Files
oboe/rsrc/strings/priest-spells.txt
Celtic Minstrel c413d292a9 Tear out most of the legacy code in the game - see below for details
(PC Editor and Scenario Editor are unaffected by this commit.)

Things removed:
- All references to Carbon and QuickDraw are gone.
- No more Resource Manager; the game no longer relies on old resource files at all
- The old dialog framework (from dlogtool.c, functions usually prefixed with cd_) is no longer used.
- Files that weren't being compiled
- Boost libraries that are now in the C++ library (function, shared_ptr)
- Obsolete build settings

Replacement dependencies:
- Boost Filesystem replaces references to things like FSSpec
- SFML replaces all the QuickDraw code and most window management
- Cocoa replaces AppleEvent management, menu management, and some window management
- I wrote a resource manager interface to mimick the important aspects of the behaviour of the Mac Resource Manager
- I had to rewrite some functions that QuickDraw provided natively, such as clipping regions; not all of these are tested

Things added:
- Every referenced dialog has been converted from a DITL resource into the new XML-based dialog format.
- All referenced STR# resources have been extracted into simple text files
- Now compiles against Mac OSX 10.7 SDK and libc++
- The first item in the Help menu opens the docs on Sylae's website
- It seems all the constants for soundtool vanished somewhere, so I added them back from the original Mac source

Other changes:
- Updated to XCode 4(?) project format
- Added the xcschemes created by XCode 4; I'm not sure how important these are, but they seem like they might be important
- Added document on converting dialogs to the XML format.
- Make string formatting mismatches into errors instead of warnings
- Disable error limit
- Graphics sheets that previously used masking now have alpha transparency
- Converted all graphics sheets to 8-bit PNG
- Trimmed white border from intro image
- Converted dialogs in the resource file have their resource name set to the name of the XML file of the converted version
- Referenced string resources in the resource file have their resource name set to the name of the text file of the extracted version
- Add the black-and-white patterns from the PAT resources to the pixpats.png; at least one of them is used somewhere in the game
- Recreated the menu.xib as a Cocoa xib file instead of a Carbon xib file
- Disable GNU C++ extensions; maybe this'll make it easier to compile with cl.exe later
- Add marks to the enormous handle_action function to make it easier to navigate\
- A build step to validate the XML dialogs using xmllint (doesn't quite work properly yet but does at least catch dialogs that are not well-formed)- Fix a lot of warnings about assigning string constants to non-const char pointers
- Fixed the file and application icons (which had somehow become corrupted at some point)
- Lots of additional functions in the custom location and rectangle classes, including implicit conversion to and from SFML rects and vectors; also they now store coordinates as int instead of char
- A new enum for encounter note types
- Much tweaking of the encounter note recording mechanisms
- To ease porting, I added a simple function that converts from classic Mac ticks (about 1/60 of a second) to the SFML time type
- Python script to convert STR# resources to txt files, replacing newlines with vertical bars
- Extracted the Mac font (Dungeon Bold) from the resource file and also added the Windows font (MaidenWord)

