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406 Commits
Author SHA1 Message Date
NovaRain 3399e07958 Removed the duplicated sf_inventory_redraw code in Interface.cpp. 2018-09-06 23:01:15 +08:00
NovaRain 044af677d9 Merge branch 'develop' 2018-09-06 21:18:59 +08:00
NovaRain 752ad8ae01 Added notes to AutoQuickSavePage description. 2018-09-06 13:01:57 +08:00
NovaRain 9d9d8ada49 Added options to use more than one save slot for quick saving (from Mr.Stalin) (#186) 2018-09-06 07:01:14 +08:00
NovaRain 6bd7d3ebca Added the description of the new FemaleDialogMsgs setting value to ddraw.ini. 2018-09-03 09:58:27 +08:00
NovaRainandGitHub 9bc71a5d2a Merge pull request #193 from FakelsHub/dev/CutsFemale
Added FemaleDialogMsgs=2 for loading subtitle files from text/language/cuts_female/ for female PC.
2018-09-03 09:51:46 +08:00
Mr.Stalin 6d66232162 Added functional to the option FemaleDialogMsgs for possibility using the 'cuts_female' directory for female phrases. 2018-09-02 22:51:39 +03:00
NovaRain fe5f4bb2aa Changed the fix for multihex critter moving in combat to a more proper one (from Mr.Stalin)
Added AIBestWeaponFix option to ddraw.ini.
2018-09-02 18:08:37 +08:00
NovaRain 8a7d22dd03 Added additional checks to the fix of multihex critters moving in combat (from Mr.Stalin)
Added AIBestWeaponFix option to ddraw.ini.
2018-09-02 10:55:14 +08:00
NovaRain fac0b73d9e Changed the fix for multihex critter moving in combat to a more proper one. 2018-08-29 09:37:55 +08:00
NovaRain 2974210ad3 Minor edit to the description of QuestsScrollButtonsX/Y. 2018-08-26 14:53:47 +08:00
NovaRain bb0f2bb8db Changed the two example hook scripts to global scripts. 2018-08-24 08:10:38 +08:00
NovaRain 715b55dda8 Fixed multihex critters moving too close and overlapping their targets in combat (from Crafty)
Fixed critters not checking weapon perks properly when searching for the best weapon (from Mr.Stalin)
Changed BugFixes module to be initialized at the beginning.
2018-08-21 07:19:51 +08:00
NovaRain 999d818c86 Fixed multihex critters moving too close and overlapping their targets in combat (from Crafty)
Fixed critters not checking weapon perks properly when searching for the best weapon (from Mr.Stalin)
Changed BugFixes module to be initialized at the beginning.
2018-08-21 06:14:16 +08:00
NovaRain 1d7fd442b0 Minor edits to sfall-mods.ini. 2018-08-19 00:41:50 +08:00
NovaRain 3062533492 Added ObjCanHearObjFix to ddraw.ini.
Added extra comment for CarChargingFix to ddraw.ini.
Edited the description of DisplayName in sfall-mods.ini because of the new BoxBarCount option.
Minor edits to hookscripts.txt.
2018-08-19 00:33:10 +08:00
Mr.StalinandNovaRain 032e1d13f3 Fixed the functions of the engine op_obj_can_see_obj_/op_obj_can_hear_obj_ (#189)
Added one additional argument for the hook HOOK_WITHINPERCEPTION.
2018-08-18 23:56:03 +08:00
NovaRain 9f0797f8ad Added extra comment for CarChargingFix to ddraw.ini. 2018-08-14 23:58:09 +08:00
NovaRain a7c66685b9 Added QuestsScrollButtonsX/Y, DisplaySwiftLearnerExp, and additional note for the new mode of UseScrollingQuestsList to ddraw.ini.
Changed a log message in BugFixes.cpp to be a bit more specific.
Edited some comments in QuestList.cpp.
2018-08-12 19:07:52 +08:00
Mr.StalinandNovaRain 118b186d4d Quest list: Added options to specify the location of the buttons and a choice of the buttons type. (#187)
Fixed the clickability issue of holodisk list in the pipboy.

Fixed the display issue in the pipboy when a quest list is too long with UseScrollingQuestsList diabled.

Added an option to display experience points with the bonus from Swift Learner perk when gained from non-scripted situations (from Crafty)
2018-08-12 18:57:21 +08:00
Mr.StalinandNovaRain a8718dab2f Fixed the divided by 0 bug in CheckWeaponAmmoCost option. (#190) 2018-08-12 09:14:28 +08:00
NovaRain ccd897281f Fixed obj_can_see_obj not checking if source and target objects are on the same elevation before calling is_within_perception_ (from Mr.Stalin) 2018-08-10 22:54:07 +08:00
NovaRain d200262a2b Added a fix for the display issue in the pipboy when a quest list is too long with UseScrollingQuestsList diabled (from Mr.Stalin)
Added a fix for the clickability issue of holodisk list in the pipboy (from Mr.Stalin)
2018-08-06 22:04:21 +08:00
Mr.StalinandNovaRain 0ebe3ef1a4 Added new game mode DIALOGVIEW. (#182) 2018-07-29 17:48:33 +08:00
NovaRain d0c97f7118 Fixed an issue with file IDs of additional game msg files being shifted when a file in ExtraGameMsgFileList is missing.
Minor edit to the description of CityRepsList in ddraw.ini, to avoid misunderstanding.
Updated version number.
2018-07-28 22:46:59 +08:00
NovaRain 0bda53e109 Rename the option from previous commit to FullItemDescInBarter and added it to ddraw.ini.
Edited info about HOOK_DESCRIPTIONOBJ and the new return value of HOOK_BARTERPRICE to documents.
Minor edits to ddraw.ini to avoid misunderstanding.
2018-07-28 22:27:32 +08:00
Mr.StalinandNovaRain 93cd7a08ad Added new HOOK_DESCRIPTIONOBJ and dialog_message/get_string_pointer functions (#181)
Added the second return value to HOOK_BARTERPRICE to modify the cost of the player's goods.
Fixed missing AC/DR mod stats when examining ammo in barter screen.
Added an option to display full item description for weapon/ammo in barter screen.
2018-07-28 22:14:38 +08:00
NovaRain 44d668f50b Renamed DialogFemaleMsgFile to FemaleDialogMsgs, and added its description to ddraw.ini.
Added additional notes for the new functionality of ExtraGameMsgFileList to documents.
2018-07-24 12:07:02 +08:00
NovaRainandGitHub f368973299 Merge pull request #185 from FakelsHub/devFeature/MessageDialog
Added option for loading alternative dialogue message files.
2018-07-24 11:50:41 +08:00
Mr.Stalin 96802c9642 Added option for loading alternative dialogue message files. (#183)
Fix error of the ExtraGameMsgFileList option, when the absence of a file, the number order was shifted.
To the ExtraGameMsgFileList option, added ability to directly specify the number for the message file.
2018-07-22 20:47:32 +03:00
NovaRain 39221065af Added BoxBarCount to ddraw.ini.
Edited documents for the change of is_iface_tag_active and added BoxBarCount.
Edited the phrasing of debugging message in SafeWrite.cpp.
2018-07-21 08:54:25 +08:00
Mr.StalinandNovaRain 95f95e7b38 BarBoxes: Set used count (#180)
* Added BarBoxesCount option to set the number of additional notification boxes to the interface.
* Expanded is_iface_tag_active function to check tag value of 0/1/2 (sneak/poisoned/radiated)
2018-07-21 08:47:05 +08:00
NovaRain 41c8722179 Merged a couple of fixes and minor improvements for 4.0.x from the develop branch:
* Fixed the game thinking you dropped an active explosive when the dropping is prevented with hs_inventorymove.
* Added "inventory_redraw" script function (from Mr.Stalin)
* NPC combat control mod now centers the screen on the controlled critter and has new options to display critter's name.
* Removed obsoleted WIN2K preprocessor defines.
Updated version number.
2018-07-16 09:14:01 +08:00
NovaRainandGitHub 3b780110ea Merge pull request #177 from FakelsHub/dev/RefHooks
Refactoring hooks.
2018-07-15 21:07:51 +08:00
Mr.Stalin 448dbdb31e Fixed injecting bug for HOOK_DEATHANIM2. 2018-07-14 20:39:15 +03:00
NovaRain 033376000c Fixed the screen flickering during switching critters in NPC combat control.
Now the mod does not center the screen on PC and display name box for the first turn of a player-initiated combat or when there's no other controllable critter in combat.
2018-07-13 11:25:42 +08:00
NovaRain bc2dabc461 Removed redundant function from NPC combat control and tidied up a bit. 2018-07-11 10:03:03 +08:00
NovaRain 08b5e3a769 Improved the functionality of NPC combat control mod (#179)
* centers the screen on controlled critter.

* removes roof tiles to show controlled critter properly.

* additional options to display the name of controller critter.
2018-07-10 12:05:15 +08:00
NovaRain 09c9c5cce0 Added the description of HOOK_EXPLOSIVETIMER to hookscripts.txt.
Edited the example script.
Updated version number.
2018-07-10 06:09:23 +08:00
Mr.StalinandNovaRain b4b1698345 Added new HOOK_EXPLOSIVETIMER (#175) 2018-07-10 06:00:04 +08:00
NovaRain 2a20209bb8 Added "inventory_redraw" script function (from Mr.Stalin) 2018-07-08 00:30:26 +08:00
NovaRain 84c7ac0536 Added InjectAllGameHooks to [Debugging] section in ddraw.ini. 2018-07-05 21:52:53 +08:00
Mr.Stalin 46f8820ecf Refactoring some hooks. 2018-07-04 21:55:52 +03:00
NovaRain 5d4b8fdd7b Added info for new HOOK_AMMOCOST arguments to hookscripts.txt. 2018-07-03 09:38:07 +08:00
Mr.StalinandNovaRain 44603174dd Refactoring combat hooks (#174)
* Fixed and improved the functionality of HOOK_AMMOCOST when CheckWeaponAmmoCost is enabled.

* Fixed the instant death critical fix not working if there's no script using HOOK_COMBATDAMAGE, due to the new hooks injection implementation.
2018-07-03 09:34:47 +08:00
Mr.Stalin d37fbd8390 Implementation detect conflict address for debug mode (#10). 2018-07-02 20:19:21 +03:00
NovaRain 2f22a1e982 Edited the description of HOOK_USEANIMOBJ in hookscripts.txt.
Removed obsoleted WIN2K preprocessor define.
Updated version number.
2018-06-25 22:12:42 +08:00
NovaRainandGitHub 3f03cf3c18 Merge pull request #171 from FakelsHub/devHook/UseObjectMap
* Added new HOOK_USEANIMOBJ.

* Moved some hooks code from MiscHs.cpp to ObjectHs.cpp.
2018-06-25 22:04:18 +08:00
NovaRain 1b3b5dc523 Fixed premature assignment of arguments before the beginning of the hooks in InventoryHs.cpp. (#173)
(cherry picked from commit fff48407c3)
Updated version number.
