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Author SHA1 Message Date
NovaRain bf70cadc02 Merge branch '3.8-maintenance' 2017-02-27 00:02:50 +08:00
NovaRain 3e3f6f92ed Merge branch '3.8-maintenance' 2016-11-14 10:20:26 +08:00
NovaRain 9be861a84b Merge branch '3.8-maintenance' 2016-11-10 09:14:49 +08:00
103 changed files with 6077 additions and 10191 deletions
+1 -29
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@@ -7,34 +7,6 @@
; have an additional NoHardcode option in this file which can
; be used to remove their hardcoded effects, and add new stat/skill effects
;Name=The name of the perk
;Desc=The description of the perk
;Image=The line number (0-indexed) of the corresponding FRM in skilldex.lst
;Ranks=The number of perk levels
;Level=The minimum required level
;Type=If 0, the perk checks only Skill1 for skill requirements; if 1, it checks
; Skill1 or Skill2; if 2, it checks both Skill1 and Skill2
;Stat=The modified stat or -1 if you don't want to change any stats
;StatMag=The increased/decreased value to the modified stat
;Skill1=The first skill (or -1 for none) to check, but if you set a specific bit
; (67108864 or 0x4000000), it checks GVAR. For example, if Skill1=67108864, then
; the perk will check GVAR_PLAYER_REPUTATION (67108864 + 0) on Skill1Mag value
;Skill1Mag=Positive value is used as the minimum requirements of the first
; skill/GVAR, and a negative value is interpreted as the maximum requirement.
; For example, with Skill1=0 and Skill1Mag=100, if player has small guns skill
; >= 100 and meets all other requirements, the perk will be available in the
; selection window; with Skill1=1 and Skill1Mag=-120, the perk will not be
; available if player has big guns skill >= 120
;Skill2=The second skill/GVAR (or -1 for none) to check
;Skill2Mag=Same as Skill1Mag, but for Skill2
;STR-LCK=Positive values are used as minimum requirements of SPECIAL stats, and
; negative values are interpreted as maximum requirements. For some special
; perks processed by the engine (e.g. PERK_armor_powered and PERK_armor_combat),
; the values are not used as requirements but to add to corresponding SPECIAL
; stats
;If the value is set to -99999, the variable will be ignored (similar to comment out that line)
;This is a modification to perk 119
[119]
Name=Example
@@ -64,4 +36,4 @@ Name=Example
Desc=This is an example trait
Image=72
StatMod=0|-1 ;Subtract 1 from strength
SkillMod=0|20|1|-5 ;Add 20 to the player's small guns skill and subtract 5 from big guns
SkillMod=0|20|1|-5 ;Add 20 to the players small guns skill and subtract 5 from big guns
+2 -5
View File
@@ -1,5 +1,5 @@
[sfall]
SaveInCombat=Cannot save at this time.
SaveInCombat=Cannot save at this time
KarmaGain=You gained %d karma.
KarmaLoss=You lost %d karma.
HighlightFail1=You aren't carrying a motion sensor.
@@ -7,11 +7,8 @@ HighlightFail2=Your motion sensor is out of charge.
SuperStimExploitMsg=You cannot use a super stim on someone who is not injured!
BlockedCombat=You cannot enter combat at this time.
SaveSfallDataFail=ERROR saving extended savegame information! Check if other programs interfere with savegame files/folders and try again.
PartyLvlMsg=Lvl:
PartyACMsg=AC:
PartyAddictMsg=Addict
[AppearanceMod]
RaceText=Race
StyleText=Style
MainButtonText=Appearance
MainButtonText=Appearance
+42 -102
View File
@@ -1,5 +1,5 @@
;sfall configuration settings
;v3.8.12
;v3.8.2
[Main]
;Change to 1 if you want to use command line args to tell sfall to use another ini file.
