Commit Graph

1103 Commits

Author SHA1 Message Date
5f58b15d8f Fix poison monster ability from legacy scenarios activating on all attacks instead of just the first, for monsters with multiple attacks 2015-01-20 17:18:37 -05:00
967438ecec Add dialog to the scenario editor to let it know what type of graphics are in the custom sheets
- If you do this, it adds the graphics to all relevant select graphic dialogs, at the end, allowing you to choose custom graphics without having to remember the number schemes
2015-01-20 17:18:37 -05:00
181227f79d Fix issues with automap display 2015-01-17 20:06:43 -05:00
3852ca37cd Make monster resistances a percentage and update monster info dialog
- Fix monster roster menu not working
2015-01-17 18:56:15 -05:00
cdeb02c214 Get the edit monster dialog completely working and updated for new stuff
(Just the main dialog, not the abilities dialog)
2015-01-17 16:56:37 -05:00
3d7fcbd60e New special node to initiate conversation (should even work outdoors) 2015-01-17 15:00:22 -05:00
4e2c0100e8 Strictify and use talk node type enum 2015-01-17 02:41:25 -05:00
544cc80e56 Add special nodes that hook into the spell targeting system
- Node to initiate targeting mode and call a special once targets are chosen
- Nodes to place a spell pattern (one for fields and one for booms)
2015-01-17 02:09:50 -05:00
4ae1bf1d24 Make room to add more town specials by shifting the rectangle specials up 2015-01-17 01:48:41 -05:00
bd3df18fb1 Various stuff
- Export of monster missiles and summons
- Rendering support for custom PC graphics
- Fix display of stats on startup screen
- Fix implementation of animate attack node
2015-01-17 00:07:43 -05:00
c5e302e0cc Several new special nodes
- A set of nodes for building complex strings in a string buffer; to reference the string buffer anywhere a string is expected, you can use -8 as the string number
- A node to pause the action for a specified period of time
- Nodes to alter traits, action points (only in combat), and PC/monster names
- Node to create a new level 1 PC with a specified race, name, graphic, hp, sp, basic stats; custom graphics supported too
- Nodes to test for deadness, spells, alchemy, and status effects
- Node to centre the view on an arbitrary space
- Node to lift the "fog of war", which currently means the unseen and light masks (which can actually be disabled in preferences anyway)
- Node to edit maps (ie, specify which areas are explored)
Changes to existing nodes:
- All the rectangle nodes that affect terrain now work outdoors.
- Play sound node now has an asynchronous option
- Fix min and max modes being swapped in the check statistic node
- Select PC now allows restricting to dead PCs or to PCs with free inventory space
- Select PC now calls the "on cancel" node if a non-interactive selection fails
- Affect deadness node now allows: setting/clearing the "fled outdoor combat" flag; setting/clearing the "absent" flag used for splitting the party; (un)deleting a PC
- If context node can now check if the party is in a specific boat/horse as opposed to any boat/horse
2015-01-16 22:57:39 -05:00
e5f44de4fe Move a lot of item-related functions into the player and party classes
- Rearrange alchemy code a little to fix a possible situation with two-ingredient potions where you only have one of the first ingredient - instead of removing the second ingredient, it would have removed the next item in your inventory
- Equippable item abilities that have an ability strength now stack if you have multiple items with the same ability equipped
2015-01-16 16:40:54 -05:00
d729bcc86b Merge all the status effect special nodes
- It's now possible to affect weapon poison, martyr's shield, acid, and life detection from a special node
- Affect nodes now always take resistances into account when harming, but never when helping
2015-01-16 10:33:57 -05:00
39723d1a94 Fix character editor build
(Was broken with the party splitting changes)
2015-01-16 03:40:20 -05:00
4ae8f7661e Fix scenario editor build
(Was broken with the monster abilities rewrite)
2015-01-16 03:36:20 -05:00
efad33bddf Fix avatar spell doing nothing when cast outside of combat mode 2015-01-16 03:23:16 -05:00
31b63b1ab7 Change party status effect display to use small icons instead of text
Also:
- Redo PC status effect drawing to use a loop
- Add status icon for hyperactivity effect
- Fix display of monster name/AP on the text bar
2015-01-16 03:22:50 -05:00
71ce8946a0 Changes to split party implementation
- Supports playing arbitrary sound along with the split (rather than just teleport sound or no sound)
- Correctly imported from older save files
- Support for splitting off an arbitrary subgroup of the party rather than just a single PC (though the special node doesn't yet allow this)
- Support for leaving town while split - if you leave town, the absent PC's items are not dropped on the ground when later entering a town
- Option to not change location when reuniting
- If you reunite in a different town than you started, you are returned to the town you split from
2015-01-16 01:51:59 -05:00
5d9fd3cb5d Introduce enum to represent the whole-party statuses, and stop storing them in the stuff-done array.
