Commit Graph

685 Commits

Author SHA1 Message Date
772bd71b16 Him/her -> them 2025-02-08 18:24:16 -05:00
c20dbbf88e DRY launch doc url 2025-02-07 09:51:45 -05:00
5804d84012 Disallow deleting PC in combat. Fix #70 2025-02-07 09:51:10 -05:00
7ac994f97f help button don't blink when i click a talk word 2025-02-06 08:44:38 -06:00
891cc2dbcf Help button don't hide if returning to talk mode. fix #64 2025-02-06 08:39:35 -06:00
48089a95bf record and replay now-distinct shop click events 2025-02-04 12:43:58 -06:00
4c9a4b4fb2 fix done/help buttons disappearing 2025-02-04 12:39:02 -06:00
cf79392762 highlight all of the cost text 2025-02-04 12:30:12 -06:00
673de75c73 separate args to highlight text and item help button 2025-02-04 12:29:52 -06:00
ddad32458e render shop highlights at non-offset positions 2025-02-04 12:16:23 -06:00
2314e9e5b4 fix clip_rect when drawing pressed shop graphics 2025-02-04 12:09:26 -06:00
081d237cbf talking and shopping: don't pass click events forward
Fix #567
2025-02-04 08:59:55 -06:00
3ad647c700 Fit preset talk word click rects. Fix #566 2025-02-04 08:48:18 -06:00
bc5f42a870 quick implementation of previewing dialogxml for #564 (#565) 2025-02-03 09:20:42 -05:00
e4c97d2088 Merge pull request #551 from NQNStudios:keys
Refactor Debug Keys

* Collect debug keys into a central location so that the debug help dialog can automatically list every defined debug key.
* Add buttons so that debug actions can be taken directly from the debug help dialog.
* Add new debug keys to immediately fight an encounter from the current outdoor section.
2025-02-02 13:56:38 -05:00
josefwk
a2c5bb3ed7 Modified the UI redraw order in handle_death() to fix #250 and #558. (#560)
Fix #250
Fix #558
2025-02-02 13:51:24 -05:00
6fc55ed311 Fix multiple inconsistencies when saving (#550)
* debug_leave_town use same logic as normal town exit. fix #549
* Standardize all save party code paths

Fix #480
Fix #204
Fix #267

* remove file_in_mem now that it is redundant
* Print message when save file not chosen
2025-01-26 12:56:57 -05:00
e9997eb9ba new debug action: fight an outdoor encounter 2025-01-25 21:46:25 -06:00
b1efc03029 Huge makeover for debug keys 2025-01-25 19:45:08 -06:00
2e804c1aa9 survey used and unused keyboard shortcuts 2025-01-25 17:37:04 -06:00
2ec456b9ef Merge pull request #536 from NQNStudios:recast-hint
Quality of life: Spellcasting

This makes changes to the spellcasting UI.

* M or P to recast will no longer default to Light or Minor Bless/Minor Heal. You need to cast something before recast becomes available. This fixes #535 and I think it's disorienting when I've just started the game and M casts Light in a town that's fully lit, so the change is generally good I'd say.
* I implemented a recasting hint in the text bar, which was one of the things I mentioned in my quality-of-life checklist https://github.com/NQNStudios/cboe/issues/16. It replaces the status icons in combat mode.
* Sometimes when my eyes glaze over, I think I'm casting the spell on the wrong side of the LED. I thought there was a bug when I cast Long Light instead of Dumbfound (even though I know the distance between the two is pretty large -- I wasn't paying much attention). I thought it would be nice to highlight the name of the selected spell. Light green seemed to make more sense than red for that, because the LED turns green. Then I made the caster/target selection texts also use light green instead of red, to match. Uncastable spells are grey.
2025-01-23 09:30:08 -05:00
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
54bab68497 Allow custom 'no items' response 2025-01-22 19:58:09 -05:00
9f2ffd1ce0 fix shop and talk clicks falling through. Fix #544 2025-01-22 19:58:09 -05:00
c27789eaa0 When shops are empty, don't go into shop mode. Fix #216 2025-01-22 19:58:09 -05:00
5dcdd18b3c Merge pull request #537 from NQNStudios:screen-shift-keys
This makes it so arrow keys/numpad can control screen shift when it's available.

When this preference is enabled, #482 will not be an issue (Fix #482). But the player will also miss out on cases where adjacent targeting would be a good thing. I haven't done anything smart to determine whether one mode or the other is better on a case-by-case basis.
2025-01-22 09:28:28 -05:00
6a34d05ce3 Remove warning for spells that use default 1-sq pattern.
This fixes #489.

I considered an alternate solution of adding a case for every 1-sq-target spell, but there are so many of them. Targeting 1 square is a sensible default, not something that should have to be specified, and this warning would only really be useful when adding new spells to avoid forgetting to specify their shape. I say we don't need it.
2025-01-22 09:26:58 -05:00
26ea7382a3 Resolve TODO comment 2025-01-21 19:01:06 -06:00
611d00ff63 refactor town entrance search into cScenario function 2025-01-21 13:56:47 -06:00
8703c772d4 fix bug which made several spell leds broken on page 1 2025-01-21 12:23:48 -06:00
92b798c48a simplify if-else with identical branches 2025-01-21 12:11:26 -06:00
98f8cf9abe Make Shift+directional keys do opposite 2025-01-20 15:12:24 -06:00
fc30ea4619 advance_time after space to end fancy target. Fix #539 2025-01-20 14:57:06 -06:00
7742373142 Try recast opposite spell type: Toggle the hint 2025-01-20 14:42:40 -06:00
cbb964a073 recast hint take the place of party status icons 2025-01-20 14:01:13 -06:00
e2104a4390 exclude split party members from target list 2025-01-20 13:45:01 -06:00
4c383d116c re-arrange and align HP/SP 2025-01-20 13:44:47 -06:00
c7ce84def2 More intuitive coloration in spell menu 2025-01-20 13:42:20 -06:00
0ef3ad81d9 Recast hint for spellcasters 2025-01-20 13:42:03 -06:00
c38c79b12b no default repeat spells & buf message when none stored
Fix #535
2025-01-20 13:41:49 -06:00
ead987fff7 default to legacy directional key behavior 2025-01-20 12:50:49 -06:00
1c1d00f4af implement the preference with an LED group for clarity 2025-01-20 09:13:36 -06:00
37640bf349 fix compiler warnings 2025-01-20 09:41:29 -05:00
f545ce5333 slight simplification 2025-01-20 09:33:13 -05:00
3a5a02202b print remaining enemies when can't end combat 2025-01-20 09:29:21 -05:00
94b63dee49 when checking if outdoor enemies are alive, count types 2025-01-20 09:29:21 -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
dbe92c00b5 Implement a preference for this feature 2025-01-18 19:09:20 -06:00
ed1d650450 directional key screen-shift 2025-01-18 18:57:45 -06:00
0ae90ea695 prevent out-of-bounds on empty name string 2025-01-18 15:00:01 -06:00