@@ -17,8 +17,7 @@ NumSoundBuffers=0
;Set to 1 to allow attaching sound files to combat float messages
AllowSoundForFloats=1
;Set to 1 to automatically search for alternative formats (mp3/wma/wav) when Fallout tries to play an acm
;Set to 2 to play alternative music files even if original acm files are not present in the music folder
;Set to 1 to automatically search for alternative formats when Fallout tries to play an acm
;This does not effect the play_sfall_sound and stop_sfall_sound script functions
AllowDShowSound=0
@@ -71,17 +70,9 @@ GPUBlt=0
;Requires graphics mode 4 or 5, and GPUBlt set to 1
Use32BitHeadGraphics=0
;Set to 1 to automatically search for alternative avi video files when Fallout tries to play the game movies
;Requires graphics mode 4 or 5
AllowDShowMovies=0
;Fade effect time percentage modifier
;Default is 100. Decrease/increase this value to speed up/slow down fade effects
FadeMultiplier=100
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Input]
;Set to 1 to enable the mouse scroll wheel to scroll through inventory, barter, and loot screens
;Set to 1 to enable the mouse scroll wheel to scroll through your inventory
UseScrollWheel=1
;The mouse Z position is divided by this modifier to calculate the number of inventory
@@ -107,7 +98,7 @@ ReverseMouseButtons=0
BackgroundKeyboard=0
BackgroundMouse=0
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
;The modifier key you have to hold down to change any speed settings
;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
@@ -116,7 +107,7 @@ SpeedModKey=-1
;A key to press to toggle the speed tweak on or off
;Specify 0 if you don't want a toggle key, or a DX scancode otherwise
SpeedToggleKey=0
SpeedToggleKey=0x00
;The keys corresponding to the 10 speed slots
;Set to 0 to disable a slot, otherwise specify the DX scancode of the key you want to use
@@ -137,40 +128,19 @@ SpeedKey9=0x00
WindowScrollKey=0
;A key to press to toggle the highlighting of all items on the ground on the current map
;Set to 0 if you don't want a toggle key, or a DX scancode otherwise
ToggleItemHighlightsKey=42
;Set to 1 to also highlight containers
HighlightContainers=1
;Set the color of outlines, available colors:
;0x01 - glowing red
;0x02 - red
;0x04 - grey
;0x08 - glowing green
;0x10 - bright yellow
;0x20 - dark yellow
;0x40 - purple
OutlineColor=0x10
;Set to 2 for purple outlines
HighlightContainers=0
;A key to press to reload your currently equipped weapon
;Set to 0 if you don't want a reload key, or a DX scancode otherwise
ReloadWeaponKey=0
;A key to hold down to let you move/drop a whole stack of items at once without the 'Move Items' window
;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
ItemFastMoveKey=29
;Set to 1 to skip the 'Move Items' window when taking items from containers or corpses and not holding down ItemFastMoveKey
;Requires ItemFastMoveKey to be enabled
FastMoveFromContainer=0
;A key to press to open a debug game editor
;Set to 0 to disable, or a DX scancode otherwise
;Requires sfall debugging mode and FalloutClient.exe from the modders pack
DebugEditorKey=0
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Misc]
;Time limit in years. Must be between -3 and 13
@@ -199,9 +169,24 @@ WorldMapDelay2=66
WorldMapEncounterFix=0
WorldMapEncounterRate=5
;XX OBSOLETE XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
;XX
;XX ;This will change the physical speed at which you move across the map
;XX ;Set to 0 to leave at the default. (i.e. limited by vwait in windowed mode, or by processor speed in fullscreen)
;XX ;If set to something other than 0, it enforces a maximum fps on the world map screen.
;XX ;Changing this to something other than 0 is not recommended if you've already applied a world map speed patch to your Fallout exe.
;XX WorldMapFPS=0
;XX
;XX ;Only set to 1 if your systems high performance timer is unreliable for some reason
;XX ForceLowResolutionTimer=0
;XX
;XX ;Obsolete, but can still be used if you know what it does.
;XX ;WorldMapDelay=0
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
;The number of slots available in the locations list panel of the world map
;Set to 0 to leave unchanged. 17 is default.
;Setting this greater than 17 requires a replacement background FRM, or you'll get glitched graphics
;Setting this greater than 17 requires a replacement background frm, or you'll get glitched graphics
WorldMapSlots=0
;To start a new game somewhere other than artemple.map, uncomment the next line and set it to the map you want to load
@@ -221,7 +206,7 @@ WorldMapSlots=0
;PatchFile=patch%03d.dat
;MultiPatches=0
;Set to 1 to use the modified data load order for the engine to find game data
;Set to 1 to enable the modified data load order for the engine to find game data
;Original: patchXXX.dat > critter_patches > critter_dat > f2_res_patches > f2_res_dat > master_patches > master_dat
;Modified: master_patches > critter_patches > patchXXX.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
DataLoadOrderPatch=0
@@ -325,7 +310,7 @@ SaveInCombatFix=1
;Player's level is capped once the highest specified level is reached
;XPTable=50,100,200
;Set to 1 to enable additional weapon animation codes from o-t
;Set to 1 to enable additional weapon animations codes from o-t
;The 4 byte value at 0x39 of weapon protos may range from 0 to 15 rather than 0 to 10
;Since the letters 'n' and 'r' are in use for other animations, an animation code of 11 corrisponds to 's' and 15 to 't'
AdditionalWeaponAnims=1
@@ -365,34 +350,23 @@ CorpseLineOfFireFix=0
;Set to 1 (or some higher number if needed, the maximum is 127) to prevent 100% CPU use
ProcessorIdle=-1
;Set a number of how many protos per type can be loaded into memory at once (valid range: 512..4096)
;Set to -1 to let set_proto_data script function automatically increase the limit when needed
LoadProtoMaxLimit=-1
;Set to 1 if using the hero appearance mod
EnableHeroAppearanceMod=0
;Set to 1 to skip the 3 opening movies
SkipOpeningMovies=0
;Causes NPCs who complete their combat turn with AP left over will try and find other ways to spend it.
