Commit Graph

2816 Commits

Author SHA1 Message Date
9b513068bd Select monster current attack type. Fix #145 2025-02-08 23:10:12 -05:00
772bd71b16 Him/her -> them 2025-02-08 18:24:16 -05:00
josefwk
f22f248f4e Fixed typos for Resurrection Balm and Leather Baldric (#579) 2025-02-07 19:43:29 -05:00
a7d0a142e3 launch terrain type documentation to fix #553 2025-02-07 09:51:45 -05:00
c20dbbf88e DRY launch doc url 2025-02-07 09:51:45 -05:00
5804d84012 Disallow deleting PC in combat. Fix #70 2025-02-07 09:51:10 -05:00
3c539d89c8 Merge pull request #568 from NQNStudios:fix-86
Fix UI bugs in shopping

Fix #566
Fix #567
Fix #86
Fix #64
2025-02-07 09:50:43 -05:00
7ac994f97f help button don't blink when i click a talk word 2025-02-06 08:44:38 -06:00
891cc2dbcf Help button don't hide if returning to talk mode. fix #64 2025-02-06 08:39:35 -06:00
a5d3780c5c Scons copy bdf fonts. 2025-02-04 22:23:35 -05:00
48089a95bf record and replay now-distinct shop click events 2025-02-04 12:43:58 -06:00
4c9a4b4fb2 fix done/help buttons disappearing 2025-02-04 12:39:02 -06:00
cf79392762 highlight all of the cost text 2025-02-04 12:30:12 -06:00
673de75c73 separate args to highlight text and item help button 2025-02-04 12:29:52 -06:00
ddad32458e render shop highlights at non-offset positions 2025-02-04 12:16:23 -06:00
2314e9e5b4 fix clip_rect when drawing pressed shop graphics 2025-02-04 12:09:26 -06:00
081d237cbf talking and shopping: don't pass click events forward
Fix #567
2025-02-04 08:59:55 -06:00
3ad647c700 Fit preset talk word click rects. Fix #566 2025-02-04 08:48:18 -06:00
05e2ce17a7 Credit more people (#491) 2025-02-03 20:18:18 -05:00
bc5f42a870 quick implementation of previewing dialogxml for #564 (#565) 2025-02-03 09:20:42 -05:00
9fd468f578 Merge pull request #548 from NQNStudios:talk-keys
Better editing for talk node keys

* The fields start out empty, and it is *allowed* to keep *one of them* empty. (A node only needs one key to be useful, right?
* When the node is saved, empty strings are replaced with `"    "`. If this is not harmless to the game logic, then I'll need to make the game aware that either key might be `"    "`.
* You cannot type more than 4 characters in these fields (unless there's a way to insert characters I'm not aware of).
* If you put 'buy' in a field, it automatically becomes 'purc'.
* There is a note next to the response keys (kind of squished in the corner) enumerating the special logic of the in-game Buy and Sell buttons.
2025-02-02 13:57:55 -05:00
e4c97d2088 Merge pull request #551 from NQNStudios:keys
Refactor Debug Keys

* Collect debug keys into a central location so that the debug help dialog can automatically list every defined debug key.
* Add buttons so that debug actions can be taken directly from the debug help dialog.
* Add new debug keys to immediately fight an encounter from the current outdoor section.
2025-02-02 13:56:38 -05:00
josefwk
a2c5bb3ed7 Modified the UI redraw order in handle_death() to fix #250 and #558. (#560)
Fix #250
Fix #558
2025-02-02 13:51:24 -05:00
6fc55ed311 Fix multiple inconsistencies when saving (#550)
* debug_leave_town use same logic as normal town exit. fix #549
* Standardize all save party code paths

Fix #480
Fix #204
Fix #267

* remove file_in_mem now that it is redundant
* Print message when save file not chosen
2025-01-26 12:56:57 -05:00
e9997eb9ba new debug action: fight an outdoor encounter 2025-01-25 21:46:25 -06:00
2809cd8eef convert to wchar_t for windows compilers 2025-01-25 21:46:25 -06:00
c24896afa1 clarify more properties of cWandering 2025-01-25 21:46:25 -06:00
68471d99b2 Clarify cWandering and cCreature 2025-01-25 21:46:25 -06:00
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
2e804c1aa9 survey used and unused keyboard shortcuts 2025-01-25 17:37:04 -06:00
1dcc400923 Create/Edit button for Receive Quest node 2025-01-24 09:56:44 -05:00
e082edf24a Remove reference to Blades of Exile license.
I don't know what it was, but I don't think we could enforce
one even if we wanted to. And it was probably to protect
Spiderweb's IP in the game, which is now Free, so there's
not much point.
2025-01-24 09:56:44 -05:00
77b11fe12a stricter maximum for talk node scrollbar. fix #144 2025-01-24 09:56:44 -05:00
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
0aaac89b03 there is a 7th enchantment in the code, and its string was wrong 2025-01-24 09:56:44 -05:00
f4d1c9984b Enchantment documentation reformatted and in 2 places now 2025-01-24 09:56:44 -05:00
042aaafcac convert upper-case letters 2025-01-23 21:09:42 -06:00
9a9df8e7fa buy -> purc. They'll thank us later 2025-01-23 20:29:06 -06:00
cb9e43519f allow empty strings in talk node keys 2025-01-23 20:28:43 -06:00
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
9f2ffd1ce0 fix shop and talk clicks falling through. Fix #544 2025-01-22 19:58:09 -05:00
c27789eaa0 When shops are empty, don't go into shop mode. Fix #216 2025-01-22 19:58:09 -05:00
d8089fe013 silver 2025-01-22 11:01:22 -06:00