
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
41 lines
1.6 KiB
C
41 lines
1.6 KiB
C
#ifndef _ITEMS_H
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#define _ITEMS_H
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#include "location.h"
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#include "item.h"
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#include "global.h"
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Boolean give_to_party(item_record_type item,short print_result);
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Boolean forced_give(short item_num,short abil);
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Boolean party_take_abil(short abil);
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short item_weight(item_record_type item);
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Boolean place_item(item_record_type item,location where,Boolean forced);
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void destroy_an_item();
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void set_item_flag(item_record_type *item);
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short get_item(location place,short pc_num,Boolean check_container);
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void put_item_graphics();
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void set_town_status(unsigned char attitude);
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void display_item_event_filter (short item_hit);
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short display_item(location from_loc,short pc_num,short mode, bool check_container);
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void fancy_choice_dialog_event_filter (short item_hit);
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short fancy_choice_dialog(short which_dlog,short parent);
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void select_pc_event_filter (short item_hit);
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short char_select_pc(short active_only,short free_inv_only,char *title);
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short select_pc(short active_only,short free_inv_only);
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void get_num_of_items_event_filter (short item_hit);
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short get_num_of_items(short max_num);
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short choice_dialog(short pic,short num);
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void make_cursor_watch() ;
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void place_glands(location where,unsigned char m_type);
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void reset_item_max();
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short item_val(item_record_type item);
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void place_treasure(location where,short level,short loot,short mode);
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item_record_type return_treasure(short loot,short level,short mode);
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void frame_button(RECT button_rect);
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void refresh_store_items();
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void get_text_response_event_filter (short item_hit);
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void get_text_response(short dlg,char *str,short parent_num);
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short custom_choice_dialog(char *strs,short pic_num,short buttons[3]) ;
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#endif
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