2018-06-24 12:36:01 +08:00
Mr.StalinandNovaRain fff48407c3 Fix of premature assignment of arguments before the beginning of the hook. (#173) 2018-06-24 09:56:29 +08:00
Mr.Stalin 841e741e91 Fixed calls BeginHook() procedures. 2018-06-24 00:24:27 +03:00
Mr.Stalin d4a501d813 Hook is renamed to HOOK_USEANIMOBJ. 2018-06-20 21:21:46 +03:00
Mr.StalinandNovaRain 5e056f1743 Fixed the drop event for Hook_InventoryMove when dropping an active explosive item on the ground. (#170)
When an armed explosive is dropped from the inventory, the dropped_explosive engine variable is set. If the drop is canceled by scripting, the variable will still be set to 1 without the fix.
2018-06-20 22:26:05 +08:00
Mr.Stalin 35a94b5418 Refactoring: Moving some hooks code from MiscHs.cpp to ObjectHs.cpp 2018-06-19 21:48:18 +03:00
Mr.Stalin 7eaef76f6f Added new script hook HOOK_USEOBJECTMAP. 2018-06-19 21:40:27 +03:00
Mr.StalinandNovaRain 30002664ef Implemented an injection system for hook scripts. (#168)
* Before the code of hooks was always executed even if there's no corresponding hook script, just passing through and doing nothing. Now the code of a hook only gets injected into the game when the corresponding hook script exists.
2018-06-19 14:31:35 +08:00
NovaRain c2f7e38a43 Added KeepWeaponSelectMode option to ddraw.ini. 2018-06-19 06:03:36 +08:00
Mr.StalinandNovaRain 8a5674f2d9 Added the option to keep the selected attack mode for the weapon when the weapon moves to another slot of the hand. (#166) 2018-06-19 06:01:43 +08:00
NovaRain 8c2483a289 Merge branch 'develop' 2018-06-12 21:01:12 +08:00
NovaRain e14ac89463 Added more info to the comments of various keys in [Input] section of ddraw.ini. 2018-06-12 20:52:03 +08:00
Mr.StalinandNovaRain d5a38eb3aa Fix for inventory moving hook - an item drop into container when it is in the slot of the hands. (#167) 2018-06-12 12:13:42 +08:00
NovaRain 177137f2ee Edited the description in hookscripts.txt for changes to HOOK_INVENTORYMOVE and HOKK_INVENWIELD.
Fixed a bug in DisplaySecondWeaponRange that didn't display correct weapon range when the secondary mode is aimed (e.g. spear and throwing knife)
Removed trilling spaces in previous commit.
2018-06-11 13:40:09 +08:00
Mr.StalinandNovaRain 76f88eae18 Added new events to HOOK_INVENTORYMOVE. Added possible to get a pointer to an weapon item in HOOK_INVENWIELD before unweld it. (#163)
Refactoring the hooks code of the inventory.
2018-06-11 13:14:52 +08:00
NovaRain 28962f428f Added ItemFastMoveKey and ItemCounterDefaultMax options to ddraw.ini.
Set ReloadReserve to be disabled by default.
2018-06-06 06:33:46 +08:00
Mr.StalinandNovaRain aaa76cb3d1 Quickly moving items in inventory. (#162)
* Added an option for quickly moving items (w/o dialog box) in inventory.

* An separate option is added to set the counter of maximum number of items when moving items.
2018-06-06 06:23:07 +08:00
NovaRain ea1c00ec91 Added the ability to define allowed weapon animations for NPCs to NPC armor appearance mod (#159) 2018-06-05 22:08:39 +08:00
NovaRain 410c7ab417 Minor edits to documents. 2018-06-04 21:21:32 +08:00
VladandNovaRain ab3ddc68b6 Retarget project to use VS2017 build tools, fix deprecation warnings (#161) 2018-06-03 16:35:08 +08:00
NovaRain 1652072391 Fixed a bug that critters killed in combat by scripting still being able to move in their combat turn if the distance parameter in their AI packages is set to stay_close/charge, or NPCsTryToSpendExtraAP is enabled (from Mr.Stalin) 2018-06-02 18:15:53 +08:00
NovaRain 051b1c98aa Edited the added comments in AnimationsAtOnceLimit.cpp.
Renamed obj_move_hack to object_move_hack because it hooks on object_move_ engine function.
2018-06-01 23:36:56 +08:00
Mr.StalinandNovaRain 56945c7437 Fixed crash game when playing animation when the critter/pc goes through the door. Refactoring code. (#158) 2018-06-01 23:30:37 +08:00
NovaRain 2f6f0d8b28 Added the description of new metarule2_explosions mode to function notes.txt.
Fixed a typo in metarule2_explosions error message.
2018-05-30 21:07:51 +08:00
Mr.StalinandNovaRain 0e715236bf Added an additional mode to the function 'metarule2_explosions', sets a constant radius of the explosion grenades and rockets. (#146) 2018-05-30 21:02:35 +08:00
NovaRain b24a860d40 Renamed WorldMapFont to WorldMapFontPatch and changed its description in ddraw.ini. 2018-05-30 09:27:58 +08:00
NovaRain 120a8cd964 Added WorldMapFont option to use Fallout font on the world map instead of system font. (#48) 2018-05-29 16:22:58 +08:00
Mr.StalinandNovaRain 62d4577152 Adding to the function get_mouse_buttons the return of pressing the middle mouse button (#114). (#157)
Change the type of argument checking for the len_array function to remove an unwanted error message (# 128).
2018-05-29 09:29:11 +08:00
NovaRain 2d8ea2b44c Added description of HOOK_GAMEMODECHANGE to hookscripts.txt.
Fixed the line break for debug.log message of GameReset.
Minor edits to Tiles.cpp code format.
2018-05-28 23:37:45 +08:00
Mr.StalinandNovaRain 4ef20c3526 Added new hook for function get_game_mode, when the game mode changes. (#86) (#153) 2018-05-28 23:32:14 +08:00
NovaRain 5e0e8dd2f1 Added MoreTiles option to ddraw.ini.
Changed MoreTiles to work independently of HRP 4.1.8 and removed the redundant define.
Added sfall log messages to both options in Tiles.cpp.
Implemented HookCalls in TimeLimitPatch().
Fixed a minor typo in function notes.txt.
2018-05-28 09:27:53 +08:00
Mr.StalinandNovaRain 04bd88cdc2 Added MoreTiles option to increase the limit of FRM images for tiles from 4096 to 16383 (from Crafty) (#156) 2018-05-28 09:18:55 +08:00
NovaRain 839e86ed26 Added the description and setting for the previous commit to ddraw.ini.
Improved DisablePipboyAlarm so that when the player press Z key they won't see a blank Pipboy screen.
2018-05-27 15:08:46 +08:00
Mr.StalinandNovaRain eeef8759d3 Display statistics of the weapon's range for the second attack mode in player inventory. (#154) 2018-05-27 14:48:09 +08:00
NovaRain c4903abd4c Added the description of set_iface_tag_text to notes.txt.
Fixed compilation error in BarBoxes.cpp.
Updated version number.
2018-05-21 10:51:12 +08:00
Mr.StalinandNovaRain e0c0b9ba19 Added function 'set_iface_tag_text' - sets custom text and color to bar boxes. (#152) 2018-05-21 10:41:59 +08:00
NovaRain b9c7f5ea82 Fixed commit 470a0b3386. 2018-05-15 20:20:07 +08:00
NovaRain 56fdec8b37 Reverted the previous changes of ASM code due to the bug that AppChCrt.frm overwrites AppChEdt.frm. 2018-05-14 21:14:50 +08:00
NovaRain 470a0b3386 Simplified the code from previous commit. 2018-05-14 20:52:26 +08:00
NovaRain 279c524da9 Added support for adding custom background image to the character creation/screen of the hero appearance mod (From Mr.Stalin)
AppChCrt.frm (for the character creation) and AppChEdt.frm (for the character screen) should be in art/intrface, and the image size must be 640x480.
2018-05-14 10:05:49 +08:00
NovaRain 57c4c0bd5d Merge branch 'develop' 2018-05-11 20:01:53 +08:00
NovaRain 3ff0e77c26 Added the description of attack_is_aimed to notes.txt.
Removed unnecessary function declaration in Misc.h.
2018-05-09 10:07:11 +08:00
mr.StalinandNovaRain 15909dbb5b Fixed function "get_attack_type" and new function "attack_is_aimed". (#145)
* Fixed broken function 'get_attack_type'. Adding a new function 'attack_is_aimed'.
2018-05-09 10:03:07 +08:00
NovaRain ee9010217e Added description of HOOK_RESTTIMER, set_rest_heal_time, and set_rest_mode to documents.
Renamed the bit flags for set_rest_mode.
Fixed compilation error in Worldmap.cpp.
2018-05-08 12:30:53 +08:00
mr.StalinandNovaRain 9fa59a0d75 Rest hook and functions (#144)
* Added new HOOK_RESTTIMER (#89)

* Added "set_rest_mode" and "set_rest_heal_time" script functions.
2018-05-08 12:18:44 +08:00
NovaRain 371a299640 Added new HOOK_SETGLOBALVAR (#34) (from Mr.Stalin) 2018-05-02 11:14:02 +08:00
NovaRain 31f42128e1 Added "floor2" script function to work with ceil (#109)
Added the missing description of ceil to notes.txt.
Disabled ceil marco in lib.math.h.
Removed duplications in Utils.h.
2018-04-28 11:07:37 +08:00
NovaRain 57225bbd38 Fixed max tile number for set_map_enter_position and compilation error in Worldmap.cpp.
Added the description of get/set_map_enter_position to function notes.
2018-04-27 19:40:23 +08:00
mr.StalinandNovaRain 310d029801 New *_map_enter_position functions. (#141)
Added "get/set_map_enter_position" script functions (#101)
2018-04-27 19:35:29 +08:00
NovaRain b52f4544c0 Fixed the last additional notification boxes to the interface being missing (#140) 2018-04-26 10:01:15 +08:00
NovaRain 0950efec8c Changed the upper limit of set_unjam_locks_time to 127.
Added set_unjam_locks_time to documents.
2018-04-25 20:00:49 +08:00
NovaRain d86794be3a Added "set_unjam_locks_time" script function (from Mr.Stalin) 2018-04-24 09:20:16 +08:00
NovaRain d6aff61607 Added "lock_is_jammed" and "unjam_lock" script functions. 2018-04-24 08:13:26 +08:00
NovaRain 0eeab768bd Fixed a bug in item highlighting that caused items to be kept highlighted when entering combat while holding the highlight key. 2018-04-22 11:06:36 +08:00
NovaRain e474ba1660 Updated README.txt for info about additional headers/libraries. 2018-04-21 09:18:51 +08:00
NovaRain 3abebb8486 Added a new script function: set_ini_setting (from Mr.Stalin) (#85)
Added set_ini_setting to documents, and updated info for get_ini_setting.
Updated credits.
Replacing a couple of strcpy usages with strcpy_s.
2018-04-21 09:01:27 +08:00
NovaRain 29910e98bf Revert "Fixed a bug when using HOOK_ITEMDAMAGE and calling item_w_damage_ engine function at the same time. It would result in player self-damaging when attacking targets."
This reverts commit 4194feafdf.