;Only NPCs with AP left equal to or greater than the value given here will be considered.
;Causes NPCs who complete their combat turn with ap left over will try and find other ways to spend it.
;Only NPCs with ap left equal to or greater than the value given here will be considered.
;Set to 0 to disable
NPCsTryToSpendExtraAP=0
;Set to 1 to fix NPCs not checking weapon perks properly when searching for the best weapon
;Note that enabling this option can significantly affect the weapon choice of some NPCs in combat
AIBestWeaponFix=0
;Allows the use of tiles over 80*36 in size. sfall will just split and resave them at startup
;Set to 1 to check all tiles on started (slow)
;Set to 2 if you provide a XLtiles.lst file in art/tiles/ containing a list of the tile ids that need checking
AllowLargeTiles=0
;Set to 1 to boost the maximum number of tile FRMs from 4096 to 16383
MoreTiles=0
;Change the Skilldex cursor FRM numbers
;Change the Skilldex cursor frm numbers
;Default is 293 for all skills
Lockpick=293
Steal=293
@@ -402,14 +376,11 @@ Doctor=293
Science=293
Repair=293
;Set to 1 to add scroll buttons to the pipboy quest list, and remove the quests per area limit
;Set to 2 to use a different set of scroll buttons
UseScrollingQuestsList=1
;Remove window position rounding
RemoveWindowRounding=0
;To change the location of quest list scroll buttons, uncomment the next two lines
;Defaults are 140 for the X-axis and 334 for the Y-axis
;QuestsScrollButtonsX=140
;QuestsScrollButtonsY=334
;Set to 1 to add scroll buttons to the pip boy quest list, and remove the quests per area limit
UseScrollingQuestsList=1
;Uncomment these lines to control the premade characters offered when starting a new game
;Multiple options should be separated by commas, and there must be the same number of entries in both lines
@@ -417,7 +388,7 @@ UseScrollingQuestsList=1
;PremadeFIDs=201,203,202
;Use this line to modify the list of cities and their associated global variables used for city reputations
;Syntax is 'city id:global id', with each city/global pair separated by a comma.
;Syntax is 'city id : global id',with each city/global pair separated by a comma.
;CityRepsCount=19
;CityRepsList=0:47,2:48,1:49,4:50,5:51,3:52,8:53,6:54,7:55,13:56,10:57,11:59,14:61,17:63,19:64,18:65,25:66,9:294,20:308
@@ -431,8 +402,7 @@ ExtraSaveSlots=0
;Set to 2 to update the HP/AC counters instantly
SpeedInterfaceCounterAnims=0
;These lines allow you to control the karma FRMs displayed on the character screen
;Number of KarmaPoints should be 1 less than number of KarmaFRMs
;These lines allow you to control the karma frm's displayed on the character screen
;KarmaFRMsCount=3
;KarmaFRMs=47,48,49
;KarmaPoints=-100,100
@@ -454,9 +424,6 @@ BonusHtHDamageFix=1
;Set to 1 to display additional points of damage from Bonus HtH/Ranged Damage perks in the inventory
DisplayBonusDamage=0
;Set to 1 to display the range of the second attack mode in the inventory when you switch weapon modes in active item slots
DisplaySecondWeaponRange=1
;Modify the maximum number of animations allowed to run on a map. (Default is 32, and the maximum is 127)
AnimationsAtOnceLimit=120
@@ -467,7 +434,7 @@ RemoveCriticalTimelimits=0
NPCStage6Fix=0
;Change the colour of the font used on the main menu for the Fallout/sfall version number
;It's the last byte ('3c' by default) that picks the colour used. The first byte supplies additional flags
;It's the last byte ('3c' by default,) that picks the colour used. The first byte supplies additional flags
;MainMenuFontColour=0x0600003c
;Two alternate fixes to the interaction between HtH attacks and the fast shot trait
@@ -488,12 +455,11 @@ BoostScriptDialogLimit=0
;DerivedStats=Stats.ini
;These options modify the checks to see if a critter can carry an additional item, changing which items are counted towards the weight limit and adding an additional size check
;Set the mode to 0 to disable the size check, 1 to apply to the PC only, 2 to apply to the PC and party members, or 3 to apply to all critters