- Also fix display of text on the text bar
2015-01-16 01:01:06 -05:00
9433060890 Changes to select/affect special nodes
- Select PC node can now select a specific monster, rather than a PC; it's renamed to Select Target
- Damage node no longer allows setting pic to 1 to damage active PC in combat
- Damage node now accepts a sound to accompany the damage
- Damage node now works on monsters
- All affect nodes that can work on monsters no longer get the monster to affect from ex2a - instead, they use the currently selected target

The default target selected when a special node chain begins execution has changed.
- When called in certain contexts (kill/see monster, monster special ability), the monster that triggered the node is the default target.
- In the use/target space contexts, if there's a monster on the space, it's selected as the default target.
- If neither of the above hold and the game is in combat mode, the currently active PC is selected
- Otherwise the previous behavour is used - if the party is split, select the sole PC, otherwise select the whole party.
2015-01-16 00:14:41 -05:00
aaa3cde16b Lots of special node changes
- Moved change/swap/transform terrain to the General section
- Merge change outdoor terrain into general change terrain
- Merge if town/outdoor terrain nodes
- Merge the if+take nodes with the equivalent base nodes
- Merge secret passage node into the can't enter node
- Move outdoor shop to the General section since it's not restricted to outdoors
- New story dialog node displays a sequence of strings one at a time, like the Exile 2 intro dialog
- New town nodes for animations: run missile, animate monster attack, draw simple boom with optional damage number
- If fields node expanded - now checks if the count of the desired field type existing within a specified rectangle falls within a given range
- Place items and move items nodes can now set the items as contained, provided there's a container on the destination space
- All rectangle nodes can now be restricted to just the boundary, as per the documentation
2015-01-16 00:06:12 -05:00
96f14d3a38 Several more little tweaks/fixes
- Fix PCs sometimes taking damage when they shouldn't due to the marked damage field not being initialized
- Fix targeting not hitting the correct space when the screen is shifted
- Fix target space special node node being called in combat
- Move monster marked damage into cCreature
2015-01-15 20:05:54 -05:00
0b9593f3d1 Tweak monster ability system to reduce mechanical changes relative to original BoE 2015-01-15 16:13:48 -05:00
ac77552a0b Reform the monster attacks structure
- Use enum for attack type
- Eliminate conversion between new structure form and original integer form
2015-01-15 15:34:08 -05:00
ab03e17cb1 Fix some display update issues 2015-01-15 15:11:39 -05:00
7b55262ed4 Several little fixes
- Fix custom missiles causing a crash if graphic not found
- Fix display in transcript of damage taken by monsters
- Fix missile start items not having their missile graphic set
- Fix immunity fields being signed (which would've prevented immunities from working properly)
- Don't bother generating a random number if min and max are the same
- Fix monster attack types not showing right
- Fix checking for item abilities returning 0 instead of 24 when not found
- Fix not updating screen when switching active PC
2015-01-15 15:03:32 -05:00
399572adf6 Rewrite the implementation of monster abilities
- Abilities are much more generic, but also much more complex; a set of "templates" is provided to try to make it more accessible
- There is now a possibility for monsters to charm each other
2015-01-14 22:37:43 -05:00
f282c06bfa Write the code to save the general scenario data to a file
- See monster strings are now fetched from the same list as the special encounter strings instead of a list of their own
- There is now a possibility for the scenario intro dialog to have a different icon than the scenario icon
- Remove unused intro_mess_len field
- Add method to the XML printer class to push a simple element with no attributes or child elements
- Automatically close any elements before writing the document to the stream
- Fix scenario editor File menu having an invisible "Close All" option that appeared when the option key was pressed
2015-01-13 20:54:51 -05:00
0aec4c4c5d Create utility class for writing XML files to a stream 2015-01-13 17:32:36 -05:00
45bbed03f3 Remove the "reserved" fields from cItem 2015-01-13 16:38:25 -05:00
5587bbb0f2 Allow items to specify their missile animation and also allow for custom missiles
- Custom missiles are untested
- Items with custom missiles export the missile graphics in the party sheet
2015-01-13 14:40:53 -05:00
52c7bc126f Rename m_num_t -> mon_num_t 2015-01-13 13:52:02 -05:00
2a3ff63846 Use the defined constants for monster abilities as much as possible
- New monster ability: radiate blade fields
- Fix permanent martyr's shield giving immunity to fire walls
- Fix paralysis ray giving immunity to ice walls
- All monsters that radiate fields are now immune to the fields they radiate
2015-01-13 13:24:18 -05:00
2a41b68129 Split monster immunities bitfield into more comprehensible chunks.