2018-04-13 20:42:09 +08:00
NovaRain 4194feafdf Fixed a bug when using HOOK_ITEMDAMAGE and calling item_w_damage_ engine function at the same time. It would result in player self-damaging when attacking targets.
Set DataLoadOrderPatch to be enabled by default, for preventing partial of a game crash issue due to unusual game folder setup. #136
2018-04-13 11:06:21 +08:00
NovaRain 1c6729a25f Added a fix for being at incorrect hex after map change when the exit hex in source map is at the same position as some exit hex in destination map (from Crafty) #134 2018-04-02 23:19:07 +08:00
NovaRain 39388fd927 Rewrote the fix for player's base EMP DR as an engine-level fix (from Crafty) 2018-04-01 12:45:30 +08:00
NovaRain 72093079c5 Fixed a bug in NPC combat control that caused Gecko Skinning to appear in the perk selection window. 2018-03-28 21:29:22 +08:00
NovaRain 5141ca4ebb Fixed typos in hookscripts.txt. 2018-03-23 23:08:42 +08:00
NovaRain 78e9f08682 Fixed typos in sfall function notes.txt. 2018-03-23 22:01:22 +08:00
NovaRain ce779b4764 Fixed the long existing slotdat.ini function in ExtraSaveSlots.
Reduced duplication in ExtraSaveSlots code using MakeCalls.
Unified the indent style in ExtraSaveSlots.cpp.
2018-03-16 12:25:12 +08:00
NovaRain 1a108cade5 Implemented MakeCalls function to reduce code duplication.
Updated version number.
2018-03-16 11:32:23 +08:00
NovaRain cc875291d1 Merge branch 'develop' 2018-02-13 09:50:43 +08:00
NovaRain 9e28f8bdfd Lined up some code in MiscPatches.cpp. 2018-02-12 21:07:02 +08:00
NovaRain b2894268f6 Reverted item highlighting mod to the previous status (commit 90485a205a). #132 2018-01-28 18:15:35 +08:00
NovaRain b3e2b8b5b8 Rearranged and simplified gl_highlighting.ssl from the previous commit a bit. 2018-01-17 21:22:37 +08:00
burner1024andNovaRain 3227966767 More highlighting (#130)
* allow to highlight alive critters

* allow to ignore NO_HIGHLIGHT flag

* don't highlight while in loot screen, so that it's not constantly toggled by shift-A ("Take All" hotkey)
2018-01-17 13:55:22 +08:00
NovaRain 9475b8c482 Fixed add_mult_objs_to_inven only adding 500 of an object when the value of "count" argument is over 99999. #129 2018-01-17 07:36:05 +08:00
NovaRain 8b356b1213 Fixed broken ExtraGameMsgFileList option. #127 2018-01-11 07:42:50 +08:00
NovaRain 90485a205a Changed item highlighting mod to only highlight lootable corpses. #126 2018-01-07 21:37:26 +08:00
NovaRain d5be2fdc9b Made sure the value of player's base EMP DR is set correctly. 2018-01-02 23:22:45 +08:00
NovaRain a705341e02 Updated version number and the year. 2018-01-02 10:16:32 +08:00
NovaRain ca3f59ad1e Fixed a bug in NPC combat control that kept increasing the perk rank of Gecko Skinning after the combat ended.
Condensed the code in ApplyHeaveHoFix a bit.
2018-01-02 09:58:30 +08:00
NovaRain 4d0c056e72 Merge branch 'develop' 2017-12-24 21:35:52 +08:00
NovaRain d388a5c3bb Fixed player's base EMP DR isn't properly initialized when creating a new character and then starting the game. 2017-12-15 07:32:18 +08:00
NovaRain 9b808cd008 Changed sneak_success to call is_pc_sneak_working_ engine function, which takes player's current sneaking status into account as well, instead of only returning the result of last sneak attempt. 2017-12-05 10:22:35 +08:00
NovaRain fd91be7ea2 Replaced data type hex values with proper VAR_TYPE_* defines for code readability. 2017-12-03 23:54:39 +08:00
NovaRain 4fdd1d3cd8 Added missing entry of block_combat script function in opcode list. 2017-12-03 02:36:00 +08:00
NovaRain 9cb2d3df3e Added the damage type offset of weapon proto to define_extra.h. 2017-11-27 14:14:31 +08:00
NovaRain 08242d77d5 Fixed a typo in hookscripts.txt. 2017-11-27 12:24:22 +08:00
NovaRain 68d0a3e894 Changed the if condition for ProcessorIdle to make sure out-of-bounds values not resulting in unexpected but valid values (ref. commit 50c91db5ea) 2017-11-26 02:08:09 +08:00
NovaRain 16ff0e9ca6 Added a new example mod gl_autodoors (by Mr.Stalin) to modderspack. #19 2017-11-08 21:23:15 +08:00
NovaRain 218ba3004c Tweaked the way DebugMode works, now only DebugMode=2 sends debug output to a debug.log file. Any other non-0 value sends debug output to the screen. #123 2017-11-07 10:46:24 +08:00
NovaRain 8473ce5210 Replaced some SafeWrite* usages in old code with corresponding HookCall/MakeCall/MakeJump for code readability. 2017-11-06 15:13:05 +08:00
NovaRain 38a3dba476 Added description and define of display_stats to notes.txt and sfall.h. 2017-11-06 14:03:22 +08:00
NovaRain 9c1d439153 Added "display_stats" script function #113 2017-11-06 10:16:02 +08:00
NovaRain bc38a02508 Enabled mouse scroll control in barter and loot screens when the cursor is hovering over other lists, also enabled scrolling through the display monitor (from Crafty) #120
Rearraged the code style in dinput.cpp.
Updated version number.
2017-10-25 11:50:37 +08:00
NovaRain 8ae705d591 Merge branch 'develop' 2017-10-18 19:42:16 +08:00
NovaRain 94fdfb49ef Fix crash when calling partyMemberGetCurLevel_ on a critter that has no data in party.txt.
Updated version number.
2017-10-18 14:54:53 +08:00
NovaRain ee67b9b59d Merge branch 'develop'. sfall is now updated to 4.0. 2017-10-14 23:03:07 +08:00
NovaRain 74d496845b Added compiled gl_partycontrol script from the previous commit. 2017-10-02 10:04:56 +08:00
NovaRain 1bde433a16 Added Gecko Skinning perk to controlled critters if player has the perk, to make geckos killed by controlled critters also have gecko skins in their inventory. 2017-10-02 09:54:47 +08:00
NovaRain f0f4948856 Added LoadHeroAppearance() back to NewGame_After in LoadGameHook.cpp. 2017-09-19 23:04:35 +08:00
NovaRain b4168fe934 Reverted LoadGame_hook to previous revision and changed EndLoadHook to only call LoadHeroAppearance (attempted to fix issue #117 and #94)
Removed redundant LoadHeroAppearance calling.
2017-09-19 11:58:41 +08:00
NovaRain 848f29b468 Added descriptions for the variables in Perks.ini. 2017-09-12 15:38:07 +08:00
NovaRain bf1da72def Implemented script procedures: combat_is_starting_p_proc/combat_is_over_p_proc (from Crafty) #107 2017-09-01 09:58:25 +08:00
NovaRain 75909e688e Fixed the double damage effect of Silent Death perk not being applied to critical hits (from Crafty) 2017-08-21 22:56:06 +08:00
NovaRain 394000fa2a Merge branch 'feature/cursor_mode' into develop 2017-08-21 21:39:47 +08:00
NovaRain ad17773ace Fixed incorrect argument description for get/set_proto_data in sfall opcode list.txt.
Removed incorrect PROTO_CR_FLAGS value in define_extra.h (was actually critter's IN), and renamed PROTO_CR_ACTION_FLAGS to its correct name #112
2017-08-21 11:33:04 +08:00
NovaRain 85cdd8973e Fixed the incorrect description in HOOK_COMBATDAMAGE. 2017-08-19 08:49:16 +08:00
NovaRain 85bcf82c1e Unified the indent style (3 spaces) in SSL library and removed trailing spaces. 2017-08-18 09:53:17 +08:00
NovaRain 6c65d8fe79 Added descriptions for get/set_cursor_mode.
Added defines for cursor modes.
2017-08-17 23:54:29 +08:00
NovaRain 34eaddebb8 Added script functions get/set_cursor_mode #108
Removed "beta" from version string.
2017-08-14 11:49:41 +08:00
NovaRain 7989da8bfa Added missing define and description for item_weight. 2017-08-13 11:45:12 +08:00
NovaRain 012418cd59 Two bug fixes from Crafty:
1. Fixed the displayed message when the attack randomly hits a target that is not a critter and has a script attached.
2. Fixed damage_p_proc being called for misses if the target is not a critter.
2017-08-07 13:21:13 +08:00
NovaRain 0a4e0cb755 Fixed Bonus Move APs being replenished when you save and load the game in combat (from Crafty) 2017-07-26 21:49:30 +08:00
NovaRain fc930ff7fb Added a note for argnum in set_sfall_arg().
Fixed incorrect set_sfall_arg usage in the example.
Removed a redundant line in sfall opcode list.txt.
2017-07-25 23:10:14 +08:00
NovaRain 6a0a93836e Added the description for real_dude_obj. 2017-07-11 12:08:46 +08:00
NovaRain e7e286013f Replaced hs_*.int scripts in example mods with normal global scripts with register_hook. 2017-07-06 21:01:35 +08:00
NovaRain f0e93450f6 Minor format edits to sfall.h and LoadGameHook.cpp. 2017-06-22 09:44:14 +08:00
NovaRain 46ea2fb265 Added Attack Type argument for HOOK_COMBATDAMAGE (from Crafty) #100 2017-06-14 12:39:33 +08:00
NovaRain 35d8052098 Minor edits to ddraw.ini. 2017-06-02 11:49:54 +08:00
NovaRain abb71a1a1f Fixed incorrect info in sfall function notes.txt. 2017-05-31 09:25:44 +08:00
NovaRain 35d397c891 Added DontTurnOffSneakIfYouRun option to prevent the player from running while sneaking without Silent Running perk (from Crafty)
Added sfall log text for DisablePipboyAlarm.
2017-05-26 10:36:14 +08:00
NovaRain 92b010f362 Added check for sfall version for gl_partycontrol and gl_npcarmor.
Changed version string because sfall 4.0 will be released in 'beta' stage first.
Minor edits to some documents.
2017-05-23 22:28:42 +08:00
phobos2077 c2e6d743a3 Changed LoadGame_after to be called before LoadGame state is ended #94 2017-05-20 18:10:59 +07:00
NovaRain 579cbd7543 Re-removed CityRepsCount and KarmaFRMsCount from ddraw.ini (they got added back by accident.) 2017-05-08 21:22:05 +08:00
NovaRain 34db527f45 Merge branch '3.8-maintenance' 2017-05-08 09:53:44 +08:00
NovaRain 475503d632 Added a check for OutlineColor in gl_highlighting, in case player set it to negative values.
Split the push/pop instructions in ItemCountFix() into individual lines.
2017-05-07 21:20:17 +08:00
NovaRain 31834fdfea Added OutlineColor option to set the color of outlines for items/containers. 2017-05-07 20:27:30 +08:00
NovaRain 7405e3cb52 Updated version number in ddraw.ini. 2017-05-07 01:22:00 +08:00
NovaRain 771230f9b4 Fixed a crash when calling destroy_object or destroy_mult_objs.