;Only the PC uses CritterInvSizeLimit. Other critters will use the unused stat (STAT_unused = 10) or have the size limit of 100 if the stat is not set
;Set the mode to 0 to disable the size check, 1 to apply to pc only, 2 to apply to the pc and party members, or 3 to apply to all critters
;Only the PC uses CritterInvSizeLimit. Other critters will use the extra unused stat (STAT_unused = 10)
;Add 4 to the mode to limit the weight check to used items only
;You can use line number 542/543 in proto.msg and line number 35 in inventry.msg to set up custom messages for item size
CritterInvSizeLimitMode=0
CritterInvSizeLimit=100
CritterInvSizeLimit=200
;Some bit flags to alter behaviour of the motion sensor
;1 - Allow sensor use on automap when motion sensor is in pack rather than hands
@@ -521,17 +487,9 @@ SuperStimExploitFix=0
InventoryApCost=4
QuickPocketsApCostReduction=2
;Set to 1 to allow objects seeing through other objects that have their ShootThru flag set
;Note that enabling this option can cause unexpected NPC behavior in some situations
;Set to 1 to allow objects seeing through other objects with their ShootThru flag set
ObjCanSeeObj_ShootThru_Fix=0
;Set to 1 to fix the broken obj_can_hear_obj script function
ObjCanHearObjFix=0
;Set to 1 to enable the mood argument of start_gdialog script function to be available for talking heads
;If the argument value is -1, the mood will be determined by the local variable 0 of the script (vanilla behavior)
StartGDialogFix=0
;Set to 1 to enable the balanced bullet distribution formula for burst attacks
ComputeSprayMod=0
@@ -597,23 +555,16 @@ StackEmptyWeapons=0
;If the amount of ammo boxes in the inventory is less than or equal to the reserve, only one box will be used
ReloadReserve=-1
;Set to 1 to change the counter in the 'Move Items' window to start at the maximum number of items
ItemCounterDefaultMax=0
;Allows 9 options (lines of text) to be displayed correctly in a dialog window
DialogOptions9Lines=1
;Set to 1 to leave the music playing in dialogue with talking heads
EnableMusicInDialogue=0
;Set to 1 to prevent the player from running while sneaking without Silent Running perk
DontTurnOffSneakIfYouRun=0
;Set to 1 to fix the bug that unable to sell used geiger counters or stealth boys
CanSellUsedGeiger=1
;Set to 1 to fix the issue with being able to charge the car by using cells on other scenary/critters
;Set to 0 if another mod you're using has custom vehicles
CarChargingFix=1
;Set to 1 to skip weapon equip/unequip animations when performing various actions
@@ -626,15 +577,6 @@ InstantWeaponEquip=0
;Set to 1 to display numbered dialogue options
NumbersInDialogue=0
;Set to 1 to use Fallout's normal text font instead of DOS-like font on the world map
WorldMapFontPatch=0
;Set to 1 to display party member's current level/AC/addict flag on the combat control panel
PartyMemberExtraInfo=0
;Set to 1 to prevent the inventory/loot/automap interfaces from being placed on top of other script-created windows
InterfaceDontMoveOnTop=0
;Set to 1 to display sfall built-in credits at the bottom of credits.txt contents instead of at the top
CreditsAtBottom=0
@@ -647,8 +589,8 @@ CreditsAtBottom=0
Enable=0
;Fallout 2 Debug Patch
;Set to 1 to send debug output to the screen, 2 to a debug.log file, or 3 to both the screen and a debug.log file
;While you don't need to create an environment variable, you do still need to set the appropriate lines in fallout2.cfg:
;Set to 1 to enable debugging output to screen or 2 to create a debug.log file
;While you don't need to create an environment variable, you do still need to set the appropriate lines in fallout2.cfg
;-------
;[debug]
;mode=environment
@@ -666,12 +608,10 @@ DebugMode=0
SkipCompatModeCheck=0
;Set to 1 to skip the executable file size check
;Does not require sfall debugging mode
SkipSizeCheck=0
;If you're testing changes to the Fallout exe, you can override the CRC that sfall looks for here
;You can use several hex values, separated by commas
;Does not require sfall debugging mode
;ExtraCRC=0x00000000,0x00000000
;Set to 1 to stop Fallout from deleting non readonly protos at startup
Binary file not shown.
