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
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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
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* 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"
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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
43df3c8fb4
remove outdoor constraint on local call-special-on-use
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Close #503
2024-11-30 22:52:53 -05:00
2789d24936
properly measure scenario editor button clickable labels
2024-11-30 22:52:53 -05:00
3e331d3000
note another condition to handle
2024-11-30 22:52:53 -05:00
167145e538
Improve an error message that confused me greatly
2024-11-30 22:52:53 -05:00
d870180591
Update copyright notices and contact/pricing info.
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Close #499
2024-11-30 19:19:34 -05:00
dd347a5f79
replace the debug flag with a release flag
2024-11-30 17:58:42 -05:00
b441401475
wrap pollEvent() to guarantee all loops handle modifiers ( #477 )
2024-11-23 17:46:54 -05:00
9d972a3961
Pick the largest suitable default scale. Fix #468 ( #472 )
2024-11-19 19:17:15 -05:00
d76787932d
Make check_for_intel() call automatically
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This will avoid future repeats of the situation where it took way too long
to figure out why a unit test wasn't working
2024-09-21 20:57:22 -04:00
8a522bdcbf
Fix #444 : win-scons include Visual Studio debug symbols
2024-09-17 20:48:32 -04:00
4702d19122
Add +4 as a possible enchantment
2024-09-10 22:18:59 -04:00
abdf264372
Expose rechargeable flag in the scenario editor
2024-09-10 22:18:59 -04:00
da21e7d775
Add new recharge spell (only an item spell currently)
2024-09-10 22:18:59 -04:00
a4231005f6
Add a new "rechargeable" flag to items
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A way to set this flag is not yet exposed in the scenario editor.
The flag is intended only for non-stackable items, but this currently isn't enforced.
Items now have a maximum number of charges, which is equal to their default number set in the item record.
Enchanted items with charges are now rechargeable.
2024-09-10 22:18:59 -04:00
753dbbcc59
Add a new dialogue mode to recharge items
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This is currently useless, as exhausting an item's charges currently deletes it, but it is part of a work in progress
2024-09-10 22:18:59 -04:00
6965b822dc
Gather all enchantment info into a single place
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This also resolves several TODO notes about duplicate code and makes cPresetItem::ability an eEnchant
2024-09-10 22:18:59 -04:00
d74b11aa31
Reform command-line handling to use Clara, which is bundled with Catch
2024-08-22 23:21:29 -04:00
30e583b1d4
Address compile warnings (Xcode 12) in the editors
2024-08-10 12:58:01 -04:00
84b649a107
Fix dead store warnings from static analysis of the scenario editor
2024-08-10 12:45:35 -04:00
3931d20c4a
Fix some undefined behaviour detected by static analysis in the scenario editor
2024-08-10 12:45:09 -04:00
fc12092a1b
replace rand() and srand(). fix #390
2024-08-08 13:43:29 -04:00