Updated some structs, using commit 75c7ab647f as the reference.
Updated version number.
2017-05-07 01:08:28 +08:00
phobos2077 0486192c3c Updated rebracer.xml 2017-05-03 22:47:40 +07:00
phobos2077 83f2d48668 Fix hero appearance bug (#92) and broken sfall global variables
- Changed LoadGame_before function to be called AFTER GameReset when loading the game
- Don't set appearance globals in RefreshPCArt function
- Moved functions for saving/loading appearance globals into HeroAppearance.cpp
2017-04-24 16:37:53 +07:00
VladislavKolosovsky 7b333ca458 Fixed hero appearance style and race not being loaded properly from savegames #94 2017-04-24 16:10:20 +07:00
phobos2077 fd4fe5fd0e HeroAppearance: Fixed AppStyle and AppRace frms not being loaded and drawn #94 2017-04-24 13:41:05 +07:00
NovaRain 2255d9e947 Fixed skills being capped at 95% when starting a new game.
Changed PipBoyAvailableAtGameStart=1 to be executed before the game starts, so player will be in vault suit at the beginning, instead of first in tribal appearance then switching to vault suit after changing maps.
Added a separator line for the new [Scripts] section in ddraw.ini.
2017-04-19 10:37:04 +08:00
phobos2077 85020d66f2 Added new functions into docs #90 2017-04-15 22:17:42 +07:00
phobos2077 629641eb96 Added new HOOK_CARTRAVEL #90 2017-04-15 21:59:18 +07:00
phobos2077 0af8010861 Added scripting function "set_car_intface_art" #90 2017-04-15 02:04:21 +07:00
phobos2077 addccd2bc6 Added rebracer.xml 2017-04-12 00:35:25 +07:00
phobos2077 8a0ac2082e Fixed some override structs not being initialized on starting the game, leading to min/max skills/stats/hit chances being wrong #92 2017-04-12 00:35:10 +07:00
NovaRain a5599e1942 Simplified ToggleHighlightObject in gl_highlighting. 2017-04-10 00:57:17 +08:00
NovaRain 43e2ddeeef Enabled highlighting corpses and containers by default in sfall-mods.ini. 2017-04-09 22:51:56 +08:00
NovaRainandGitHub 0c5e6af119 Merge pull request #93 from phobos2077/highlighting_options
Added options for toggling corpse highlighting and LOS check in item highlighting mod.
2017-04-09 22:45:40 +08:00
NovaRain dc785d010e Added options for toggling corpse highlighting and LOS check.
Changed default settings in sfall-mod.ini to be in line with the default  ddraw.ini in previous versions of sfall.
2017-04-09 20:58:36 +08:00
phobos2077 d484be45c8 Added function car_gas_amount #90
- Sorted some defines
- Minor code formatting fixes
2017-04-08 13:48:14 +07:00
VladandGitHub ae3634779c Merge pull request #91 from FakelsHub/develop-highlighting
Change behavior in Highlighting mod
2017-04-08 13:08:46 +07:00
Mr.Stalin 18644f37fd Deleted duplicate code in the script. Added check for sfall version. 2017-04-07 23:58:26 +03:00
Mr.Stalin bb52a6d9cb Change in Highlighting mod, items with set flag 'NO_HIGHLIGHT' will no longer be highlighted. 2017-04-07 21:54:57 +03:00
phobos2077 e34a00148f Fixed path do Delegate.h in Inventory.h 2017-04-05 00:40:24 +07:00
phobos2077 478684f8ef Enabled Elevators module and fixed incorrect loading from Elevators.ini 2017-04-05 00:16:30 +07:00
phobos2077 e2a383511d Refactor opcodes in Objects.cpp
- Added missing argument type checks
- Replace asm blocks with wrapper function calls
- Use GameObject instead of DWORD
2017-04-03 23:27:33 +07:00
phobos2077 116c522bdc Moved hard-coded "ControlCombat" mod from sfall into a global script #87
- Exactly the same functionality and settings
- Mod settings are now in sfall-mods.ini
2017-04-01 21:11:19 +07:00
phobos2077 9531fcbebd Added new hook script HOOK_COMBATTURN - runs before and after every turn in combat 2017-04-01 20:31:19 +07:00
phobos2077 76a946c72e Moved all combat-related hook scripts into separate unit 2017-04-01 16:09:34 +07:00
phobos2077 20bc5b9fd6 Make modules interfaces public 2017-04-01 16:01:53 +07:00
phobos2077 dcc471fc47 Reorganize HookScripts.cpp
- Moved most hook script implementations into several separate files
- Group HS implementations together by their category
2017-04-01 15:57:25 +07:00
phobos2077 d881dc9e89 Make Metarule.cpp more accessible
- Improve comments
- Rename metaruleTable and move it on top of the file
- Use C++ style iteration
2017-04-01 03:28:50 +07:00
phobos2077 fef690c2c2 Merge branch 'feature/armor-appearance' into develop 2017-04-01 02:21:58 +07:00
phobos2077 5bbdcbd2db Added final version of NPC armor appearance script, compatible with both HeroAppearance mod and set_dude_obj (NPC control) function #82 2017-04-01 02:21:12 +07:00
phobos2077 24e9dde577 Add missing code for real_dude_obj 2017-04-01 02:15:09 +07:00
phobos2077 029419db3d Added real_dude_obj scripting function, useful for checking if currently controlling NPC or "real" character 2017-04-01 02:14:27 +07:00
phobos2077 6e0fe881df Added new hook script for controlling FID of character figure on inventory screen 2017-04-01 02:12:20 +07:00
phobos2077 203dcdf6be Refactor adjust_fid function, make it compatible with NPC control, Hero Appearance and NPC Armor appearance mods 2017-04-01 00:20:00 +07:00
phobos2077 34500d9dd5 Replace adjust_fid engine function with C++ implementation 2017-03-31 20:55:45 +07:00
phobos2077 cbe987df25 First prototype of armor appearance mod (hook-based)
- Add test version of gl_npcarmor script with config file for FO2 RP
- Add some useful scripting headers
- Add new scripting functions to sfall.h
2017-03-30 01:20:44 +07:00
NovaRain 7dcef6f4b2 Replaced some address hacks with simplified ones (e.g. using jumps in stead of multiple NOPs), to be in line with the changes in 3.8 branch (commit 16be32d284) 2017-03-28 10:11:38 +08:00
phobos2077 5dadba6e56 Better solution for NPC inventory FID: skip reading from proto, use existing art instead (partially fixes incompatibility with armor appearance mod);
Fixed conflict with HeroAppearance mod (assumed adjust_fid was always called for "real" Dude)
2017-03-28 02:49:55 +07:00
phobos2077 b592d6bdbe PartyControl: added fix for displaying proper NPC art in inventory screens (not taking armor into account - like vanilla game); removed redundant SetInventoryCheck function; minor refactoring (not compatible with current scripted implementation of NPC armor appearance mod) 2017-03-28 01:26:40 +07:00
phobos2077 0fe6c2a426 Fixed crash after barter 2017-03-27 23:42:34 +07:00
phobos2077 32564d64d1 Added scripting functions for reading INI sections 2017-03-27 04:07:16 +07:00
phobos2077 897f1ab323 Fixed bug and added description for new scripting function #17 2017-03-27 00:58:06 +07:00
phobos2077 4e3168e2e3 Added function set_dude_obj to take control of any critter at any time [EXPERIMENTAL] #17 2017-03-27 00:18:27 +07:00
phobos2077 8a65172927 Minor refactoring of PartyControl 2017-03-27 00:17:37 +07:00
phobos2077 778230dde1 Added item_weight script function;
Return -1 on metarule argument validation error (to match normal opcodes) #63
2017-03-26 23:16:35 +07:00
phobos2077 6a78206c2e Added SafeWriteBatch function for writing the same value to a list of addresses;
Rewrite AnimationsAtOnceLimit: get rid of redundant loops and unsafe heap allocations
2017-03-26 22:06:27 +07:00
phobos2077 c519fb6fb6 Replaced all usages of MakeCall with 3 arguments with either MakeJump or MakeCall (2 arguments) - code readability. 2017-03-26 20:10:44 +07:00
phobos2077 96fa2668cc Reduce duplication in HookScripts's hooking code using HookCalls; Added function MakeJump to improve code readability 2017-03-26 20:00:49 +07:00
phobos2077 c32dc7664e Added new modes for get_game_mod to match Crafty's; implemented HookCalls function to reduce code duplication #66 2017-03-26 19:41:04 +07:00
NovaRain 2c14d5dd57 Merge branch '3.8-maintenance' 2017-03-25 21:34:34 +08:00
NovaRain 945f4696d7 Fixed anim_set_end_hack() only gets called when applying AnimationsAtOnceLimit patch. It should be always called regardless of AnimationsAtOnceLimit setting. 2017-03-23 20:46:14 +08:00
NovaRain e7d03fc60a Fixed a bug that caused the game to crash upon entering combat mode if AnimationsAtOnceLimit is set to negative values by accident.
Used static const for the value of animation record size.
2017-03-23 13:03:20 +08:00
NovaRainandGitHub 61615930b6 Merge pull request #75 from FakelsHub/3.8-anim_fix
Fixed the game hanging in the combat mode when using reg_anim_animate() inside damage_p_proc (from Crafty, #75)
2017-03-23 07:43:57 +08:00
NovaRainandGitHub 62e5559aea Merge branch '3.8-maintenance' into 3.8-anim_fix 2017-03-23 07:30:36 +08:00
phobos2077 f2243f2874 Added definitions for AnimationSet structures (based on Crafty's work); refactor Proto struct definitions, added a couple of static asserts for safety 2017-03-23 01:57:06 +07:00
phobos2077 52e24a4dd4 Added a hack from Crafty that allows to use reg_anim_animate() inside combat_p_proc without game hanging in eternal loop #75 2017-03-23 01:13:49 +07:00
NovaRain 50c91db5ea Moved part of AnimationsAtOnceInit code from main.cpp to AnimationsAtOnceLimit.cpp.
Changed the if condition for ProcessorIdle to make sure out-of-bounds values not resulting in unexpected but valid values.
2017-03-21 21:05:44 +08:00
NovaRain b1624e5acf Fixed vanilla to-hit calculation being broken by the previous TOHIT hook commit. 2017-03-20 13:57:11 +08:00
NovaRain 1644ca437c Fixed vanilla to-hit calculation being broken by the previous TOHIT hook commit. 2017-03-20 13:56:03 +08:00
NovaRain 4482630f9a Updated credits.
Unified the wording of some log entries.
2017-03-19 08:32:47 +08:00
NovaRain 024b1dbf6f Backported the fix for TOHIT hook from 4.0 development branch (commit 7bbe84feef)
Updated credits.
2017-03-19 08:29:27 +08:00
phobos2077 7bbe84feef Fixed TOHIT hook issues: added 3 missing hook arguments, fixed incorrect attack type argument being passed to vanilla function, thus potentially breaking vanilla to hit calculations, even when not using any scripts at all 2017-03-18 21:45:28 +07:00
NovaRain 659da227f4 Fixed incorrect "\r\r\n" being printed in sfall-log.txt.
