Commit Graph

474 Commits

Author SHA1 Message Date
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
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
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
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
4fd6d39aa1 fix 'launch scenario' with new scenario/renamed file 2025-01-22 09:26:16 -05:00
145824ea84 Handle exiting town with multiple entrances 2025-01-21 16:26:56 -06:00
e303363900 prompt to go to town's entrance in the outdoors 2025-01-21 16:02:37 -06:00
6b575a0463 when hopping sections, make cen_x and cen_y match last pos 2025-01-21 15:43:13 -06:00
74dbc07e23 editing outdoor terrain: prompt to jump to next sections 2025-01-21 15:36:22 -06:00
7b92779e13 make switching outdoor sections DRY 2025-01-21 14:35:31 -06:00
37640bf349 fix compiler warnings 2025-01-20 09:41:29 -05:00
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
34785c3254 fix check_for_interrupt stubs in editors 2025-01-16 16:53:37 -06:00
62313e5bd6 allow interrupting replay 2025-01-16 16:53:34 -06:00
3daf1d55e4 Update source files required for scenario editor target 2025-01-15 23:10:05 -05:00
1a2c0ed07b editor validate the debug party preference 2025-01-15 23:05:53 -05:00
5d1532afda all launch types can reset story 2025-01-15 23:05:53 -05:00
897047a566 use the exe-args format for child process 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
4eee43cd7e make eLaunchType enum class 2025-01-15 23:05:53 -05:00
fa2eb743f9 allow setting the debug party with file browser 2025-01-15 23:05:53 -05:00
5d56415299 pass debug party preference to launch command 2025-01-15 23:05:53 -05:00
59de48f25e Make scenedit prefs accessible on Windows 2025-01-15 23:05:53 -05:00
491857d0f9 clear error when working directory is wrong 2025-01-15 23:05:53 -05:00
5368b89b6d add extra launch menu items for windows 2025-01-15 23:05:53 -05:00
64980a80f0 fix compiler conditionals 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
89c0842ae3 wire up default party led, chosen party text field
The button to locate a party via the file browser is not yet
connected to an event
2025-01-15 23:05:53 -05:00
8590df65f8 error message when trying to launch from header.exs 2025-01-15 23:05:53 -05:00
d8b99dbefe scenedit use merged form of coord arguments 2025-01-15 23:05:53 -05:00
00b33843f6 prompt to save 2025-01-15 23:05:53 -05:00
87aa353f28 use boost::process instead of system() 2025-01-15 23:05:53 -05:00
dffd1202f6 implement scenario editor launch function 2025-01-15 23:05:52 -05:00
b3d8a64e79 start implementing scenario editor launch function 2025-01-15 23:05:52 -05:00
73e85836a3 we've been using the wrong define for mac detection 2025-01-15 23:05:52 -05:00
747b08ee09 add scenario launch menu item (does nothing for now) 2025-01-15 23:05:52 -05:00
5936b1c579 global vector for extra scenario directories 2025-01-15 23:05:52 -05:00
65dbf8dc88 Merge pull request #519 from NQNStudios:sounds
* Changed shop purchase sound effects where Yum! definitely didn't fit. For alchemy, mage spells, and priest spells, I made the sound the same as the sound when you perform those actions. I figure this actually makes sense because the teacher would show you how to do the thing.
* For skill training, I made the sound be the same as leveling up. I think this makes sense.
* When something is too heavy to pick up, the "Argh!" labeled as 'Action Failure' in the editor sound picker makes a lot of sense--you tried to pick it up and were frustrated.
* I changed beep() so every platform just plays sound effect 1, the one labeled "low beep" [here](http://openboe.com/docs/editor/appendix/Sounds.html) that's labeled "Cancel target lock" in the editor picker. I think this reasonable.
* Removed `ding()` which was an unused alias for `beep()`
2025-01-07 21:34:08 -05:00
992fae0ed8 Revert "Mac editors fix Settings menu item"
This reverts commit 489f753ea12caceea45abdf3e1795262271b5143.
2024-12-03 09:44:40 -05:00
43fdc94f47 Mac editors fix Settings menu item 2024-12-03 09:44:40 -05:00
494f0e8533 Editors hide unwieldy scale options 2024-12-03 09:44:40 -05:00
6fb9350ceb remove ding() 2024-12-01 17:21:46 -06:00
684edd3589 fix comments 2024-11-30 22:52:53 -05:00