@@ -1,77 +0,0 @@
/*
Auto Doors mod for Fallout 2 by Mr.Stalin
-----------------------------------------
- allows the player to automatically open/walk through unlocked doors when not in combat
Requires sfall 3.7b or higher
NOTE: this script requires compiler from sfall modderspack with -s option
(short circuit evaluation)
*/
#include "..\headers\define.h"
#include "..\headers\command.h"
#include "..\headers\sfall\sfall.h"
#include "..\headers\sfall\define_extra.h"
procedure start;
procedure map_enter_p_proc;
procedure set_door_flag(variable state);
procedure combatturn_handler;
#define PORTAL (0)
#define DOOR_FLAGS (0x24)
variable only_once := 0;
procedure start begin
if game_loaded then begin
if (sfall_ver_major >= 4) then
register_hook_proc(HOOK_COMBATTURN, combatturn_handler);
else
set_global_script_repeat(60);
call map_enter_p_proc;
end else begin
if (only_once == 1 and combat_is_initialized) then begin
only_once := 2;
call set_door_flag(false);
end else if (only_once == 2 and not(combat_is_initialized)) then begin
only_once := 1;
if (sfall_ver_major >= 4) then
set_global_script_repeat(0);
call set_door_flag(FLAG_WALKTHRU);
end
end
end
procedure map_enter_p_proc begin
only_once := 1;
call set_door_flag(FLAG_WALKTHRU);
end
procedure set_door_flag(variable state) begin
variable objectMap, obj, objPid, arrayPid, i;
objectMap := list_as_array(LIST_SCENERY);
arrayPid := temp_array(1, 0);
foreach (obj in objectMap) begin
objPid := obj_pid(obj);
if (proto_data(objPid, sc_type) != PORTAL) or is_in_array(objPid, arrayPid) then
continue;
arrayPid[i] := objPid;
i++;
resize_array(arrayPid, i + 1);
set_proto_data(objPid, DOOR_FLAGS, state);
end
end
procedure combatturn_handler begin
if (only_once == 1) then
set_global_script_repeat(60);
end
@@ -1,9 +0,0 @@
Auto Doors mod for Fallout 2 by Mr.Stalin
-----------------------------------------
- allows the player to automatically open/walk through unlocked doors when not in combat
Requires sfall 3.7b or higher.
To use, copy gl_autodoors.int to your scripts folder.
Binary file not shown.
Binary file not shown.
@@ -1,24 +1,22 @@
procedure start;
procedure start;
// adjust include paths if needed
#include "..\..\scripting_docs\headers\sfall.h"
#include "..\..\scripting_docs\headers\sfall.h"
#define RESULT_SUCCESS (1)
#define RESULT_FAIL (0)
procedure start begin
if game_loaded then begin
register_hook(HOOK_STEAL);
end else begin
procedure start begin
if not init_hook then begin
variable
thief := get_sfall_arg,
target := get_sfall_arg,
item := get_sfall_arg,
action := get_sfall_arg,
result := RESULT_SUCCESS;
if (thief == dude_obj) then begin
display_msg(sprintf(mstr_skill(570 + result + action*2), obj_name(item)));
set_sfall_return(result);
end
end
if (thief == dude_obj) then begin
display_msg(sprintf(mstr_skill(570 + result + action*2), obj_name(item)));
set_sfall_return(result);
end
end
end
@@ -1,20 +0,0 @@
procedure start;
// adjust include paths if needed
#include "..\..\scripting_docs\headers\sfall.h"
#include "..\..\scripting_docs\headers\dik.h"
procedure start begin
if game_loaded then begin
register_hook(HOOK_KEYPRESS);
end else begin
variable
event := get_sfall_arg,
keyDX := get_sfall_arg;
if (event == 1) and (keyDX == DIK_SEMICOLON) then begin
tap_key(DIK_CAPITAL);
tap_key(DIK_A);
tap_key(DIK_CAPITAL);
end
end
end
Binary file not shown.
@@ -0,0 +1,16 @@
procedure start;
#include ".\HEADERS\dik.h"
procedure start begin
variable event, keyDX;
if not init_hook then begin
event := get_sfall_arg;
keyDX := get_sfall_arg;
if ((event == 1) and (keyDX == DIK_SEMICOLON)) then begin
tap_key(DIK_CAPITAL);
tap_key(DIK_A);
tap_key(DIK_CAPITAL);
end
end
end
@@ -2,8 +2,8 @@
----------------------------------------
- makes pressing the semicolon key send an uppercase A after a semicolon.
- Note: the uppercase A (shift + A if Caps Lock is off) is the built-in hotkey for the TAKE ALL button on the loot screen.
- the uppercase A (shift + A if Caps Lock is off) is the built-in hotkey for the TAKE ALL button on the loot screen.
To use, copy *.int file to your scripts folder.
To use, copy hs_keypress.int file to your scripts folder.
This mod is a simple example of how you can use HOOK_KEYPRESS hooks.