Simplified Jet Antidote fix.
Unified the wording of some log entries.
Changed sprintf to _snprintf_s for SimplePatch.
2017-03-18 22:42:19 +08:00
phobos2077 c83fe0690b Merge branch 'develop' of https://github.com/phobos2077/sfall into develop 2017-03-18 20:26:11 +07:00
phobos2077 76e32e1bef InputFuncs: added OnMouseClick delegate, moved debug editor related code into new module;
HookScripts: added check for map being loaded in MouseClick hook, minor renaming.
2017-03-18 20:23:34 +07:00
NovaRain 92c599e1a2 Fixed incorrect "\r\r\n" being printed in sfall-log.txt.
Simplified Jet Antidote fix.
Changed sprintf with _snprintf_s for SimplePatch to prevent warning  C4995 when compiling with v140_xp toolset.
2017-03-18 21:12:28 +08:00
phobos2077 1f74aa5c22 Refactor LoadGameHook: replaced MainMenuLoop hook with separate game_reset and main_init_system hooks #83 2017-03-18 18:24:08 +07:00
phobos2077andNovaRain b48549b524 Fixed 0 prices in all shops when not using barter mods
(cherry picked from commit 2d278bf4c7)
2017-03-18 10:34:01 +08:00
phobos2077 2525e8a005 Prevent crashes due to global scripts being executed during game closing 2017-03-18 03:21:50 +07:00
phobos2077 7c661ce408 Merge branch 'develop' of https://github.com/phobos2077/sfall into develop 2017-03-18 02:59:04 +07:00
phobos2077 2d278bf4c7 Fixed 0 prices in all shops when not using barter mods 2017-03-18 02:58:41 +07:00
NovaRain fc99baa0c6 Changed SkipSizeCheck and ExtraCRC to not require enabling sfall debugging mode. 2017-03-16 22:52:58 +08:00
NovaRain bf61051887 Updated documentation on hook scripts.
Minor edits to missing d3dx9 dll message.
2017-03-16 22:03:33 +08:00
NovaRain 0b739b7d77 Fixed inconsistent behavior of motion sensor flag 2; now motion sensor truly does not require any charges to work. 2017-03-16 07:38:43 +08:00
phobos2077 2fbf4a0518 Add notes for new scripting functions 2017-03-16 02:01:29 +07:00
phobos2077 9514602f91 Removed CommonTypes.h, it's redundant because with precompiled header, Windows.h defines are available everywhere 2017-03-16 01:33:11 +07:00
phobos2077 adf8dd13dd Moved highlighting-related settings into new "sfall-mods.ini", dedicated for scripted sfall mods;
Reverted description for MotionScannerFlags 1 and 2, it was actually correct before.
2017-03-16 01:21:20 +07:00
NovaRain 943561ea65 Fixed header path in MainLoopHook.h and Worldmap.h.
Replaced Win2K project config with ReleaseXP (using v140_xp toolset) because using VS2008 to target Win2000 is no longer possible with current sfall 4.0 codebase.
2017-03-15 22:14:17 +08:00
NovaRain 158234438b Fixed inconsistent behavior of motion sensor flag 2; now motion sensor truly does not require any charges to work. 2017-03-14 22:56:19 +08:00
NovaRain eb4998ced6 Fixed an error in the previous commit. 2017-03-14 22:02:52 +08:00
NovaRain 9631e08db4 ExplosionEmitLight: Skip setting light level if object was already lit #78 (from commit b0dc6ff182) 2017-03-14 14:07:26 +08:00
phobos2077 c5698d74ce Update documentation on hook scripts 2017-03-14 02:24:30 +07:00
phobos2077 afadbb71c4 Refactor highlighting mod script, added check for outlined_object (via new scripting function), updated ddraw.ini to reflect the actual meaning of highighting-related settings (they way it worked for a long time); #53
HighlightMod is permanently removed from sfall code, it is now only a script.
2017-03-14 00:20:34 +07:00
phobos2077 a74bab42e8 Full implementation of highlight mod with motion scanner interaction; #53
Fixed incorrect string lookup failsafe in Inventory.cpp
2017-03-13 23:54:54 +07:00
phobos2077 c411ced286 Merge branch 'develop' of https://github.com/phobos2077/sfall into develop 2017-03-13 22:15:16 +07:00
phobos2077 b0dc6ff182 ExplosionEmitLight: Skip setting light level if object was already lit #78 2017-03-13 22:13:21 +07:00
NovaRain 52072e29c0 Removed the obsolete WorldMapFPS, ForceLowResolutionTimer, and WorldMapDelay.
Fixed global scripts not running on the world map (mode 2) when disabling the world map speed patch.
2017-03-13 13:37:46 +08:00
NovaRain 28c18c1925 Updated hook script document for new arguments of hs_barterprice.
Changed BarterPriceHook() to be in line with the version in 4.0 branch.
Fixed incorrect GlobalVar struct size leading to load game crashes and corrupted saves (from 4.0 development branch)
2017-03-13 13:08:15 +08:00
NovaRain cbcc0e4a86 Fixed Sequence stat value not being printed correctly when using "print to file" option. 2017-03-13 11:29:56 +08:00
NovaRain 133d092d02 Fixed bugs for negative SPECIAL values in character creation (from Crafty)
Updated credits.
2017-03-13 10:47:53 +08:00
NovaRain 77349cbaec Fixed Sequence stat value not being printed correctly when using "print to file" option.
Updated credits.
2017-03-13 10:33:31 +08:00
phobos2077 fa583d41d7 Added scripting functions: get/set_flags. This allows, for example, to turn character into a ghost dynamically from script. 2017-03-13 04:12:52 +07:00
phobos2077 c63ddf3e9c Fixed incorrect GlobalVar struct size leading to load game crashes and corrupted saves 2017-03-13 03:54:23 +07:00
phobos2077 6152615ce5 Implemented highlighting mod as a stand-alone global script with LOS and NoHighlight flag checks #53 2017-03-13 03:36:02 +07:00
phobos2077 a379e1f998 Added ability to load global scripts from different paths with new GlobalScriptPaths option 2017-03-13 02:26:02 +07:00
phobos2077 b3d5d38cc4 Remove dependency on Explosions from ScriptExtender by introducing onAfterCombatAttack delegate 2017-03-13 00:52:40 +07:00
phobos2077 ede1bacf2b Added new arguments to barter price hook from Crafty (slightly modified) #76 2017-03-13 00:17:50 +07:00
VladandGitHub 85845a2d80 Merge pull request #76 from FakelsHub/3.8-barterhook
New arguments to hook_barterprice.
2017-03-13 00:05:57 +07:00
phobos2077 4823b71d96 Encapsulated delegate variables into functions 2017-03-12 23:27:00 +07:00
phobos2077 aa77d82a23 Removed all WorldmapSpeed patches except the default one, fixed global worldmap scripts not working when speed patch is disabled 2017-03-12 23:14:35 +07:00
phobos2077 0a3745f8f5 Moved main loop hooks from ScriptExtender to separate module (with new hooks);
Moved HighlightingMod into separate module;
Removed direct reference to ScriptExtender from InputFuncs using delegate
2017-03-12 21:48:10 +07:00
NovaRain d8e2e6f1ca Added a missing function to prevent the player starting the game with zero or negative SPECIAL values (from Crafty)
Added a log entry for the bag/backpack fix.
2017-03-12 21:02:19 +08:00
NovaRainandGitHub dd00e130a9 Merge pull request #80 from FakelsHub/3.8-PCStat_fix
Fixed bugs for negative SPECIAL values in character creation (from Crafty)
2017-03-12 20:53:53 +08:00
Mr.Stalin 6cb8700df5 Correcting bug for negative values SPECIAL parameters. (from Crafty) 2017-03-12 00:38:23 +03:00
phobos2077 685914dafa Improved outline function by redrawing only necessary portion of screen #54;
Renamed some sfall structs;
Minor refactoring.
2017-03-11 23:21:44 +07:00
phobos2077 2d4ce73664 Initial implementation of set_outline function (need to find better solution) #54 2017-03-11 21:48:59 +07:00
phobos2077 7b5e730f72 Moved some more wrappers out from HeroAppearance 2017-03-11 19:18:10 +07:00
NovaRain ec0baf3065 Greatly increased compilation speed using precompiled header (from 4.0 development branch)
Changed SkipSizeCheck and ExtraCRC to not require enabling sfall debugging mode.
2017-03-11 20:14:25 +08:00
phobos2077 10bc859892 Use precompiled header for all configurations; removed useless check for VS version 2017-03-11 18:39:54 +07:00
phobos2077 2e064580ed Refactor HeroAppearance and related code - moved wrapper functions into Functions_def.h, replaced usages, corrected some structs 2017-03-11 18:35:57 +07:00
phobos2077 8357465e9c Removed file-specific compile settings for Worldmap.cpp and TalkingHeads.cpp 2017-03-11 15:45:24 +07:00
phobos2077 81d3479bff Greatly increase compilation speed using precompiled header 2017-03-11 15:43:28 +07:00
phobos2077 89f92f9676 Replaced NULL with nullptr 2017-03-11 15:11:38 +07:00
phobos2077 5888b76afb Merge branch 'feature/namespace-changes' into develop 2017-03-11 15:07:52 +07:00
phobos2077 e1db0550b1 Removed ExtraSaveSlots dependency on HeroAppearance - moved some functions to EngineUtils, others replaced with wrappers 2017-03-11 14:51:56 +07:00
phobos2077 d0f05e4efe Rewrite Proto structures - mapped most of proto offsets into one big struct 2017-03-11 14:07:08 +07:00
phobos2077 b18b5a340c Renamed most used engine structs;
Rename struct fields and map previously unknown fields;
Replace sElevator with proper two-dimensional array of simple structs;
Fix build errors.
2017-03-11 02:15:27 +07:00
Mr.Stalin 5265100425 Combat animation fix: fixes a hang in the handler damage_p_proc after the animation completes in the combat mode. (from Crafty) 2017-03-09 21:59:16 +03:00
Mr.Stalin c095e54b62 Add new get arguments(arg7/arg8/arg9) to HOOK_BARTERPRICE (from Crafty) 2017-03-09 19:26:13 +03:00
NovaRain 6e5b811b87 Fix a crash when clicking on empty space in the inventory list opened by "Use Inventory Item On" (backpack) action icon (from Crafty)
Improved the functionality of ScrollMod: now the minimum is scrolling 1 inventory slot per click; before setting ScrollMod too high or negative values will result in scrolling not working.
Changed BodyHit_Torso to BodyHit_Torso_Uncalled because it sets both body_torso and body_uncalled hit modifiers.