- Monsters now properly decide whether they can enter damaging terrains
- The possibility of being unusually vulnerable to a damage type is introduce - such monsters would take double damage from that type
2015-01-13 12:33:04 -05:00
12c87a85af Merge more item abilities
- The strength, dexterity, and intelligence abilities have been merged; it's now possible to make items that boost some other skill, though the handling for this is not yet implemented.
- The occasional haste/bless/disease abilities have been merged.
- Move affect_pc and affect_party functions into cPlayer and cParty respectively
2015-01-13 11:45:45 -05:00
d6aeba8e0f Merge and generalize more item abilities
- It's now possible to create an item that protects from any type of damage, status effect, or species (though some status effects may not be implemented)
- It's now possible to create slayer weapons for any species
2015-01-13 10:35:12 -05:00
84689cacaf Strictify damage type enum 2015-01-13 00:12:47 -05:00
032c276552 Handle more status effects for weapon abilities 2015-01-12 23:18:21 -05:00
6777d07c03 Fix indentation 2015-01-12 22:45:07 -05:00
c88b0f6386 Split out the per-weapon PC attack code into a function to reduce duplication
- It's now at least theoretically possible to have poison applied to your secondary weapon; since the primary weapon is whichever one appears first in your inventory, this might be possible if you apply poison and then equip a second weapon
2015-01-12 22:36:39 -05:00
0dece71686 Fix some issues where some aspects of the prefab party leaked into loaded games 2015-01-12 21:19:51 -05:00
114c625bf6 Fix indentation 2015-01-12 21:19:08 -05:00
25ef2ed713 Initial reformation of item abilities
- Merge most of the spell usable abilities into a single "cast spell" ability which can take any spell as an additional parameter
- Merge the affect status usable abilities into a single "affect status" ability which can take any status as an additional parameter
- Merge acidic and poisoned weapon into a single "status weapon" ability which can take any status as an additional parameter (though the handling for other statuses isn't yet implemented)
- Fix mass charm spell getting worse as you intelligence bonus increases
- Mass charm item spell is now easier to resist (an unintended side-effect)
- PC versions of Wrack and Unholy Ravaging implemented (for use as item spells)
2015-01-12 21:18:45 -05:00
3a285f47da Eliminate data size members from the scenario record
- Also move town_hidden array to the town record flags
2015-01-12 14:05:46 -05:00
ac7a1c1d88 Several little tweaks.
- Unify PC start adjustments into the cPlayer class; add start items for vahnatai race
- Allow healing missiles to heal PCs
- Fix display of spell names in the spellcasting dialog
- Expand list of statuses that affect_pc allows to be negative
2015-01-12 01:10:12 -05:00
908652d168 Housekeeping
- Rename cItemRec -> cItem and cItemRec::type -> cItem::weap_type
- Clear out a lot of commented code
- Remove the flag_x members in the scenario that used to store the scenario's password hash (or something like that)
2015-01-12 01:01:24 -05:00
43e4bcc048 Fix several more warnings
- As a side-effect, weapons with key skills other than the conventional three (edged, bashing, pole) are now fully supported (though the scenario editor UI doesn't yet support them)
2015-01-11 16:47:32 -05:00
148fa56a14 Fix Mac build 2015-01-11 16:18:27 -05:00
ac555ee931 Fix an instance of not drawing from the party sheet when it should 2015-01-11 16:08:03 -05:00
cc80539808 Fix line endings in imported Ticpp 2015-01-11 15:25:34 -05:00