+5 -15
View File
@@ -3,23 +3,13 @@ This folder contains documentation about sfall scripting extensions.
headers\ - folder contains sfall headers that you should #include in your scripts
sfall.h - main sfall header, always include it
define_extra.h - some additional preprocessor constants for vanilla engine stuff (proto offsets, etc.)
define_lite.h - a lite version of official define.h
dik.h - DX scancodes constants for use with key_pressed function and HOOK_KEYPRESS
lib.arrays.h - procedures that will help you use arrays in their full:
- use them as stacks, sets
- easily compare, copy, slice, cut, add arrays
- display array contents (for debugging)
- save/load two-dimensional arrays to savegame in one command (e.g. arrays of objects)
lib.inven.h - fallout items manipulation functions
lib.math.h - a few simple functions for calculations
lib.strings.h - search in strings, join, repeat, etc.
lib.misc.h - misc stuff
dik.h - DX scancodes constants for use with key_pressed function and HOOK_KEYPRESS
sfall function notes.txt - incomplete reference for new opcodes
sfall opcode list.txt - list of all sfall opcodes (w/o descriptions)
hookscripts.txt - detailed manual for using hook scripts to modify engine behavior
arrays.txt - manual for sfall arrays
If you are/will be using sfall Script Editor, don't forget to check out new compiler documentation in ScriptEditor\docs\sslc_readme.txt,
If you are/will be using sfall Script Editor, don't forget to check out new compiler documentation in ScriptEditor\docs\sslc_readme.txt,
there are numerious new syntax features and extensions to SSL (Star-Trek Scripting language).
+11 -53
View File
@@ -10,12 +10,6 @@
#define OBJ_TYPE_MISC (5)
#define OBJ_TYPE_SPATIAL (6)
#define WEAPON_TYPE_NONE (0)
#define WEAPON_TYPE_UNARMED (1)
#define WEAPON_TYPE_MELEE (2)
#define WEAPON_TYPE_THROWN (3)
#define WEAPON_TYPE_GUNS (4)
/* Item Common Flags */
#define HIDDEN_ITEM 134217728 // 0x08000000 - Hidden Item
@@ -27,14 +21,14 @@
#define WEAPON_2HAND 512 // 0x00000200 - 2Hnd (weapon is two-handed)
#define ATKMODE_PRI_NONE 0
#define ATKMODE_PRI_PUNCH 1 // 0001
#define ATKMODE_PRI_KICK 2 // 0010
#define ATKMODE_PRI_SWING 3 // 0011
#define ATKMODE_PRI_THRUST 4 // 0100
#define ATKMODE_PRI_THROW 5 // 0101
#define ATKMODE_PRI_SINGLE 6 // 0110
#define ATKMODE_PRI_BURST 7 // 0111
#define ATKMODE_PRI_FLAME 8 // 1000
#define ATKMODE_PRI_PUNCH 1
#define ATKMODE_PRI_KICK 2
#define ATKMODE_PRI_SWING 3
#define ATKMODE_PRI_THRUST 4
#define ATKMODE_PRI_THROW 5
#define ATKMODE_PRI_SINGLE 6
#define ATKMODE_PRI_BURST 7
#define ATKMODE_PRI_FLAME 8
#define ATKMODE_SEC_NONE 0
#define ATKMODE_SEC_PUNCH 16 // 0x00000010
#define ATKMODE_SEC_KICK 32 // 0x00000020
@@ -45,32 +39,6 @@
#define ATKMODE_SEC_BURST 112 // 0x00000070
#define ATKMODE_SEC_FLAME 128 // 0x00000080
/* Object flags for get/set_flags */
#define FLAG_MOUSE_3D (0x1)
#define FLAG_WALKTHRU (0x4)
#define FLAG_FLAT (0x8)
#define FLAG_NOBLOCK (0x10)
#define FLAG_LIGHTING (0x20)
#define FLAG_TEMP (0x400)
#define FLAG_MULTIHEX (0x800)
#define FLAG_NOHIGHLIGHT (0x1000)
#define FLAG_USED (0x2000)
#define FLAG_TRANSRED (0x4000)
#define FLAG_TRANSNONE (0x8000)
#define FLAG_TRANSWALL (0x10000)
#define FLAG_TRANSGLASS (0x20000)
#define FLAG_TRANSSTEAM (0x40000)
#define FLAG_TRANSENERGY (0x80000)
#define FLAG_LEFT_HAND (0x1000000)
#define FLAG_RIGHT_HAND (0x2000000)
#define FLAG_WORN (0x4000000)
#define FLAG_HIDDENITEM (0x8000000)
#define FLAG_WALLTRANSEND (0x10000000)
#define FLAG_LIGHTTHRU (0x20000000)
#define FLAG_SEEN (0x40000000)
#define FLAG_SHOOTTHRU (0x80000000)
/* Critter Flags */
