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@@ -1,10 +1,9 @@
|
||||
;This file handles modifications to perks and traits
|
||||
;When adding extra perks to a mod, it's advisable to use
|
||||
; the fake perk scripting functions rather than make modifications
|
||||
; in this file, as some perks have hardcoded effects which may
|
||||
; catch you out
|
||||
;Since traits need to be picked before any scripts run, they
|
||||
; have an additional NoHardcode option in this file which can
|
||||
|
||||
;When adding extra perks to a mod, it's advisable to use the fake perk scripting functions rather than make modifications
|
||||
; in this file, as some perks have hardcoded effects which may catch you out
|
||||
|
||||
;Since traits need to be picked before any scripts run, they have an additional NoHardcode option in this file which can
|
||||
; be used to remove their hardcoded effects, and add new stat/skill effects
|
||||
|
||||
[PerksTweak]
|
||||
@@ -31,31 +30,25 @@ WeaponHandlingBonus=3
|
||||
;Set to 1 to enable the modifications for perks
|
||||
Enable=0
|
||||
|
||||
;Name=The name of the perk (max 63 characters)
|
||||
;Desc=The description of the perk (max 255 characters)
|
||||
;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
|
||||
;Name: The name of the perk (max 63 characters)
|
||||
;Desc: The description of the perk (max 255 characters)
|
||||
;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/Skill2: The first/second skill (or -1 for none) to check, but if you set a specific bit 0x4000000 (67108864), it checks GVAR.
|
||||
; For example, if Skill1=0x4000004, then the perk will check GVAR_BAD_MONSTER (0x4000000 + 4) on Skill1Mag value
|
||||
|
||||
;Skill1Mag/Skill2Mag: Positive value is used as the minimum requirements of the first/second 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
|
||||
|
||||
;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)
|
||||
|
||||
@@ -63,7 +56,7 @@ Enable=0
|
||||
;This is a modification to perk 119
|
||||
[119]
|
||||
Name=Example
|
||||
Desc=This is an example perk~Second line
|
||||
Desc=This is an example perk description
|
||||
Image=72
|
||||
Ranks=1
|
||||
Level=1
|
||||
|
||||
@@ -40,7 +40,7 @@ Image=24
|
||||
ButtonCount=3
|
||||
|
||||
;Set the appearance of the elevator
|
||||
MainFrm=148
|
||||
ButtonsFrm=151
|
||||
MainFrm=148 ; EL_VAULT.FRM
|
||||
ButtonsFrm=151 ; EL_MIL3.FRM
|
||||
|
||||
;Set up the exit points for all three buttons (see examples above)
|
||||
|
||||
+50
-31
@@ -1,5 +1,5 @@
|
||||
;sfall configuration settings
|
||||
;v3.8.24
|
||||
;v3.8.28
|
||||
|
||||
[Main]
|
||||
;Change to 1 if you want to use command line args to tell sfall to use another ini file.
|
||||
@@ -28,7 +28,7 @@ SpeedMulti9=900
|
||||
;The initial speed at game startup
|
||||
SpeedMultiInitial=100
|
||||
|
||||
;Set to 1 to also affect the playback speed of mve video files without an audio track
|
||||
;Set to 1 to also affect the playback speed of MVE video files without an audio track
|
||||
AffectPlayback=0
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
@@ -53,8 +53,14 @@ WindowData=0
|
||||
|
||||
;Uncomment the option to use a hardware shader (requires DX9 graphics mode)
|
||||
;The shader file <name>.fx must be placed in <GameRoot>\<master_patches>\shaders\ and must contain one technique with one or more passes
|
||||
;You can specify multiple shader files, separated by commas
|
||||
;GlobalShaderFile=global.fx
|
||||
|
||||
;Set to 1 to automatically enable linear texture filtering when the scale factor is not an integer
|
||||
;Set to 2 to force-enable linear texture filtering
|
||||
;This can be used in conjunction with the GlobalShaderFile option
|
||||
TextureFilter=1
|
||||
|
||||
;Set to 1 to do the palette conversion on the GPU
|
||||
;Set to 2 to do the palette conversion on the CPU
|
||||
;Set to 0 to pick automatically
|
||||
@@ -68,7 +74,8 @@ GPUBlt=0
|
||||
;Requires DX9 graphics mode and v2.0 pixel shader support (see GPUBlt option)
|
||||
Use32BitHeadGraphics=0
|
||||
|
||||
;Set to 1 to automatically search for alternative avi video files when Fallout tries to play the game movies
|
||||
;Set to 1 to automatically search for alternative AVI video files when Fallout tries to play the game movies
|
||||
;Set to 2 to force AVI videos to fit the screen width
|
||||
;Requires DX9 graphics mode
|
||||
AllowDShowMovies=0
|
||||
|
||||
@@ -93,20 +100,20 @@ WorldMapTerrainInfo=0
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
[Sound]
|
||||
;Sets the number of allowed simultaneous sound effects
|
||||
;Set to 0 to leave the default unchanged (i.e. 4)
|
||||
;Set to 0 to leave the default unchanged (i.e. 4). The maximum is 32
|
||||
NumSoundBuffers=0
|
||||
|
||||
;Set to 1 to allow attaching sound files to combat float messages
|
||||
AllowSoundForFloats=0
|
||||
|
||||
;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 (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
|
||||
;This does not effect the play_sfall_sound and stop_sfall_sound script functions
|
||||
AllowDShowSound=0
|
||||
|
||||
;Set to 1 to override the music path used by default (i.e. data\sound\music\) if not present in the cfg
|
||||
;Set to 2 to overwrite all occurances of the music path
|
||||
OverrideMusicDir=2
|
||||
;Set to 1 to override the default music path with data\sound\music\ if music_path is not present in the cfg
|
||||
;Set to 2 to overwrite all occurrences of the music path
|
||||
OverrideMusicDir=1
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
[Input]
|
||||
@@ -183,9 +190,10 @@ HighlightCorpses=1
|
||||
;16 - bright yellow
|
||||
;32 - dark yellow
|
||||
;64 - purple
|
||||
;You can set a custom color from the game palette by multiplying the color index value by 256 (available since sfall 3.8.27)
|
||||
OutlineColor=16
|
||||
|
||||
;A key to press to reload your currently equipped weapon
|
||||
;A key to press to reload your currently equipped weapon or use the active item
|
||||
;Set to 0 if you don't want a reload key, or a DX scancode otherwise
|
||||
ReloadWeaponKey=0
|
||||
|
||||
@@ -267,7 +275,8 @@ DataLoadOrderPatch=1
|
||||
;FemaleDefaultModel=hfjmps
|
||||
|
||||
;To change the various ingame movies, modify the next 17 lines
|
||||
;Most of these can also be changed ingame via script.