2017-03-09 13:56:37 +08:00
NovaRain 229a5516e0 Unified the style of merged code. 2017-03-09 10:18:16 +08:00
NovaRainandGitHub f056c53739 Merge pull request #73 from FakelsHub/3.8-inventory-fix
Fix a crash when clicking on empty space in the inventory list opened by "Use Inventory Item On" (backpack) action icon (from Crafty)
2017-03-09 10:11:13 +08:00
NovaRain cb84700bfc Fixed metarule2_explosions not being reset properly. 2017-03-09 09:10:21 +08:00
NovaRain e71d1962b5 Fixed metarule2_explosions not being reset properly. 2017-03-09 09:07:58 +08:00
phobos2077 a4de59dac4 Put all engine function offsets into fo::funcoffs:: namespace; refactor the definition of functions to reduce lines of code; renamed some headers #56 2017-03-09 02:48:48 +07:00
phobos2077 67c3ba7caf Renamed VARPTR_ to FO_VAR_ prefix #56 2017-03-09 01:12:20 +07:00
phobos2077 4b261febfd Put all FO variables and function wrappers to fo:: namespace; fix all build errors; other minor refactoring #56 2017-03-09 00:27:54 +07:00
Mr.Stalin 0f722a50fd Fix crash when clicking on empty space in the inventory with the cursor using an item from the backpack (from Crafty) 2017-03-08 19:27:29 +03:00
NovaRain 6b7a10130d Improved the functionality of ScrollMod: now the minimum is scrolling 1 inventory slot per click; before setting ScrollMod too high or negative values will result in scrolling not working. 2017-03-08 22:56:48 +08:00
phobos2077 6b6da17610 Updated TGameObj struct with separate sub-structs for items and critters; Put game enums and structs into fo namespace (broken build) #56 2017-03-06 02:20:22 +07:00
phobos2077 8ed93e8cf7 Replaced DATATYPE_* constants with enum class 2017-03-06 00:50:15 +07:00
phobos2077 31520d6f65 Fixed crash when using Graphic patch due to conflict between Movie patch and SkipOpeningMovies patch 2017-03-06 00:28:59 +07:00
NovaRain 061302585b Updated version number. 2017-03-06 00:43:39 +08:00
phobos2077 033221398e Fixed Sfall not working :)
Separated sfall initialization from WinAPI-specific code in main.cpp and InputFuncs.cpp
2017-03-05 22:41:19 +07:00
phobos2077 3a4b7fe3f5 Moved all files to sfall namespace 2017-03-05 21:49:21 +07:00
phobos2077 a016e4a236 Replaced all direct references to ini and translationIni with GetConfig*() 2017-03-05 18:25:33 +07:00
phobos2077 6f0901f980 Replaced more INI reading with new functions;
Removed CityRepsCount setting (redundant)
2017-03-05 01:52:33 +07:00
NovaRain c3acd1af3e Changed ExtraGameMsgFileList to read its setting from generic INI file, which can be set by UseCommandLine, instead of the fixed ddraw.ini.
Added a comment to karma frm options to explain things better.
2017-03-05 00:31:35 +08:00
phobos2077 fbb643bfa8 Fix and refactor loading of ExtraGameMsgFileList 2017-03-04 20:23:03 +07:00
phobos2077 32c1de3a34 Added functions for reading from sfall INI files more easily;
Refactor Karma module init: use new INI functions, get rid of hacky string split code, removed KarmaFRMsCount (it's redundant)
2017-03-04 19:55:37 +07:00
phobos2077 b5a85fd57c Merge branch 'feature/module-system' into develop 2017-03-04 17:57:33 +07:00
phobos2077 c0906521aa Reduce external dependencies in LoadGameHook using the delegates for various events;
Renamed some variables and functions;
Moved Input patch into separate module;
Moved Graphics patch initialization into Graphics module;
Moved PipboyAvailableAtStart and DisableHorrigan patches into MiscPatches;
#69 #9
2017-03-04 17:51:24 +07:00
NovaRain 411c0a6e98 Backported the fix for a crash when pressing reload weapon key while in the main menu from 4.0 development branch (commit 5b10d9e786) 2017-03-03 11:45:06 +08:00
phobos2077 5b10d9e786 Fixed crash on pressing Reload hotkey while on the main menu; move some dependencies from LoadGameHook 2017-03-03 01:07:57 +07:00
phobos2077 75c7ab647f Renamed some macros to avoid names reserved by C++ standart;
Replaced fixed-bit types with simple types in Enums and Struct definitions (because sfall is 32-bit exclusive by design).
2017-03-01 03:02:18 +07:00
phobos2077 38e0f21e93 Reorganize hooks in LoadGameHook: don't hook main menu loop, instead added "before new game" hook. 2017-03-01 02:50:27 +07:00
NovaRain 4cc1235dbc Backported the fix for bug #70 from 4.0 development branch (commit 72bde84d92)
Fixed a minro typo in Inventory.cpp.
2017-02-28 21:22:00 +08:00
phobos2077 02658a3801 Moved fix patch to more appropriate place #70 2017-02-28 00:39:05 +07:00
phobos2077 72bde84d92 Fixed bug #70 by replacing item_count engine function 2017-02-28 00:32:47 +07:00
phobos2077 f3f9186ce7 Removed Cpp11_emu file. Goodbye, Windows 9x :'(
Added delegates to LoadGameHook.
2017-02-27 02:04:18 +07:00
phobos2077 be0cc2f3d5 Switch to Visual Studio 2015 compiler. Test some features with Delegate class 2017-02-27 01:48:54 +07:00
phobos2077 826c3eb021 Added Module classes for every sfall module; #9
Moved all patches out from main.cpp;
Fixed all build errors.
2017-02-27 01:27:04 +07:00
phobos2077 8284eb50f0 Moved more stuff out from main.cpp;
Added module manager class with example usage; #9
Attempted to implement Delegate class.
2017-02-26 22:53:32 +07:00
phobos2077 160c11043f Moved SpeedPatch to separate unit; moved Karma FRMs patch to Karma.cpp #7 2017-02-26 02:59:08 +07:00
phobos2077 6e5a0fd085 Moved DisplayKarmaChange patch into separate unit #7 2017-02-26 02:48:16 +07:00
phobos2077 57ef099e97 Moved LoadOrder patch into separate unit #7 2017-02-26 02:43:19 +07:00
phobos2077 944b95d796 Move all Worldmap-related patches into separate unit #7 2017-02-26 02:35:53 +07:00
phobos2077 dfa9534bd1 Move more patches away from main.cpp to Misc module 2017-02-26 02:17:39 +07:00
phobos2077 c186ed5ee0 Added Module base-class and example subclass for HeroAppearance 2017-02-26 02:17:03 +07:00
phobos2077 4dc2aaa046 Merge branch 'feature/opcode-handling' into develop 2017-02-24 17:25:33 +07:00
phobos2077 b3e1837cfc Moved several more functionsto opcodeInfoArray.
Removed AsmMacros.h to reduce the number of ways to write new scripting function. #58
2017-02-24 17:24:15 +07:00
phobos2077 94c00f12f7 Moved all array-related opcodes to new table #58 2017-02-24 17:01:02 +07:00
phobos2077 df5c81164f Added note about possible issue when using hs_invenwield incorrectly 2017-02-24 13:57:00 +07:00
phobos2077 17df8deb86 Moved all "Utils" opcodes to new table (gotten rid of op_* functions) #58 2017-02-24 13:56:02 +07:00
phobos2077 54f9fc4bcd Introduced much simpler way to add engine functions wrappers (one line in 1 file); changed anim functions to use new wrappers 2017-02-24 03:12:36 +07:00
phobos2077 6d88cd03f7 Fixed crash if calling regn_anim_obj_run_to_tile after reg_anim_combat_check 2017-02-24 03:11:06 +07:00
phobos2077 ce21fdab79 Rewrite all anim-related opcode handlers, fixed bug in metarule2_explosions function (damage type change) #58, #67 2017-02-24 01:29:46 +07:00
phobos2077 bac748a525 Use Enum of pseudo-types for argument validation instead of struct #58 2017-02-24 00:30:26 +07:00
phobos2077 d9b8d18a67 Replaced bitmask-based argument validation system with more simple solution;
Refactor OpcodeContext::handleOpcode method;
Moved register_hook_* functions to new opcodeInfo table #58
2017-02-23 23:45:15 +07:00
phobos2077 15b51eaa6d Converted all object-related opcodes to new format #58 2017-02-23 20:02:19 +07:00
phobos2077 ae1aa27d13 Implemented more convenient way to define sfall opcodes, rewritten key_pressed handler, moved some opcodes to new opcodeInfoArray #58 2017-02-23 19:07:22 +07:00
phobos2077 f150163bc5 Fixed game_loaded scripting function 2017-02-23 19:05:17 +07:00
phobos2077 142264d6b6 Added opcode number getter to OpcodeContext. This way it's possible to use single naked function for many opcodes.
Fixed MetaruleTable not being filled.
2017-02-22 02:27:55 +07:00
phobos2077 a69b1b92b2 Fix build after merging changes from 3.8 branch. 2017-02-22 02:08:59 +07:00
phobos2077 214e405c32 Set the valid range of NPCsTryToSpendExtraAP to be non-0 positive values, and removed a redundant/unused constant.
Changed the valid range of EncounterTableSize.
2017-02-21 01:46:02 +07:00
NovaRainandphobos2077 99d6ff332f Added a fix for the engine not checking player's inventory properly when putting items into the bag/backpack in the hands (from Crafty)
Removed BagBackpackFix from ddraw.ini.
2017-02-21 01:43:43 +07:00
NovaRainandphobos2077 2d726de3f0 Fixed a crash when trying to open bag/backpack on the table in the bartering interface (from Crafty)
Added a tweak to move items to player's main inventory instead of the opened bag/backpack when confirming a trade.
2017-02-21 01:43:29 +07:00
NovaRainandphobos2077 212118ba8c Added a fix to ignore player's equipped items when opening bag/backpack (from Crafty) 2017-02-21 01:43:17 +07:00
NovaRainandphobos2077 2383d8d507 Added the ability to move items out of bag/backpack and back into the main inventory list by dragging them to character's image (similar to Fallout 1 behavior) (derived from Crafty's code)
Added a fix for losing items from inventory when you try to drag them to bag/backpack in the inventory list and are overloaded (from Crafty)
Removed gdBarterDispFix from ddraw.ini.
2017-02-21 01:43:06 +07:00
phobos2077 94f138f64b Replaced PID number in ScannerAutomapHook() with its define name for better understandability. 2017-02-21 01:39:22 +07:00
phobos2077 a5ffbe3a5f Replaced hex addresses with proper engine defines for ViewXPos and ViewYPos, and replaced two instances of SafeWrite32 with HookCall. 2017-02-21 01:33:03 +07:00
NovaRainandphobos2077 7a5a54ab5e Limited the range of values for StartYear/Month/Day to prevent errors when setting them to negative values, and added a clarification in ddraw.ini. 2017-02-21 01:28:40 +07:00
phobos2077 b5f3addae5 Fixed OverrideMusicDir not using the correct path string.
Updated the year showed in the credits and file properties.