XML Dialog Framework changes:
- Remove the static initialization object in favour of manually calling cDialog::init()
- {set,get}Format() no longer used for colour; there's a dedicated {set,get}Colour() instead
- draw() methods unprotected in the control classes so that controls can be drawn in the main window
- There's no longer a friend relationship between the dialogs and the controls
- Fixed buttons duplicating the "depressed" boolean
- Buttons now properly offset the label for tiny and push buttons, and for LEDs
- Buttons no longer assume that either none or both of "width" and "height" are given in the XML
- Add {get,set}BtnType() to cButton
- cLedGroup now overrides handleClick(), which has also been made virtual; this was necessary for LEDs within a group to properly hilite while being clicked
- Add addChoice() to cLedGroup to insert additional LED choices
- Moved the key enums and cKey to a separate file
- Add a method to get a control's attached key
- Add methods to get and set a control's rect and position
- Controls can now directly take a window as a parent rather than a dialog
- Add addLabelFor() method to cDialog which adds a static text control as a label for another control
- Remove hack for storing a dialog result of arbitrary type in favour of boost::any
- Add method to get default text colour for a dialog
- Add method to get a dialog's rect
- Add method to add the same event handler to multiple controls in a dialog
- Add concept of default button to dialogs
- Add enum for text field type (currently either number or text)
- Implement the text field without use of native controls, including somewhat decent text input and a flashing insertion point
- cPict no longer stores references to every sheet; it fetches them as needed from the resource manager
- The many draw functions in cPict are no longer static, since they need to access the window containing the pict (before they could only be static due to QuickDraw's global state)
- Add setPict() without a type argument to change the graphic without changing the type, which is a common operation
- Add a scrollbar control; the specifics aren't implemented yet
- Change signature of the record callback for cStrDlog; it will no longer be passed the strings
- Publicize the no-button constructor of cChoiceDlog; it'll assume "okay" is the only button
- Add operator-> to cPictChoice for accessing the underlying dialog
- Add constructor to cPictChoice that takes a starting and ending pic num
- Remove err parameter from giveError
- Many more keys handled, plus support for catching copy, paste, cut, and select all keyboard shortcuts
- Text input fields take priority, overriding any other keyboard shortcuts in the dialog, but they never catch help (F1), escape, or enter
- Some changes to the format itself:
-> keys go in the "def-key" attribute, but modifiers go in "key-mod"
-> "clickable" is no longer a recognized attribute
-> "title" is now a recognized text size (18pt, even larger than "large" at 12pt)
-> "defbtn" attribute on the root element
2014-04-14 13:52:01 -04:00

