Commit Graph

439 Commits

Author SHA1 Message Date
6c5e2b5118 Several tweaks and fixes
Bugs:
- Arrow keys activated the arrow buttons in the list-mode edit string dialog
- Graphics classification was not saved correctly in some cases
- Contact info was not correctly saved/loaded
- Place Monster node didn't have a choose button for the monster type
- Alt-Backspace and Alt-Delete did not work correctly in dialog text fields
- When clicking Edit Terrain Types, sometimes the list of items or monsters would appear instead
- Fix monster 0 being selectable in the choose monster dialog
- Fix the hotspots of all the cursors to be more intuitive

New:
- When interrupting a special node sequence with Cmd-. / Ctrl-C, the dialog that appears is more relevant.
- In the choose sound dialog, the sound now plays when you select a choice, so you can hear what it will sound like
- Added a tiny icon so you can distinguish fire and force barriers in the editor
2015-06-04 15:50:05 -04:00
49ec6278d3 Fix a few scenario load/save issues
- More uninitialized data issues
- Some values incorrectly loaded (monster radiate chance, terrain horse blockage, town lighting type)
- Some values incorrectly saved (item magic-use flag)
2015-06-04 01:14:57 -04:00
ae0e3cfd0d Add special node step-through mode for debugging
- Also fix debug/ghost mode not being deactivated when you start a new game
2015-06-04 01:14:42 -04:00
a51ab021f4 Add two new special nodes for cutscenes
- Node to change a monster's location (also works on party members)
- Node to temporarily place text on the map
- Fix the "lift fog" node
- Remove the optimization of only redrawing a terrain space if it has changed
2015-06-03 20:56:07 -04:00
1b754619dc Several more tweaks/fixes
- Missing special node opcodes
- Pass the party's (or in combat, the active character's) current location to special nodes triggered by timers
- Fix the set pointer node
- Fix terrain palette not correctly registering clicks while scrolled down
- Fix sheets not correctly being copied from the temporary files folder
- Fix monster abilities not being loaded from new scenarios
- Fix custom sheets not being reloaded if they have changed
- Documentation tweaks
2015-06-02 22:01:22 -04:00
7dddcdb86e Several little tweaks and fixes
- Fix some uninitialized fields getting populated with random data
- Fix identity of last edited town and outdoor section not being saved
- Fix editor sometimes saving to application directory instead of overwriting the loaded scenario
- Fix town specials being saved to outdoors list and vice versa
- Fix right-most column of map not being loaded properly
- Fix town entry node for start town being called after the first turn of the scenario
- Add option to call a special node at startup (right after the intro dialog)
2015-06-01 22:43:41 -04:00
2dee8e81f7 Add editor support for the new Affect special nodes 2015-06-01 14:59:14 -04:00
2149d8159b Add PNG versions of all the original icons 2015-02-21 18:10:44 -05:00
Ben Scott
df9e095417 Added Editor Icon, converted also to *.icns and *.ico 2015-02-21 18:10:43 -05:00
Ben Scott
ba34f050ed Brightened icons, this and that. 2015-02-21 14:10:43 -05:00
Ben Scott
d387fe1368 Brightened icons, this and that. 2015-02-21 14:08:46 -05:00
Ben Scott
09ec873710 Created some new icons 2015-02-21 00:39:39 -05:00
c99b205088 Remove old versions of dialog box schema 2015-02-20 12:19:03 -05:00
f2f334551c Fix town advanced dialog
- Also remove now-unused Windows accelerator table resources
2015-02-14 22:58:41 -05:00
0aaa299642 Implement the close and revert menu choices, as well as PC editor help
- Fix storing directions in save file as control characters
2015-02-14 13:20:41 -05:00
4fbc6cfa77 Various code cleanup stuff 2015-02-14 12:24:25 -05:00
Ben Scott
1477fef7ce Fixed warnings and IMPLEMENTED A THING in the menu item switch. 2015-02-12 01:47:48 -05:00
Ben Scott
6b275c9ed9 Little fixes 2015-02-11 21:00:47 -05:00
120561ae64 Include new-format scenarios in the Custom Scenario list
- Note: It still assumes the basic scenarios are old-format.
2015-02-11 17:02:28 -05:00
1894b31e20 Implement loading of scenarios
- This also tweaks the scenario schemas for consistency between schemas and code, adds some unique key restraints, and makes some attributes required.
2015-02-11 14:03:03 -05:00
965dcc1201 Add ability for an item to call a special node when dropped 2015-02-07 13:10:28 -05:00
2e88b55759 Add new type of item that gives a quest when picked up 2015-02-07 12:50:35 -05:00
a1da743a47 Move scenario schemas to the schemas directory 2015-02-05 22:56:57 -05:00
e1babdef66 Tweak some proportions so that costs and info strings won't overlap in shops 2015-02-05 22:54:37 -05:00
1778cd9a61 Tweak scenario output and schema so that they match; write script to XML-validate a whole scenario 2015-02-05 22:18:19 -05:00
5bfae50315 Traits and races
- Vahnatai race implemented
- Pacifist trait implemented
- New trait: Anama - classified as a disadvantage but also has some perks
- PCs with bug race now immune to web fields
- PCs with undead/demon races now do that type of damage on unarmed attacks