2017-02-21 01:21:09 +07:00
phobos2077 2db071d0ca Fixed broken call_offset_* functions. 2017-02-21 01:17:31 +07:00
NovaRainandphobos2077 5b59c9e54d Added more details to the description of WorldMapEncounterFix/Rate, and changed the default value of WorldMapEncounterRate to its internal default. 2017-02-21 01:15:22 +07:00
NovaRainandphobos2077 60fb21cd1b Fixed display issues when calling gdialog_mod_barter with critters with no "Barter" flag set (from Crafty) 2017-02-21 01:13:20 +07:00
NovaRainandphobos2077 0f1072c302 Made WorldMapEncounterFix/Rate independent from WorldMapFPSPatch. (#62, with the simplified code from Crafty) 2017-02-21 01:05:45 +07:00
VladandGitHub 8069d925fe Merge pull request #61 from Vennor/early_sfall_save_game_loading
Early sfall save game loading
2017-02-21 00:56:16 +07:00
phobos2077 69905b633b Replace deprecated hash_map with std::unordered_map 2017-02-21 00:51:28 +07:00
phobos2077 1aba89e810 Attempt to fix build error in VS2015. 2017-02-21 00:44:07 +07:00
phobos2077 2548e6ea8f Merge branch 'feature/opcode-handling' into develop 2017-02-21 00:31:52 +07:00
phobos2077 0026590058 Refactor OpcodeContext class to make more sense. 2017-02-21 00:26:42 +07:00
Vennor 6bd7d4f05c Moved sfall additional save game file reading from LoadGame2_After to LoadGame2_Before to make saved arrays available in start functions of ssl scripts. 2016-12-15 20:18:43 +01:00
phobos2077 c26c2ad8f6 Moved core opcode handlers and opcode list into separate translation units. 2016-11-14 22:43:04 +07:00
phobos2077 ae4193d6f9 Renamed OpcodeHandler to OpcodeContext to avoid confusion with actual handler functions (sf_*). 2016-11-14 21:57:44 +07:00
phobos2077 3fed492a5b Get rid of opHandler global variable by passing instance to every scripting function handler. 2016-11-14 21:50:27 +07:00
phobos2077 b026f8eadd Split opcode handler categories into separate translation units. 2016-11-14 02:07:08 +07:00
phobos2077 adcf3be520 Renamed all opcode handlers for consistent naming. 2016-11-13 20:53:40 +07:00
phobos2077 728e18b344 Fixes #57 2016-11-12 03:35:40 +07:00
phobos2077 65bb7d4de7 Simplify some calls in asm and replaced few addresses with constants. 2016-11-12 03:08:00 +07:00
phobos2077 1472902de4 Removed unnecessary includes. 2016-11-11 02:58:13 +07:00
phobos2077 dd1474c8d3 Moved some code from DllMain2 into separate functions in new cpp file. 2016-11-11 02:54:03 +07:00
phobos2077 830309b544 Merge with master branch, resolved conflicts. 2016-11-11 01:46:16 +07:00
phobos2077 84a60128a2 More code style fixes and some wrappers. 2016-11-11 01:27:38 +07:00
phobos2077 ec34df50ac Missing changes from previous commit. 2016-11-11 00:43:29 +07:00
phobos2077 9edf6e6cc3 Fixed several bugs due to incorrect pointer arithmetic.
Added/updated some structs.
2016-11-11 00:42:39 +07:00
phobos2077 99ddda2848 - Change the way engine variables are used in C++ code. No need to use asterix anymore, as they are declared as references.
- Implemented solution to interact with static engine arrays (like critical tables).
2016-11-10 23:11:18 +07:00
phobos2077 f351faa422 EXPERIMENTAL: declared references to engine variables in addition to pointers. This will allow to work with variables directly without additional operator! See PartyControl.cpp for example (naming is temporary). 2016-11-10 15:13:14 +07:00
phobos2077 a4dee3dbca Use recursion for _WRAP_WATCOM_CALL macros. 2016-11-10 14:28:42 +07:00
phobos2077 726aff686b Fixed code style for last modules. Moved some more structs/wrappers to FalloutEngine. Removed duplicate wrappers in Tiles.cpp. 2016-11-10 02:54:59 +07:00
phobos2077 34b0b7269f Fix some code styles and move Perk and Trait structs into Structs.h 2016-11-10 02:08:18 +07:00
phobos2077 2ac60d66f5 Adopted most functions from Imports h/cpp to Wrappers. 2016-11-10 01:50:13 +07:00
phobos2077 77cc151455 Simplify definition of engine variables using X-Macros pattern. Now only need to add in 2 places instead of 3. 2016-11-10 01:26:34 +07:00
phobos2077 d63392aea2 Refactor Message-related code: removed duplicate functions and structs, moved engine-related stuff to one place, other stuff. 2016-11-09 23:57:58 +07:00
phobos2077 07b5f78318 Fixing code style. 2016-11-09 20:39:14 +07:00
phobos2077 37e159dd21 Fixing code style. 2016-11-09 19:45:38 +07:00
phobos2077 cd1c756e24 Added some VS2015 temp files to gitignore 2016-11-09 14:09:36 +07:00
phobos2077 66ea6a7609 Simplify function wrapper definitions using macros.
Moved all non-wrapper functions to Utils.
Added basic structs for some prototypes.
2016-11-07 22:13:28 +07:00
phobos2077 0efdf7096b Fixed build errors. 2016-11-07 20:49:39 +07:00
phobos2077 80dad0d5d0 Refactor ScriptExtender: replaced some engine function calls with wrappers, fix code style. 2016-11-07 18:55:13 +07:00
phobos2077 10ec39ab60 Refactoring ScriptExtender module. 2016-11-07 03:44:25 +07:00
phobos2077 bd7518ca33 Fixed mistake of using constant pointer variables in ASM blocks (resulted in incorrect references in most cases).
Now each variable has preprocessor constant with prefix VARPTR_ .
2016-11-07 01:34:35 +07:00
phobos2077 8b264db28a Moved all engine variable pointers to separate namespace.
Replaced all usages of variable defines with variable pointers.
2016-11-07 00:09:12 +07:00
phobos2077 c44ca6adc1 Add some FO enums and tidy up existing ones.
Removed accidentally added sublime workspace from repo.
2016-11-06 21:54:28 +07:00
phobos2077 96db48626a Renamed all engine function wrappers to their original names and moved to separate namespace for code clarity. 2016-11-06 21:20:23 +07:00
phobos2077 7705e43ce4 Moved all function offsets to separate namespace. 2016-11-06 20:33:54 +07:00
phobos2077 8da65a92e9 Merge branch '3.8-maintenance' into develop 2016-11-06 19:43:25 +07:00
phobos2077 6eb9a37a07 Simplify function definitions 2016-11-06 15:39:45 +07:00
phobos2077 6290effd93 Merge branch '3.8-maintenance' into develop 2016-11-06 00:16:28 +07:00
phobos2077 f3209d282d Removed fallout2.cpp 2016-11-05 23:35:52 +07:00
phobos2077 a05d440ad6 Get rid of warnings in Movie.cpp 2016-11-05 23:35:13 +07:00
phobos2077 87e28277ad Moved engine Functions, Variables and Wrappers into separate files;
Added most function offsets from Fallout2.exe
2016-11-05 22:19:21 +07:00
phobos2077 935f7ead89 Removed queue9x and vector9x 2016-11-05 20:20:12 +07:00
phobos2077 84042f1736 New folder and project structure #7;
Removed vector9x and queue9x;
Reorganized some includes.
2016-11-05 20:19:34 +07:00
267 changed files with 38925 additions and 26562 deletions
+2
View File
@@ -46,6 +46,8 @@ nb-configuration.xml
*.user
*.userosscache
*.sln.docstates
*.VC.db
*.VC.opendb
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs
+29 -1
View File
@@ -7,6 +7,34 @@
; 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
@@ -36,4 +64,4 @@ 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 players small guns skill and subtract 5 from big guns
SkillMod=0|20|1|-5 ;Add 20 to the player's small guns skill and subtract 5 from big guns
+1 -1
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.
+79
View File
@@ -0,0 +1,79 @@
; This section maps 7 armor types to corresponding armor item PIDs
[ArmorTypes]
Jacket = 74,265
Leather = 1,379
Metal = 2,240,380
Power = 3,232
AdvPower = 348,349
Combat = 17,239,381
Robe = 113,524
; Default armor FIDs (the same for all NPCs)
[Default]
Power=16777217
AdvPower=16777287
Robe=16777218
; Sulik
[1]
PID=16777313
WeaponAnims=1,3,4,6
Default=16777280
Leather=16777325
Power=16777324
Metal=16777323
Jacket=16777321
Combat=16777322
; Vic
[2]
PID=16777278
WeaponAnims=1,5,7
Default=16777307
Jacket=16777329
Combat=16777330
Metal=16777331
Power=16777332
Leather=16777333
; Cassidy
[3]
PID=16777305
WeaponAnims=4,5,7
Default=16777354
Leather=16777260
Power=16777328
Metal=16777327
Jacket=16777351
Combat=16777326
; Myron
[4]
PID=16777376
WeaponAnims=1,5
Default=16777304
Leather=
Power=16777349
Combat=16777350
; Cat Jules
[5]
PID=16777734
WeaponAnims=1,2,3,4,5,6,7,8,9,10,11,12,13,14,15
Default=16777353
Leather=16777347
Metal=16777348
Jacket=16777346
Combat=16777226
; Kitsune
[6]
PID=16777724
WeaponAnims=1,2,3,4,5,6,7,8,9,10,11,12,13,14,15
Default=16777222
Leather=16777221
Metal=16777223
Jacket=16777222
Combat=16777219
+55
View File
@@ -0,0 +1,55 @@
[Highlighting]
; DX scancode of a key to press to highlight items on the ground
; 42 - SHIFT key
Key=42
; Set to 1 to also highlight containers
Containers=0
; Set to 1 to also highlight lootable corpses
Corpses=0
; Set to 1 to only highlight objects in the player's line-of-sight
CheckLOS=0
; Set the color of outlines, available colors:
; 1 - glowing red
; 2 - red
; 4 - grey
; 8 - glowing green
; 16 - bright yellow
; 32 - dark yellow
; 64 - purple
OutlineColor=16
; Motion Scanner mode:
; 0 - ignored
; 1 - requires Motion Scanner present in player inventory to activate highlighting
; 2 - requires Motion Scanner and also requires 1 charge on every use (depleted scanner will not work anymore)
MotionScanner=0
[CombatControl]
;Allows you to directly control other critters in combat
;Set to 0 to disable
;Set to 1 to control all critters in combat
;Set to 2 to control all party members
;If you want to control only specific critters, uncomment the PIDList line and set a comma delimited list of PIDs
Mode=0
;PIDList=62,89,97,107,160,161
;Choose a notification box to display the name of the controlled critter above the interface bar
;Must be between 5 and (4 + the value of BoxBarCount in ddraw.ini)
;Set to 0 to disable
DisplayName=0
;Set the color of display name, available colors:
;0 - green
;1 - red
;2 - white
;3 - yellow
;4 - dark yellow
;5 - blue
;6 - purple
DisplayNameColor=0
+92 -50
View File
@@ -1,5 +1,5 @@
;sfall configuration settings
;v3.8.2
;v4.1
[Main]
;Change to 1 if you want to use command line args to tell sfall to use another ini file.
