Commit Graph

706 Commits

Author SHA1 Message Date
d4d1cba90a arrow keys help pick outdoor sector 2025-01-25 21:46:25 -06:00
b1efc03029 Huge makeover for debug keys 2025-01-25 19:45:08 -06:00
f5afcea2b5 Choose button for personality of a talk node 2025-01-24 09:56:44 -05:00
06ac8569a7 guided enchantment choices in talk node 2025-01-24 09:56:44 -05:00
b546da94fd clarify cost adjustment
(for dummies like me who aren't comfortable making an intuitive guess)
2025-01-24 09:56:44 -05:00
de45b379e3 add max-chars attribute to text field 2025-01-23 20:12:32 -06:00
dde250fd25 Add a note about the special 4-letter keys 2025-01-23 20:10:49 -06:00
2ec456b9ef Merge pull request #536 from NQNStudios:recast-hint
Quality of life: Spellcasting

This makes changes to the spellcasting UI.

* M or P to recast will no longer default to Light or Minor Bless/Minor Heal. You need to cast something before recast becomes available. This fixes #535 and I think it's disorienting when I've just started the game and M casts Light in a town that's fully lit, so the change is generally good I'd say.
* I implemented a recasting hint in the text bar, which was one of the things I mentioned in my quality-of-life checklist https://github.com/NQNStudios/cboe/issues/16. It replaces the status icons in combat mode.
* Sometimes when my eyes glaze over, I think I'm casting the spell on the wrong side of the LED. I thought there was a bug when I cast Long Light instead of Dumbfound (even though I know the distance between the two is pretty large -- I wasn't paying much attention). I thought it would be nice to highlight the name of the selected spell. Light green seemed to make more sense than red for that, because the LED turns green. Then I made the caster/target selection texts also use light green instead of red, to match. Uncastable spells are grey.
2025-01-23 09:30:08 -05:00
c39172bd0f Merge pull request #543 from NQNStudios:editor-bounds
Scenedit Quality of life: be helpful when scrolling past boundaries

I've implemented 2 features here:
* When scrolling past the boundaries of the current outdoor section, you will get a yes/no prompt which can load the adjacent section for you at the corresponding center position.
* When scrolling past the boundaries (literal, not the changeable rectangle) of the current town, the editor will ask if you want to jump to the town's entrance in the outdoors. If there are more than one, you can choose.

I did this because I need to be able to find town entrances in the built-in scenarios so I can debug things.
2025-01-23 09:25:36 -05:00
54bab68497 Allow custom 'no items' response 2025-01-22 19:58:09 -05:00
5dcdd18b3c Merge pull request #537 from NQNStudios:screen-shift-keys
This makes it so arrow keys/numpad can control screen shift when it's available.

When this preference is enabled, #482 will not be an issue (Fix #482). But the player will also miss out on cases where adjacent targeting would be a good thing. I haven't done anything smart to determine whether one mode or the other is better on a case-by-case basis.
2025-01-22 09:28:28 -05:00
3de6870628 parseColor use - instead of _ 2025-01-21 19:15:38 -06:00
e303363900 prompt to go to town's entrance in the outdoors 2025-01-21 16:02:37 -06:00
74dbc07e23 editing outdoor terrain: prompt to jump to next sections 2025-01-21 15:36:22 -06:00
98f8cf9abe Make Shift+directional keys do opposite 2025-01-20 15:12:24 -06:00
8e4cb8fc65 relative positioning for PC stat icons 2025-01-20 13:44:57 -06:00
0051274d26 make spell columns relative-position 2025-01-20 13:44:52 -06:00
4c383d116c re-arrange and align HP/SP 2025-01-20 13:44:47 -06:00
4260d41bf6 colorize hp and sp in casting menu 2025-01-20 13:44:42 -06:00
2681a2801f reverse and reword leds 2025-01-20 12:49:45 -06:00
1c1d00f4af implement the preference with an LED group for clarity 2025-01-20 09:13:36 -06:00
17a4c25d3c Merge pull request #534 from NQNStudios:fix-479
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
62313e5bd6 allow interrupting replay 2025-01-16 16:53:34 -06:00
5d1532afda all launch types can reset story 2025-01-15 23:05:53 -05:00
59de48f25e Make scenedit prefs accessible on Windows 2025-01-15 23:05:53 -05:00
9739ab2f61 add 2 more launch types 2025-01-15 23:05:53 -05:00
11767f553d more understandable prompt to save 2025-01-15 23:05:53 -05:00
d1b474bfcb dialogxml elements for debug party preference 2025-01-15 23:05:53 -05:00
00b33843f6 prompt to save 2025-01-15 23:05:53 -05:00
747b08ee09 add scenario launch menu item (does nothing for now) 2025-01-15 23:05:52 -05:00
e8bcd663c3 add text to leds for pc-alchemy-info.xml 2025-01-11 21:50:35 -05:00
80861d0237 add text to leds in edit-outdoor-encounter.xml 2025-01-11 21:50:35 -05:00
249bf6f76a add text to leds in edit-special-item.xml 2025-01-11 21:50:35 -05:00
1522c50d2b add text to led in make-scenario2.xml 2025-01-11 21:50:35 -05:00
bca254dc3a add label text to led in make-scenario1.xml 2025-01-11 21:50:35 -05:00
387cd6cd00 fix led labels in new-town.xml 2025-01-11 21:50:35 -05:00
bdfe0d3ddf add text to led in edit-item-shortcut.xml 2025-01-11 21:50:35 -05:00
621cd2287e Town details fix led labels 2025-01-11 21:50:35 -05:00
270b2bb802 fix last case of textSide 2024-12-03 09:44:40 -05:00
3bd9154412 rename new led attribute 'label-pos' 2024-12-03 09:44:40 -05:00
8f531a3145 Efficient layout for preferences. Close #470 2024-12-03 09:44:40 -05:00
c35ba7cc62 LEDs allow text on the left side 2024-12-03 09:44:40 -05:00
c2dc4f2252 spell menu measure spell labels 2024-12-03 09:44:40 -05:00
0b644e7427 fix dialogs I broke 2024-12-03 09:44:40 -05:00
3fe527af14 remove lots of hardcoded led/tiny button widths 2024-12-03 09:44:40 -05:00
2b01a18bb3 make text-size an optional attribute of button 2024-12-03 09:44:40 -05:00
9fb5cdbefd leds and tiny buttons measure actual preferred width 2024-12-03 09:44:40 -05:00
6eb69a9c1d align small window led with alignment leds 2024-12-03 09:44:40 -05:00
7a87223162 bring speed buttons in from the right 2024-12-03 09:44:40 -05:00