The new races and traits probably still need some work/balancing.
2015-02-05 17:33:12 -05:00
8d4cea7d0b Complete implementation of saving new-format scenarios and write version-check and loading stub for new-format scenarios 2015-02-04 19:48:31 -05:00
233a19175d Misc minor fixes
- Fix escape not ending shop mode
- Fix outdoor special spots not being drawn
- Fix special spots sometimes appearing off the edge of the sector in the scenario editor
2015-02-04 14:20:59 -05:00
36491c818c Implement a dialog to edit shops in the scenario editor 2015-02-04 13:55:22 -05:00
fcd29fb2ac Fix scenario editor build and update data/docs regarding shop nodes 2015-02-03 13:53:03 -05:00
559663dd35 New special nodes to store/unstore PCs outside the party structure
- Stored PCs are lost when you leave the scenario
2015-02-02 14:18:30 -05:00
15a802f63d Officially move version info up to 2.0 2015-02-02 11:38:37 -05:00
4f93e8ea5a Update special node and talking node strings/data for the new quest stuff
- Also, Update Quest node now uses the mess1/2 fields.
2015-02-02 11:38:36 -05:00
4efcb08932 Implement a quest system and job board
- The job board is loosely based on Exile III's job board; the dialog is converted from the one contained as a relic of E3 in BoE
- Quest system is loosely based on a mix of Exile III jobs and Blades of Avernum quests
- Talking to a monster (even a hostile one) can now trigger an arbitrary special node

