
Changelog : Classic Blades of Exile version 1.0 : - Added a new item ability : Call a scenario special when using the item. The special called is specified by the ability strength. The type of scenario to call depends of the magic_use_type (the boxes from help pc (0) to harm all (4)) : 0 is only local, 1 is town local and out global, 2 is town global and out local and 3 is only global. If the number of charge is greater than 0, then using the item takes one charge. If not, the item can be used at will. - Changed the "Set SDF" debug command to display the value of the specified SDF if value to set it to is -1 (BoA style). - Added a missing compatibility switch from the introduced "Specials interrupt wait/rest" feature. - Misc. battlefield adjustment (forest battlefield doesn't show a road anymore, road battlefields appear correctly, cave bridge now has cave trims, ...) - Fixed a bug where an absent boat or horse could prevent a pc from entering a square while in outdoor combat. - Trims now use the next terrain type (cave, grass, mountain) when drawn. - Fixed a potential negative pointer to an array. - Readded Spidweb logo intro sound. - Event Timers will now triggers even when resting (compatibility switch available) - Stairway can now be called in any mode except outdoor : town, looking, talking, even fighting (put in fight mode at destination). - The three basics scenarios are no longer listed in the custom scenario list. - Talking mode : fixed a typo which would prevent the keyword "name" from giving the name dialogue. Added the keywords "buy" (for purchase) and "bye" to end conversation. - Time for event timers is now taken into account correctly while resting Outdoor/ in Inn / via "Have a Rest Node". The "Change Time" node is unchanged. - Added a preference to show a talk entry field next to "Ask About" (like in older Exiles) for direct typing. - Fixed clipping error in the main menu screen for high resolutions. - Added the Ctrl+N shortcut who was advertised but not working. - Gold is now updated after training. - If not using special messages, a "Move Party" node won't mess with talking responses anymore. - Affect Gold/Food nodes could give more gold/food than the maximum allowed. Fixed. - Deleted a check that was destroying items with "type Flag" 15 first. - Calling add_string_to_buf() with an empty string now does nothing. Classic Scenario Editor version 1.0 : - Added a switch to the Scenario Details to bypass the automatic difficulty adjust - Added the ability to play sound asynchronously (use -sound_number instead of sound_number). - If a custom monster pic was shown in the monster dialog and a non-custom monster was loaded via the arrows, the pic was always drawn from the custom sheet. Fixed. - Cancelling while choosing an item ability won't reset the item ability to "No ability" anymore. - Added a "Change Town Lightning" node. (StarEye a.k.a *i) - Loading a town in the main menu won't get into editing mode automatically anymore. - Added an option in the Town Advanced details to prevent the mapping (like in older Exiles). - Added a "Display picture" node, that living up to its name, displays a picture. Bitmaps (BMP) are the only supported format but image can be of any size (be warned that if the image is larger/wider than the screen, it will be streched to fit, meaning a (potentially substancial) loss of quality). The name of the file is search in the scenario special strings (160 to 259) as specified in the node ex1a field. The format must be "[eventual path]filename.bmp". The base search folder is "[folder_the_scenario_is_in]/scenario_name.exr/". - Corrected the "Type Flag" description text (is between 0 and 255). - Modified the "Has Enough Mage Lore?" node into a general statistic check node. (StarEye a.k.a *i) Here is a description of fields : ex1a: how much of skill ex1b: special to call if enough ex2a: skill index (-1 defaults to mage lore to preserve compatibility) 0 - 18 corresponding skill, 19 - Current Health, 20 - Max Health, 21 - Current Spell Points, 22 - Max Spell Points, 23 - Experience, 24 - Skill points, 25 - Level. ex2b: 0, others - cumulative, 1 - highest, 2 - average, 3 - lowest, 10 + x - that PC. (-1 defaults to mage lore to preserve compatibility) - Added a "Has enough species ?" node, which checks if the party has (at least) a specified number of character with a given race. (StarEye a.k.a *i) - Modified the "Give ... spells" nodes to either take (spec.1b = 0) or give (spec.1b = 1) spells and have access to low level spells (spec.1a = 100 + spell_number, with 0 <= spell_number <= 29 ) (StarEye a.k.a *i) - Added an option in Town Advanced Details to prevent Magic Mapping from being cast (already included in the Map Unavailable option). - Added an option in Town Advanced Details that specifies a town special to call if the town becomes hostile (for compatibility reasons the special 0 can't be called in legacy scenarios). - Added a "Change Creature Attitude" node in Town specs : spec.ex1a is the number of the monster in the current town and ex.1b is the attitude to set it to (0 - Friendly, Docile, 1 - Hostile, Type A, 2 - Friendly, Will fight, 3 - Hostile, Type B). - Modified the "Make town hostile" node to "Set Town Attitude". Spec.ex1a is 0 for hostile, 1 for friendly. The dead part (2) is currently non functionnal. Classic Character Editor version 1.1 : - The party is in info bar has been extended an placed under the main window (now that subfolders can used, the scen_name can be pretty long) - In Edit skill, you could decrease health and spell points to negative values. Fixed. Chokboyz git-svn-id: http://openexile.googlecode.com/svn/trunk@113 4ebdad44-0ea0-11de-aab3-ff745001d230
134 lines
2.6 KiB
Plaintext
134 lines
2.6 KiB
Plaintext
/****************************************************************************
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EXILE.RC
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produced by Borland Resource Workshop
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*****************************************************************************/
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#define CURSOR_1 1
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#define DIALOG_2 2
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#define DIALOG_1 1
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#define ACCELERATORS_1 1
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#define MENU_2 2
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#define MENU_1 1
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#define Exile 1
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Exile MENU
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{
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POPUP "&File"
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{
