Commit Graph

603 Commits

Author SHA1 Message Date
58fbf3b287 Lots of monster stuff, particularly documenting monster abilities
- Monster radiate abilities can now specify a spell pattern to use
- Fix some abilities being incorrectly shown in the editor's ability details dialog (for example, radiate abilities were shown as "Summon aid")
- Add the recently-added monster missile types to the options offered in the editor
- Fix chance of activating not being editable for the martyr's shield ability
- Show the monster summoned for summoning abilities (finally!)
- Show the subcategory for unusual abilities (one of active, passive death)
- Fix the displayed percentage chance for summon abilities (the permille was shown instead)
- Fix incorrect action point display in the editor for the two recently-added monster missiles
- Fix crash when editing a missile ability
- Fix abilities page not showing the newly-added or recently-edited ability after exiting the detail/option dialog
- Fix pick monster button for summoning abilities being off by one
2015-06-06 21:03:35 -04:00
7918125761 Introduce additional monster missile types to better preserve the AP cost of the original monster abilities 2015-06-06 03:04:46 -04:00
510da3cf72 Update terrain dialog and some other tweaks/fixes
- Fix documentation of how to format map graphics, to match the logic in the code
- Fix display of map graphics both on the automap and in dialogs
- Add Choose button to select the map graphic
- Fix the vanishing text bug again (this time it only triggered for fields with a single character in them)
2015-06-06 02:51:30 -04:00
2b4ca2d0a5 Refactor the scenario editor's monolithic handle_action function into several smaller chunks 2015-06-06 00:01:45 -04:00
9f8e6f88c2 Several little tweaks and fixes
- Fix scroll wheel in terrain area going beyond section boundaries
- Fix text not being drawn in dialog text fields when first activated
- Fix terrain being painted while scrolling the map to the east (especially with the keypad)
- Fix item or monster palette remaining active while editing outdoors
- When using a large brush, hilite all affected spaces
2015-06-05 23:25:56 -04:00
aabfe40b00 Scenarios can now be opened in the editor by double-clicking them.
- Character editor also supports dropping saved games on the app icon
2015-06-05 19:42:45 -04:00
aaf3443900 Add choose buttons for the SDF fields in rectangle special nodes 2015-06-05 02:48:05 -04:00
548825745b Rearrange editor tool palette and refactor the code to make it easier to rearrange again in the future
- New buttons: "place forcecage", "place stone block", and (currently non-functional) "erase town entrance"
- Forcecages with no creature inside them are now permanent
- Fix forcecages leaving the top half behind when they disappear
2015-06-05 02:13:41 -04:00
c3828141a0 Little tweaks/fixes
- It's now possible to cancel dropping an item, by pressing the drop button again
- Another fix for the issue with bad outdoor encounters
- Add frame around item palette entries
2015-06-04 23:53:07 -04:00
dd589001c6 Scroll wheel support
- All areas with scroll wheels can be scrolled using the scroll wheel if the mouse is in the area
- In addition, the terrain view is scrollable with the scroll wheel (hold Control for horizontal scrolling)
- The above applies in the game too, whenever the scroll arrows are visible
2015-06-04 23:51:44 -04:00
5bcf220204 Add support for custom explosions with custom sound choice 2015-06-04 18:47:01 -04:00
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
3cc12f464f Increase limit on the length of the "Who Wrote" lines in scenario details 2015-06-03 20:57:27 -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
322e3b9e21 More little fixes
- Fix timers triggering every turn after they expire
- More fixes for uninitialized data
- Fix attack 3 type changing to match attack 2 type when changed
- Fix last node in the node chain duplicating over the entire chain once you clicked OK
- Fix issue where finding an unused node returned the node currently being edited.
2015-06-02 10:34:52 -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
7e4eabf198 Add item-monster selection palette which fills the same space as the terrain palette
- Removed the item/monster menus in the scenario editor (they weren't function anyway)
- Scrollbars can now have a maximum value of 0; if this is the case, they do not draw a thumb
2015-06-01 18:59:24 -04:00
72add651a5 Fix some bugs in loading and saving new-format scenarios 2015-06-01 17:23:15 -04:00
ae3970aad1 Fix some indentation 2015-06-01 15:05:00 -04:00
2dee8e81f7 Add editor support for the new Affect special nodes 2015-06-01 14:59:14 -04:00
3054845448 Merge branch 'master' of github.com:calref/cboe 2015-03-15 23:00:02 -04:00
Sylae Corell
be24641f9f Update documentation URLs 2015-03-15 16:54:56 -06:00
4670eb7805 Allow use of arrow keys to scroll the terrain area in the scenario editor 2015-02-23 15:34:32 -05:00
fc1ec8c858 Get file icons working on Mac 2015-02-21 22:12:42 -05:00
Ben Scott
df9e095417 Added Editor Icon, converted also to *.icns and *.ico 2015-02-21 18:10:43 -05:00
f683637945 Fix a few missed details when closing the open scenario 2015-02-14 15:21:43 -05:00
d977a0f457 Make menu accelerator keys work on Windows 2015-02-14 15:21:26 -05:00
7ba874f1d2 Correctly handle saving a scenario that was loaded in unpacked form 2015-02-14 13:35:26 -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
d45ba59cce Fix Windows build
This commit also disables warnings for comparison of differently signed integers
2015-02-12 18:21:58 -05:00
Ben Scott
1477fef7ce Fixed warnings and IMPLEMENTED A THING in the menu item switch. 2015-02-12 01:47:48 -05:00
bb98455e4f Fix some issues with loading/saving new-format scenarios
- Terrain was saved rotated and was not loaded
- Graphics were not loaded (also for old-format scenarios)
- Crashed when attempting to convert a scenario without custom graphics
2015-02-11 17:01:32 -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
c3143c3a6e Introduce scrollbar for the terrain palette in the scenario editor 2015-02-07 14:47:48 -05:00
965dcc1201 Add ability for an item to call a special node when dropped 2015-02-07 13:10:28 -05:00
00606d90b1 Well, that was incredibly dumb
(Fix scenario editor build)
2015-02-07 13:02:49 -05:00
2e88b55759 Add new type of item that gives a quest when picked up 2015-02-07 12:50:35 -05:00
f5a43bc011 More reduction of reliance on hard-coded limits 2015-02-07 09:46:51 -05:00
2cf301eece Reduce reliance on hard-coded limits 2015-02-06 23:00:29 -05:00
a14d3b5ff8 Combine town-shifting data into a single structure 2015-02-06 16:56:17 -05:00
f609711e27 Combine timer data into a single structure 2015-02-06 16:54:44 -05:00
7307fee425 Change town locations variable name to better reflect its use 2015-02-06 14:55:37 -05:00
7f6992da56 Store sign locations and text in the same structure 2015-02-06 14:43:26 -05:00
7d67c0c85b Fix issue with calculating town lighting, and do it on load instead of save since the new format doesn't store it 2015-02-05 22:19:47 -05:00
089fa1a32b Bundle custom graphics into the scenario archive
- Also, allowance for custom sounds and overriding default graphics
2015-02-05 22:19:11 -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