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Minor Bless
Makes the character harder to hit and take less damage from blows. It also makes the PC hit more often, and his or her blows do more damage. Its effects decay with time.
Minor Heal
Increases the health of the selected PC a small amount, up to the PC's maximum health.
Weaken Poison
Reduces the amount of poison running around in the veins of the selected PC.
Turn Undead
When cast on an undead creature, it usually does a reasonable amount of damage to it. It has no effect on non-undead.
Location
Displays the partyÕs x-y location in the town.
Sanctuary
The target of this spell becomes magically shielded. For a time, monsters probably won't be able to attack him/her. The effects disappear when the PC attacks someone.
Symbiosis
This spell has the caster absorb the damage taken by another character. The higher the level, the less damage the caster takes per health point healed.
Minor Manna
Casting this spell gives the party a little more food.
Ritual - Sanctify
When cast on a location filled with evil magic, the location receives a blessing. This might drive out the evil magic. Then again, it might not.
Stumble
The victim of this spell moves more slowly and has less effective attacks for a short time.
Bless
Like Minor Bless, but better. Its effect increases with the level of the caster.
Cure Poison
Like Weaken Poison, but better. Its effect increases with the level of the caster.
Curse
The opposite of bless. It makes everything much worse for the victim, for a time. Hitting someone with this spell several times vastly increases the effect.
Light
Creates a short duration magical light source.
Wound
Deals a painful blow to the targeted victim. The damage increases with your level.
Summon Spirit
This spell summons a shade from the netherworld to aid you. It will disappear after a short time.
Move Mountains
When cast on a fragile wall or outcropping of rock, the wall or outcropping crumbles into rubble. It doesn't work on all walls.
Charm Foe
This spell has a chance of making the target monster start to fight for the party. The chance of it working drops sharply with the level of the monster.
Disease
The victim of this spell is afflicted by a disease, which slowly weakens it. The disease lasts a long time.
Awaken
Casting this on a sleeping character instantly wakes that character up.
Heal
A much better version of Minor Heal.
Light Heal All
Casts one minor heal on each PC.
Holy Scourge
This spell gives the victim a powerful curse, the effect of which increases with the level of the caster.
Detect Life
This spell causes all other living things to appear on your map for a short time. Note, however, that this spell only detects creatures in areas you have explored.
Cure Paralysis
This spell instantly removes the effects of paralysis.
Manna
This spell magically creates a lot of food for the party.
Forcefield
This spell fills an area with walls of force, which are fairly damaging and reasonably long lasting.
Cure Disease
Casting this spell on a PC cures all his/her disease.
Restore Mind
This spell completely unfeebleminds the recipient.
Smite
This spell fires a number of bolts of divinely inspired cold, the number of which increases with the level of the caster. To cast without using all of the targets, hit the space bar.
Cure All Poison
Causes everyone to become less poisoned. Useful for dealing with those nasty swamps.
Curse All
Causes all monsters within ten spaces to receive a powerful curse.
Dispel Undead
Deals a deadly blow to the targeted undead nasty. The chance of the spell having an effect increases with the caster's level.
Remove Curse
Occasionally, you will put on an item which then refuses to be taken off. Casting this spell has a chance of removing the curse.
Sticks to Snakes
This spell summons a bunch of snakes to aid the party. Skillful casters have a chance of getting asps instead of the weaker giant snakes.
Martyr's Shield
When something strikes the recipient of this spell in hand-to-hand combat, it takes as much damage as the victim. The duration of this spell increases with the level of the caster.
Cleanse
This spell purifies the recipient. The beneficiary is completely unwebbed, and all disease is cured.
Firewalk
When cast, for a short time everyone in the party can walk across lava with no damage. The duration increases slowly with the level of the caster.
Bless Party
Much like Bless, but affects everyone.
Major Heal
Works like the Heal spell, but gives much more bang for the spell points.
Raise Dead
This spell returns a body to life. You need Resurrection Balm to cast this. There is a small chance (decreasing with level) that it turns the body to dust. A dusted character can only be raised with a Resurrect spell. Raising a PC reduces his/her stats.
Flamestrike
The first 'area of affect' offensive priest spell. It chars all beings adjacent to the space you target. The damage done increases with level.
Mass Sanctuary
This spell hides all PCs (like a sanctuary spell). As before, the effect for a PC is voided when that PC attacks.
Summon Host
This powerful spell summons four spirits, and a magical being to lead them. They then fight on the side of the caster for a little while.
Shatter
This spell strikes every space adjacent to the party with a Move Mountains spell.
Dispel Fields
All magical walls, etc. in the large area affected by this spell will be dispelled. It has a small chance of affecting quickfire.
Heal All
Like the Heal spell, but affects the whole party. Very efficient.
Revive
This spell heals all damage and cures all poison for one PC.
Hyperactivity
This powerful spell instantly wakes up any sleeping characters in the party. What's more, it provides total resistance to magical sleep for a short time. Finally, it speeds back up any slowed character.
Destone
Certain rare monsters can turn one of your characters to stone. This valuable spell undoes the damage.
Summon Guardian
This spell summons a powerful, invisible being to fight on the side of the party. Be careful not to damage it by mistake!
Mass Charm
When cast, all creatures within eight spaces of the caster have a chance of coming under his/her control.
Protective Circle
A very unusual and effective spell for a party on the defensive. The caster is surrounded by several layers of magical fields, which fend off anyone attacking.
Pestilence
This spell afflicts everyone within eight spaces with an effective but slow-acting disease.
Revive All
When cast, the party receives a powerful healing (increasing with level of the caster) and has poison cured as well.
Ravage Spirit
Demons are resistant to most magic. This spell gives them a blow which usually does a lot of damage. The chance of success increases with the level of the caster.
Resurrect
Like raise dead, but much more effective, and works on even a dusted character. It also has a smaller chance of lowering the character's stats. It still requires Resurrection Balm to cast.
Divine Thud
The most powerful offensive priest spell. It delivers a stunning blow of force to all beings within two spaces of the targeted space.
Avatar
This spell temporarily makes the caster an invulnerable, incredibly powerful avatar of the gods.
Wall of Blades
This spell creates a wall of the most damaging (and long lasting) of the magic walls. Rotate the wall by hitting space.
Word of Recall
This spell returns the party to the town where they began the scenario. Because of the danger of teleporting from narrow, windy tunnels, it can only be cast outdoors.
Major Cleansing
This spell removes all webs and disease from the party.