4fd6d39aa1
fix 'launch scenario' with new scenario/renamed file
2025-01-22 09:26:16 -05:00
f6be98acfb
Fix win-scons CI ( #531 )
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* scons follow reference to c++ compiler
* don't worry about testing C compiler
* on failure, compile test program
* fix windows DEBUG definition flag
* add source file to win-scons SConscript
This fixes #514
2025-01-22 09:14:24 -05:00
4c53acc686
move the asPeaceful() note to where it will help
2025-01-21 19:36:19 -06:00
1fb1aa2ce3
add back the extra colours
2025-01-21 19:33:49 -06:00
3de6870628
parseColor use - instead of _
2025-01-21 19:15:38 -06:00
26ea7382a3
Resolve TODO comment
2025-01-21 19:01:06 -06:00
145824ea84
Handle exiting town with multiple entrances
2025-01-21 16:26:56 -06:00
ce7c5ed525
clarify cStringChoice cancel behavior
2025-01-21 16:26:28 -06:00
e303363900
prompt to go to town's entrance in the outdoors
2025-01-21 16:02:37 -06:00
6b575a0463
when hopping sections, make cen_x and cen_y match last pos
2025-01-21 15:43:13 -06:00
74dbc07e23
editing outdoor terrain: prompt to jump to next sections
2025-01-21 15:36:22 -06:00
7b92779e13
make switching outdoor sections DRY
2025-01-21 14:35:31 -06:00
611d00ff63
refactor town entrance search into cScenario function
2025-01-21 13:56:47 -06:00
b14a238ee3
Don't allow Major Blessing in town mode. Fix #541
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It seemed reasonable that we actually would want to LET
the player cast this in town mode, but it seems like other
blessing spells (i.e. Haste) do not
2025-01-21 12:40:19 -06:00
e314030879
clarify asPeaceful() function for spells
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I found it very confusing how many of the spells were
(WHEN_COMBAT).asPeaceful(). I thought those were bugs at first.
2025-01-21 12:37:34 -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
8e4cb8fc65
relative positioning for PC stat icons
2025-01-20 13:44:57 -06:00
0051274d26
make spell columns relative-position
2025-01-20 13:44:52 -06:00
4c383d116c
re-arrange and align HP/SP
2025-01-20 13:44:47 -06:00
4260d41bf6
colorize hp and sp in casting menu
2025-01-20 13:44:42 -06:00
daecca4abe
dialogxml parseColor use a map built from Colours constants
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parseColor() was doing a big if-else with string comparisons,
and returning values that differed from our Colours constants.
Since I couldn't find an instance of the colour attribute in our
existing xml, it should be safe to do away with those conflicting
values and refactor parseColor() to match the constants
and use cleaner code.
2025-01-20 13:44:31 -06:00
f58d95496d
fix unit test for last_cast change
2025-01-20 13:42:26 -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
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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
2681a2801f
reverse and reword leds
2025-01-20 12:49:45 -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
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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
9d12177eef
test don't expect newline in empty player name
2025-01-16 17:12:31 -06:00
4cbe474431
add check_for_interrupt to boe_test
2025-01-16 17:05:20 -06:00
62ddf3d0b3
The bug was caused by newline in empty PC name. fix #479
2025-01-16 16:53:37 -06:00
34785c3254
fix check_for_interrupt stubs in editors
2025-01-16 16:53:37 -06:00
df02f79ab8
fix explosions breaking old replays
2025-01-16 16:53:36 -06:00
afa79bcc5d
prevent edge case in interrupting replays
2025-01-16 16:53:36 -06:00
78e3c46b05
don't check for interrupt in confirmation dlg
2025-01-16 16:53:35 -06:00
62313e5bd6
allow interrupting replay
2025-01-16 16:53:34 -06:00