#define CFLG_BARTER 2 // 0x00000002 - Barter (can trade with)
#define CFLG_NOSTEAL 32 // 0x00000020 - Steal (cannot steal from)
@@ -107,27 +75,19 @@
// offsets for get_proto_data
#define PROTO_PID (1)
#define PROTO_TEXTID (4)
#define PROTO_FID (8)
// items
#define PROTO_IT_LDIST (12)
#define PROTO_IT_LINT (16)
#define PROTO_IT_FLAG (20)
#define PROTO_IT_FLAGS (24)
#define PROTO_IT_SCRIPTID (28)
#define PROTO_IT_TYPE (32)
#define PROTO_IT_MATERIAL (108)
#define PROTO_IT_SIZE (112)
#define PROTO_IT_WEIGHT (116)
#define PROTO_IT_COST (120)
#define PROTO_IT_INV_FID (124)
#define PROTO_IT_SOUND (128) // byte
// weapons
#define PROTO_WP_ANIM (36)
#define PROTO_WP_DMG_MIN (40)
#define PROTO_WP_DMG_MAX (44)
#define PROTO_WP_DMG_TYPE (48)
#define PROTO_WP_RANGE_1 (52)
#define PROTO_WP_RANGE_2 (56)
#define PROTO_WP_PROJ_PID (60)
@@ -199,14 +159,11 @@
#define PROTO_DR_ADDICT_DELAY (100)
// critters
#define PROTO_CR_LDIST (20)
#define PROTO_CR_LINT (24)
#define PROTO_CR_FLAG (28)
#define PROTO_CR_FLAGS (32) // Critter Flags
#define PROTO_CR_SCRIPTID (36)
#define PROTO_CR_ACTION_FLAGS (32)
#define PROTO_CR_HEAD_FID (40)
#define PROTO_CR_AI_PACKET (44)
#define PROTO_CR_TEAM_NUM (48)
#define PROTO_CR_FLAGS (52)
#define PROTO_CR_BODY_TYPE (388)
#define PROTO_CR_KILL_EXP (392)
#define PROTO_CR_KILL_TYPE (396)
@@ -267,4 +224,5 @@
#define WPN_ANIM_MINIGUN (0x09) // (L)
#define WPN_ANIM_ROCKET_LAUNCHER (0x0A) // (M)
#endif // DEFINE_EXTRA_H
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
-162
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@@ -1,162 +0,0 @@
#ifndef LIB_INVEN_H
#define LIB_INVEN_H
#include "define_lite.h"
/**
Inventory contents as temp array to be used in foreach
*/
procedure inven_as_array(variable critter) begin
variable i:=0, list;
list := temp_array(100, 4);
while (inven_ptr(critter, i)) do begin
if (i>=len_array(list)) then
resize_array(list, len_array(list) + 100);
list[i] := inven_ptr(critter, i);
i++;
end
resize_array(list, i);
return list;
end
procedure add_items_pid(variable who_obj, variable the_pid, variable pid_qty) begin
variable item;
item := create_object(the_pid,0,0);
add_mult_objs_to_inven(who_obj, item, (pid_qty));
return item;
end
// aliases:
#define add_item_pid(obj, pid) add_items_pid(obj, pid, 1)
#ifndef critter_wearing_armor
#define critter_wearing_armor(x) (obj_item_subtype(critter_inven_obj(x,INVEN_TYPE_WORN)) == item_type_armor)
#endif
procedure unwield_armor(variable who_obj) begin
variable armor;
if (not(who_obj)) then return;
if (critter_wearing_armor(who_obj)) then begin
armor := critter_inven_obj(who_obj,INVEN_TYPE_WORN);
rm_obj_from_inven(who_obj, armor);
add_obj_to_inven(who_obj, armor);
end
end
procedure remove_items_pid(variable who_obj, variable the_pid, variable pid_qty) begin
variable begin
item;
removed_qty;
tmp;
end
if (not(who_obj)) then return;
removed_qty := obj_is_carrying_obj_pid(who_obj,the_pid);
if (pid_qty < removed_qty and pid_qty != -1) then begin
removed_qty := pid_qty;
end
if (removed_qty > 0) then begin
item := obj_carrying_pid_obj(who_obj, the_pid);
if (obj_type(who_obj) == 1) then begin
if (critter_inven_obj(who_obj,INVEN_TYPE_WORN) == item) then begin
call unwield_armor(who_obj);
end else if ((critter_inven_obj(who_obj, INVEN_TYPE_LEFT_HAND) == item) or (critter_inven_obj(who_obj, INVEN_TYPE_RIGHT_HAND) == item)) then begin
inven_unwield(who_obj);
end
end
tmp := rm_mult_objs_from_inven(who_obj, item, removed_qty);
destroy_object(item);
end
end
procedure remove_item_obj(variable who_obj, variable item) begin
if (obj_type(who_obj) == 1) then begin
if (critter_inven_obj(who_obj,INVEN_TYPE_WORN) == item) then begin