Dialog engine:
- LED's now support wrapped labels
2015-02-01 01:30:15 -05:00
5364d9cb62 New spells that can be attached to items:
- Augmentation - gives one PC bonus hit points
- Nirvana - gives one PC negative dumbfounding and bonus spell points
- Icy Rain - like Firestorm, but cold damage
- Flame Aura - Damages spaces adjacent to caster
- Summon Aid - Like Summoning, but only summons one
- Major Summon Aid - Like Major Summoning, but only summons one
- Flash Step - Short-range teleport
- Fix Blade Aura spell not having refer and timing information; it also had the wrong ID (82 instead of 72
2015-01-30 17:12:16 -05:00
2de0b76454 Merge all the shopping talk nodes together into a single node type
Also:
- Fix items in magic shops respawning when re-entering the shop
- Remove unused food shop type
2015-01-30 12:56:01 -05:00
7a59776189 Various special node fixes/tweaks
- Fix secret passage nodes (CANT_ENTER with ex1a = 0, ex2a = 1) not working
- Set many flags now sets the entire row of 50 flags
- Division node now accepts either SDF to be null
- New mode for append item to buffer - adds the item's "interesting string" rather than its name
- Affect mage/priest spell inverted the meaning of ex1b relative to other affect nodes; this has been fixed
- Fix affect party status being confused about which fields mean what (the implementation had one idea, and the porting of old scenarios had a different idea, and the scenario editor had yet a different idea). In addition, it now allows removing the statuses.
- Fix some typos in special node information for the editor
2015-01-29 22:48:42 -05:00
a4350ca8b2 Add two new monster races to account for previously-hardcoded special cases
- Skeletal undead are distinguished from normal undead in that they leave sfx bones when they die; normal undead leave no sfx. In all other respects, they are the same.
- Goblins are distinguished from other humanoids in their death sound. In all other respects, they are the same.
- The sleep() function for players now checks for racial immunity - eg undead, plants, etc
- Protect form humanoids now also protects from sliths, nephilim, vahnatai, and goblins, as it should (this is legacy behaviour)
- Protect from undead still also protects from skeletal undead
- The special case for the ogre death sound is removed; that might mean that ogres can now have a femal death sound? I'm not quite sure what the purpose of the exception was.
- The if species node can now check for non-standard races in the party
- When loading a legacy scenario, it attempts to detect skeletal undead and goblins by the presence of the words "Skeleton" and "Goblin" in the name, respectively
2015-01-28 17:04:01 -05:00
a23682306c Finish edit terrain type dialog in the editor and tweak some terrain properties
- Introduce enum for step sounds
- Remove union for treating terrain flags as either signed or unsigned
Editor:
- Add Choose button to select the "transform to" terrain.
- Implement Choose buttons as appropriate for the terrain flags, including editing the special that a terrain calls.
- Range-check the terrain flags.
- Add Custom button to choose a town as the combat arena.
- Fix/tweak/improve several of the terrain flag prompts.
- Fix placing shortcut key in field as its ASCII code instead of the letter
- Fix some of the range checks that were already in place but were incorrect or improperly static
Game:
- The wilderness terrain types now allow specifying how many d6's of food you get when hunting there.
- Crumbling terrain uses flag 2 instead of 3 to determine method (flag 2 was supposed to be strength but was never used)
- Merge two functions that did almost exactly the same thing (namely altering a terrain space and potentially updating conveyor/lights info)
- Merge switch_level into handle_lever since it was the only place it was called
- Remove global store_special_loc; the location is stored in the stuff_done array now
- Change when use/step on terrains will now update lighting if they changed to a terrain with a different light level
- Terrains that call a special no longer support mixed global/local modes - they either always call a local special or always call a global special
- Use previously unused swap_ter function (which did the exact same thing as the swap terrain special node)
Dialog Engine:
- Don't "erase" invisible icons or buttons; it's not necessary, since the entire window is filled with background before the draw() method is called, and it causes problems in case of overlapping elements.
2015-01-28 15:43:58 -05:00
38401d651b Extend the generic to have the same capabilities as the non-generic stair
- That means properly handling stairways during combat or talking
2015-01-26 23:50:11 -05:00
12d1760fd3 Split "if looking", "if in boat", "if on horse" into separate special node types rather than filing them under "if context" 2015-01-26 22:50:16 -05:00
0069ef7df0 Implement some new preset combat arenas (camp, crops) and generalized loading of a town as the arena 2015-01-26 21:50:36 -05:00
495a0dab54 PC creation tweaks
- Allow scenario designer to specify exactly which towns allow character creation in them
- Clicking the "Empty" name in the edit party dialog is now equivalent to clicking the create button
- Fix dialog not properly focusing after deleting a PC
2015-01-26 19:34:51 -05:00
d0ea2064c5 Use the extra boom type for magic damage and add special node support for super-huge booms
(Like the one when you destroy a slime pool in Exile III.)
2015-01-26 19:31:52 -05:00
7e341be73d Add key labels to get item dialog and make it more clear when items are not identified. 2015-01-26 18:55:40 -05:00
91c52fca77 Implement customizable background patterns to be displayed behind the game interface based on which town/sector the player is in and whether they are in combat mode, with cascading defaults.
- All the hard-coded background changes are no longer present and not even preserved.
2015-01-26 18:42:54 -05:00
a3c998eaad Enable the hunting code path for an additional advantage of cave lore/woodsman traits
- However, this won't be enabled in legacy scenarios since it requires setting terrain special abilities
2015-01-26 15:16:26 -05:00
4fa0efa7d8 Introduce two dialogs for debugging - a Set SDF dialog and a Debug Help dialog
- sd_legit() moved into cParty class
2015-01-26 14:36:15 -05:00
8b4a2907f8 Add line to edit monster dialog listing the spells that summon the monster
- Accounts for both the monster's summon type and the special hard-coded summoning spells
2015-01-26 00:04:16 -05:00
d877df5101 Lots of fixes large and small
- Fix crash while resting outdoors
- Fix screen not going dark while resting
- Fix crash when starting a new game from the death dialog
- Fix several typos that completely broke combat and special encounters
- Fix bless/curse being inverted when applied to PCs
- Fix booms not showing when stepping in damaging fields in combat
- Fix crash when attempting to save a game that has never before been saved (due to clicking cancel at the initial save dialog)
- Fix some of the flickering during animations
- Support "special" damage on PCs - pierces invulnerability much like it does for monsters
- Fix monster missiles sometimes being mistargeted in combat mode
- Fix iLiving->index conversion
- Add special damage to scenario editor list
2015-01-25 23:06:13 -05:00