:00
fd42f00e41 Test for saving quests 2015-07-07 21:10:17 -04:00
3c7569a068 Test cases for reading quests 2015-07-07 21:00:55 -04:00
ea17fe364b More scenario reading test cases 2015-07-07 20:41:53 -04:00
9ad0681205 Fix scenario editor build 2015-07-07 19:07:02 -04:00
137a3aa5d4 A few more scenario read tests
- Introduce enum for scenario content rating
2015-07-07 18:58:35 -04:00
2218513aa5 Several more tests for scenario loading 2015-07-07 17:10:09 -04:00
42734c8599 Test cases to ensure the integrity of the enum stream operators 2015-07-07 14:48:49 -04:00
233e732f5b Update XCode project version 2015-07-07 14:01:44 -04:00
6297d12e2a Make building monster display name more concise 2015-07-07 14:00:32 -04:00
a2d7a1a233 Introduce enum for monster attitudes
- Fix some issues with Hostile B monsters (their presence didn't prevent taking nearby items, and they became Hostile A after a mindduel)
- Fix the town a saved creature was in not being saved in the saved game file
- Fix town not going hostile when you damage a friendly monster
2015-07-07 13:59:54 -04:00
a5ea3174c8 In scenario editor, dump to start screen if scenario load fails 2015-07-05 23:31:01 -04:00
7b76d37237 Store talk node type in scenario file as enumerator instead of numer
- Also, don't write empty CDATA sections when dialogue name/look/job sections are completely empty.
2015-07-05 23:30:43 -04:00
6cc9e81a7b Widen spellcasting dialog so that Weak Summoning fits 2015-07-05 08:32:06 -04:00