call unwield_armor(who_obj);
end else if ((critter_inven_obj(who_obj, INVEN_TYPE_LEFT_HAND) == item) or (critter_inven_obj(who_obj, INVEN_TYPE_RIGHT_HAND) == item)) then begin
inven_unwield(who_obj);
end
end
rm_obj_from_inven(who_obj, item);
destroy_object(item);
end
// aliases:
#define remove_item_pid(obj, pid) remove_items_pid(obj, pid, 1)
#define remove_all_items_pid(obj, pid) remove_items_pid(obj, pid, -1)
/**
Set item quantity in inventory, by item pid
*/
procedure set_items_qty_pid(variable invenobj, variable itempid, variable newcount)
begin
variable begin
count;
obj;
end
count := obj_is_carrying_obj_pid(invenobj, itempid);
if (newcount > count) then begin
obj := create_object_sid(itempid, 0, 0, -1);
add_mult_objs_to_inven(invenobj, obj, newcount - count);
end else if (newcount < count) then begin
call remove_items_pid(invenobj, itempid, count - newcount);
end
end
/*
procedure check_restock_item(the_item, min_amt, max_amt, res_perc)
restock_amt := random(min_amt, max_amt);
if (obj_is_carrying_obj_pid(self_obj, the_item) < restock_amt) then begin
if (res_perc >= random(1,100)) then begin
stock_pid_qty(self_obj, the_item, restock_amt)
end
end else begin
stock_pid_qty(self_obj, the_item, restock_amt)
end
procedure check_restock_item_min_limit(the_item, min_amt, max_amt, res_perc)
if (obj_is_carrying_obj_pid(self_obj, the_item) < min_amt) then begin
check_restock_item(the_item, min_amt, max_amt, res_perc)
end
*/
procedure reduce_merchant_loot(variable critter, variable moneyPercent, variable probArmor, variable probDrugs, variable probWeapons, variable probAmmo, variable probMisc) begin
variable inv, item, it, prob, tmp;
inv := inven_as_array(critter);
item_caps_adjust(critter, -(item_caps_total(critter) * moneyPercent / 100));
//display_msg("total items "+len_array(inv));
foreach item in inv begin
if (obj_pid(item) != PID_BOTTLE_CAPS) then begin
it := obj_item_subtype(item);
if (it == item_type_armor) then
prob := probArmor;
else if (it == item_type_drug) then
prob := probDrugs;
else if (it == item_type_weapon) then
prob := probWeapons;
else if (it == item_type_ammo) then
prob := probAmmo;
else
prob := probMisc;
if (random(0, 99) < prob) then begin
//display_msg("remove "+obj_name(item));
call remove_all_items_pid(critter, obj_pid(item));
end
end
end
end
procedure item_by_attack_type(variable critter, variable type) begin
variable slot;
if (type > 3 and type != ATKTYPE_LWEP_RELOAD and type != ATKTYPE_RWEP_RELOAD) then
return 0;
if (type < 2 or type == ATKTYPE_LWEP_RELOAD) then
slot := INVEN_TYPE_LEFT_HAND;
else
slot := INVEN_TYPE_RIGHT_HAND;
return critter_inven_obj(critter, slot);
end
#endif
-46
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@@ -1,46 +0,0 @@
#ifndef LIB_MATH_H
#define LIB_MATH_H
/**
Numbers...
*/
#define MAX(x, y) ((x > y) * x + (x <= y) * y)
#define MIN(x, y) ((x < y) * x + (x >= y) * y)
#define in_range(x, from, to) (x >= from and x <= to)
procedure max(variable x, variable y) begin
if (x > y) then return x;
return y;
end
procedure min(variable x, variable y) begin
if (x < y) then return x;
return y;
end
/*procedure round(variable val) begin
variable intp;
intp := floor(val);
if ((val-intp) >= 0.5) then intp++;
return intp;
end*/
/*procedure ceil(variable val) begin
variable intp;
intp := floor(val);
if (abs(val-intp) > 0.0) then begin
intp++;
end
return intp;
end*/
procedure cap_number(variable num, variable min, variable max) begin
if (num > max) then num := max;
else if (num < min) then num := min;
return num;
end
#endif

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