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MENUITEM "&Open Game\tCtrl+O", 1
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MENUITEM "&Save Game\tCtrl+S", 2
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MENUITEM "Save As...", 3
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MENUITEM "&New Game\tCtrl+N", 4
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MENUITEM SEPARATOR
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MENUITEM "Preferences", 6
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MENUITEM "Compatibility Options", 7
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MENUITEM SEPARATOR
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MENUITEM "&Quit\tCtrl+Q", 8
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}
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POPUP "&Options"
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{
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MENUITEM "Pick New PC Graphic", 21
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MENUITEM "Pick New PC Name", 22
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MENUITEM "Create New PC", 23
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MENUITEM "Delete PC", 24
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MENUITEM SEPARATOR
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MENUITEM "See Talking Notes", 27
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MENUITEM "See Encounter Notes", 28
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MENUITEM "See Overall Party Stats", 29
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}
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POPUP "Help"
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{
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MENUITEM "Outdoor Commands", 41
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MENUITEM "Town Commands", 42
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MENUITEM "Combat Commands", 43
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MENUITEM "Magic Barrier Help", 44
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MENUITEM SEPARATOR
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MENUITEM "Hints, Bugs, and Comments", 46
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MENUITEM "Spell Casting Help", 47
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}
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POPUP "&Library"
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{
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MENUITEM "Mage Spells", 61
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MENUITEM "Priest Spells", 62
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MENUITEM "Skill Info", 63
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MENUITEM "Alchemy/Poison", 64
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MENUITEM "Tip of the Day", 65
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MENUITEM SEPARATOR
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MENUITEM "Show Introductory Dialog", 67
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}
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POPUP "&Actions"
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{
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MENUITEM "Do Alchemy\tCtrl+A", 81
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MENUITEM "Wait 80 Moves\tCtrl+W", 82
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MENUITEM "Display AutoMap\tCtrl+M", 84
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}
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POPUP "&Monsters"
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{
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MENUITEM "About this menu", 599
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}
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POPUP "&Cast Mage"
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{
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MENUITEM "About this menu", 399
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}
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POPUP "&Cast Priest"
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{
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MENUITEM "About this menu", 499
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}
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POPUP "&Help"
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{
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MENUITEM "Index\tF1", 100
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MENUITEM SEPARATOR
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MENUITEM "About Blades of Exile", 200
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}
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}
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ACCELERATORS_1 ACCELERATORS
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{
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"^W", 82, ASCII
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"^O", 1, ASCII
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"^S", 2, ASCII
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"^Q", 8, ASCII
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"^M", 84, ASCII
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"^A", 81, ASCII
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"^N", 4, ASCII
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}
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89 CURSOR "resources/ul.cur"
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90 CURSOR "resources/u.cur"
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110 CURSOR "resources/d.cur"
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91 CURSOR "resources/ur.cur"
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99 CURSOR "resources/l.cur"
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100 CURSOR "resources/c.cur"
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101 CURSOR "resources/r.cur"
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109 CURSOR "resources/dl.cur"
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111 CURSOR "resources/dr.cur"
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120 CURSOR "resources/sword.cur"
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126 CURSOR "resources/talk.cur"
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124 CURSOR "resources/target.cur"
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122 CURSOR "resources/key.cur"
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129 CURSOR "resources/look.cur"
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10 ICON "resources/bladexil.ico"
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