@@ -72,7 +72,7 @@ Use32BitHeadGraphics=0
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Input]
;Set to 1 to enable the mouse scroll wheel to scroll through your inventory
;Set to 1 to enable the mouse scroll wheel to scroll through inventory, barter, and loot screens
UseScrollWheel=1
;The mouse Z position is divided by this modifier to calculate the number of inventory
@@ -98,7 +98,7 @@ ReverseMouseButtons=0
BackgroundKeyboard=0
BackgroundMouse=0
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
;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
@@ -107,7 +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=0x00
SpeedToggleKey=0
;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
@@ -127,20 +127,19 @@ SpeedKey9=0x00
;Set to -1 for either ctrl key, -2 for either alt key or -3 for either shift key
WindowScrollKey=0
;A key to press to toggle the highlighting of all items on the ground on the current map
ToggleItemHighlightsKey=42
;Set to 1 to also highlight containers
;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 press to open a debug game editor
;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=0x1d
;A key to press to open a debug game editor (requires FalloutClient.exe from the modders pack)
;Set to 0 to disable, or a DX scancode otherwise
DebugEditorKey=0
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Misc]
;Time limit in years. Must be between -3 and 13
@@ -169,24 +168,9 @@ 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
@@ -206,11 +190,15 @@ WorldMapSlots=0
;PatchFile=patch%03d.dat
;MultiPatches=0
;Set to 1 to enable the modified data load order for the engine to find game data
;Set to 1 to use 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
;Set to 1 to enable loading alternative dialog msg files from text/language/dialog_female/ for female PC
;Set to 2 to also load subtitle files from text/language/cuts_female/ for female PC
FemaleDialogMsgs=0
;To change the default and starting player models, uncomment the next four lines.
;The default models can also be changed ingame via script
;MaleStartModel=hmwarr
@@ -310,7 +298,7 @@ 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 animations codes from o-t
;Set to 1 to enable additional weapon animation 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
@@ -361,12 +349,19 @@ SkipOpeningMovies=0
;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
;Change the Skilldex cursor frm numbers
;Set to 1 to boost the maximum number of tile FRMs from 4096 to 16383
MoreTiles=0
;Change the Skilldex cursor FRM numbers
;Default is 293 for all skills
Lockpick=293
Steal=293
@@ -379,17 +374,22 @@ Repair=293
;Remove window position rounding
RemoveWindowRounding=0
;Set to 1 to add scroll buttons to the pip boy quest list, and remove the quests per area limit
;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
;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
;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
;PremadePaths=combat,diplomat,stealth
;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.
;CityRepsCount=19
;Syntax is 'city id:global id', with each city/global pair separated by a comma.
;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
;Set this to a valid path to save a copy of the console contents
@@ -398,12 +398,20 @@ UseScrollingQuestsList=1
;Set to 1 to add additional pages of save slots
ExtraSaveSlots=0
;To use more than one save slot for quick saving (F6 key) without picking a slot beforehand, set the next two lines
;AutoQuickSave sets how many save slots on a page you want to use for quick saving (valid range: 1..10)
;AutoQuickSavePage is the page number to use (valid range: 1..1000) if ExtraSaveSlots is enabled
;The quick saves will be rotated from the first slot on the page to the n-th slot
;Set to 0 to disable. AutoQuickSave will use page 1 if AutoQuickSavePage is disabled
AutoQuickSave=0
AutoQuickSavePage=0
;Set to 1 to speed up the HP/AC counter animations
;Set to 2 to update the HP/AC counters instantly
SpeedInterfaceCounterAnims=0
;These lines allow you to control the karma frm's displayed on the character screen
;KarmaFRMsCount=3
;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
;KarmaFRMs=47,48,49
;KarmaPoints=-100,100
@@ -414,8 +422,11 @@ ScienceOnCritters=0
;Default is 166
SpeedInventoryPCRotation=166
;Uncomment to set the text colour of the extra 5 interface boxes
;The line must contain a 5 digits, each either a 0 for green or 1 for red
;Modify the number of the extra interface boxes available to modders. (Default is 5, and the maximum is 95)
BoxBarCount=5
;Uncomment to set the text colour of the extra interface boxes
;The line must contain the same number of digits as the value of BoxBarCount, each either a 0 for green or 1 for red
;BoxBarColours=00000
;Set to 1 to fix the bug that caused bonus HtH damage to not be applied correctly.
@@ -424,6 +435,9 @@ 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
@@ -434,7 +448,7 @@ 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
@@ -455,7 +469,7 @@ 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 pc only, 2 to apply to the pc and party members, or 3 to apply to all critters
;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 extra unused stat (STAT_unused = 10)
;Add 4 to the mode to limit the weight check to used items only
CritterInvSizeLimitMode=0
@@ -464,7 +478,6 @@ 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
;2 - Motion sensor doesn't require charges
;4 - Motion sensor is required to use the item highlight feature
MotionScannerFlags=1
;Set to non-0 to adjust the maximum encounter table size
@@ -490,6 +503,9 @@ QuickPocketsApCostReduction=2
;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 balanced bullet distribution formula for burst attacks
ComputeSprayMod=0
@@ -537,14 +553,6 @@ DialogPanelAnimDelay=33
;Controls the speed of pipboy alarm clock animations (lower - faster; valid range: 0..127)
PipboyTimeAnimDelay=50
;Allows you to directly control other critters in combat
;Set to 0 to disable
;Set to 1 to control all critters in combat
;Set to 2 to control all party members
;If you want to control only specific critters, uncomment the ControlCombatPIDList line and set a comma delimited list of PIDs
ControlCombat=0
;ControlCombatPIDList=62,89,97,107,160,161
;Set to 1 to stack empty identical weapons, no matter what type of ammo was loaded before
StackEmptyWeapons=0
@@ -555,31 +563,60 @@ 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
InstantWeaponEquip=0
;To add additional game msg files, uncomment the next line and set a comma delimited list of filenames without .msg extension
;By default, the files will have consecutive numbers assigned beginning with 0
;You can use the syntax 'filename:number' to manually assign numbers to specific msg files, with each pair separated by a comma
;If a file after the specified pair does not have a number assigned, it will have the next consecutive number from the last pair
;You need to use the message_str_game script function to get messages from the files
;ExtraGameMsgFileList=
;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 keep the selected attack mode when moving the weapon between active item slots
KeepWeaponSelectMode=1
;Set to 1 to display full item description for weapon/ammo in barter screen
FullItemDescInBarter=0
;Set to 1 to display experience points with the bonus from Swift Learner perk when gained from non-scripted situations
DisplaySwiftLearnerExp=1
;Set to 1 to display sfall built-in credits at the bottom of credits.txt contents instead of at the top
CreditsAtBottom=0
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Scripts]
;Comma-separated list of masked paths to load global scripts from
;Only use single slash \ as directory separator
;Paths outside of scripts folder are supported
GlobalScriptPaths=scripts\gl*.int,scripts\sfall\gl*.int
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Debugging]
;Extra sfall configuration settings that can be used by modders
@@ -608,10 +645,12 @@ DebugMode=0
SkipCompatModeCheck=0
;Set to 1 to skip the executable file size check
;Does not require enabling 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 enabling sfall debugging mode
;ExtraCRC=0x00000000,0x00000000
;Set to 1 to stop Fallout from deleting non readonly protos at startup
@@ -621,6 +660,9 @@ DontDeleteProtos=0
;Set to 1 to give scripts direct access to Fallout's address space, and to make arbitrary calls into Fallout's code
AllowUnsafeScripting=0
;Set to 1 to force sfall to inject all hooks code into the game, even if corresponding hook scripts don't exist
InjectAllGameHooks=0
;These options control what output is saved in the debug log (sfall-log.txt)
;Prints messages duing sfall initialization
Binary file not shown.
@@ -0,0 +1,77 @@
/*
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
@@ -0,0 +1,9 @@
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.
@@ -0,0 +1,44 @@
/*
Example implementation of the algorithm of how the game engine sets the explosive timer.
*/
#include "..\..\scripting_docs\headers\sfall.h"
#include "..\..\scripting_docs\headers\define_lite.h"
// from CONDTION.H
#define ROLL_CRITICAL_FAILURE (0)
#define ROLL_FAILURE (1)
#define ROLL_SUCCESS (2)
#define ROLL_CRITICAL_SUCCESS (3)
procedure start;
procedure start begin
if game_loaded then begin
register_hook(HOOK_EXPLOSIVETIMER);
end else begin
variable
time := get_sfall_arg,
result := ROLL_CRITICAL_FAILURE;
if has_trait(TRAIT_PERK, dude_obj, PERK_demolition_expert_perk) then
result := ROLL_SUCCESS;
else begin
result := roll_vs_skill(dude_obj, SKILL_TRAPS, 0);
end
if (result) then begin
if (result == ROLL_FAILURE) then
time /= 2;
else begin // success or critical success
result := ROLL_SUCCESS;
end
end else begin // critical failure
time := 0;
result := ROLL_FAILURE;
end
set_sfall_return(time);
set_sfall_return(result); // failure/success
end
end
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@@ -6,7 +6,9 @@ procedure start;
#define RESULT_FAIL (0)
procedure start begin
if not init_hook then begin
if game_loaded then begin
register_hook(HOOK_STEAL);
end else begin
variable
thief := get_sfall_arg,
target := get_sfall_arg,
Binary file not shown.
@@ -0,0 +1,20 @@
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.
@@ -1,16 +0,0 @@
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.
- the uppercase A (shift + A if Caps Lock is off) is the built-in hotkey for the TAKE ALL button on the loot screen.
- 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.
To use, copy hs_keypress.int file to your scripts folder.
To use, copy *.int file to your scripts folder.
This mod is a simple example of how you can use HOOK_KEYPRESS hooks.
@@ -0,0 +1,60 @@
/*
Example implementation of the algorithm of how the game engine checks if one critter sees another critter.
NOTE: the AllowUnsafeScripting option must be enabled.
*/
#include "..\headers\define.h"
#include "..\headers\command.h"
#include "..\headers\sfall\sfall.h"
#include "..\headers\sfall\define_extra.h"
#define can_see_(source, target) call_offset_r2(0x412BEC, source, target)
#define obj_dist_(target, source) call_offset_r2(0x48BBD4, target, source)
procedure start;
procedure start begin
if game_loaded then begin
register_hook(HOOK_WITHINPERCEPTION);
end else begin
variable
source := get_sfall_arg,
target := get_sfall_arg,
original := get_sfall_arg,
hookType := get_sfall_arg, /* new arg */
result := 0,
distance;
if target then begin
distance := get_critter_stat(source, STAT_pe);
if can_see_(source, target) then begin
distance *= 5;
if (get_flags(target) bwand FLAG_TRANSGLASS) then distance /= 2;
end else if combat_is_initialized then begin
distance *= 2;
end
if (target == dude_obj) then begin
if sneak_success then begin
distance /= 4;
if has_skill(target, SKILL_SNEAK) > 120 then distance -= 1;
end else if dude_is_sneaking then begin
distance := distance * 2 / 3;
end
end
if obj_dist_(target, source) <= distance then result := 1;
// example
if (result) then begin
display_msg("hs_withinperception: " + obj_name(source) + " sees " + obj_name(target) + " [original: " + original + " script: " + result + "]");
end else begin
display_msg("hs_withinperception: " + obj_name(source) + " does not see " + obj_name(target) + " [original: " + original + " script: " + result + "]");
end
end
//set_sfall_return(result);
end
end
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