|
||||
;You can also define additional movies by adding Movie18 - Movie32 lines
|
||||
;Most of these can also be changed ingame via script
|
||||
Movie1=iplogo.mve
|
||||
Movie2=intro.mve
|
||||
Movie3=elder.mve
|
||||
@@ -323,7 +332,7 @@ DialogueFix=1
|
||||
;Prevents you from using number keys to enter unvisited areas on a town map
|
||||
TownMapHotkeysFix=1
|
||||
|
||||
;Set to 1 to disable the horrigan encounter
|
||||
;Set to 1 to disable the Horrigan encounter
|
||||
DisableHorrigan=0
|
||||
|
||||
;Set to 1 to disable the random element in NPC levelling.
|
||||
@@ -344,7 +353,7 @@ SingleCore=1
|
||||
OverrideArtCacheSize=0
|
||||
|
||||
;Prevents you from saving in combat except at the start of your turn to avoid a few bugs
|
||||
;Note that even with this option enabled, it is still not advisable to save in combat at all.
|
||||
;Note that even with this option enabled, it is still not advisable to save in combat at all (obsolete information)
|
||||
;Set to 2 to block all saving in combat
|
||||
SaveInCombatFix=1
|
||||
|
||||
@@ -352,9 +361,9 @@ 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 animation codes from o to 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'
|
||||
;Since the letters 'n' and 'r' are in use for other animations, an animation code of 11 corresponds to 's' and 15 to 't'
|
||||
AdditionalWeaponAnims=1
|
||||
|
||||
;Uncomment these lines to modify the default modifiers for aimed shots at specific bodyparts
|
||||
@@ -387,14 +396,14 @@ AlwaysReloadMsgs=0
|
||||
PlayIdleAnimOnReload=0
|
||||
|
||||
;Changes the timer (in days) for deleting corpses on a map after you leave (valid range: 0..13)
|
||||
;The corpses of critters with 'Ages' flag or on maps with 'dead_bodies_age=No' set in maps.txt will not disappear
|
||||
;The corpses of critters with 'Ages' flag set or on maps with 'dead_bodies_age=No' set in maps.txt will not disappear
|
||||
;Default is 6. Set to 0 for a 12-hour timer
|
||||
CorpseDeleteTime=6
|
||||
|
||||
;Set a number of milliseconds to idle each input loop
|
||||
;Set to -1 to disable
|
||||
;Set to 0 to idle only if other processes are waiting for processor time (WinXP/2000: if processes have equal priority)
|
||||
;Set to 1 (or some higher number if needed, the maximum is 127) to prevent 100% CPU use
|
||||
;Set to 1 (or some higher number if needed) to prevent 100% CPU use. The maximum is 127
|
||||
ProcessorIdle=-1
|
||||
|
||||
;Set to 1 if using the hero appearance mod
|
||||
@@ -515,10 +524,11 @@ RemoveCriticalTimelimits=0
|
||||
;Change the colour of the font used on the main menu for the button text
|
||||
;MainMenuBigFontColour=0x3C
|
||||
|
||||
;Two alternate fixes to the interaction between HtH attacks and the fast shot trait
|
||||
;0 - Fallout 2 original behaviour
|
||||
;1 - Haenlomal's fix, called shots are enabled for HtH attacks
|
||||
;2 - Restoring the -1 AP bonus for HtH attacks (i.e. Fallout 1 behaviour)
|
||||
;Alternative behaviors to the Fast Shot trait
|
||||
;0 - Fallout 2 original behavior: -1 AP cost for ranged weapons; aimed attacks are disabled
|
||||
;1 - Haenlomal's fix: aimed attacks are enabled for melee/unarmed weapons and HtH attacks
|
||||
;2 - Alternative behavior: apply -1 AP cost to melee/unarmed weapons and HtH attacks
|
||||
;3 - Fallout 1 original behavior: -1 AP cost for all weapons; aimed attacks are disabled
|
||||
FastShotFix=1
|
||||
|
||||
;Set to 1 to boost the maximum number of script names from 1450 to 10000
|
||||
@@ -538,8 +548,10 @@ CritterInvSizeLimit=100
|
||||
;4 - Motion sensor is required to use the item highlight feature
|
||||
MotionScannerFlags=1
|
||||
|
||||
;Set to non-0 to adjust the maximum encounter table size
|
||||
;Default is 40, and the maximum is 127
|
||||
;Set a value greater than 40 to change the maximum encounter table size (enc_## in worldmap.txt)
|
||||
;Default is 40, and the maximum is 100
|
||||
;Note: Setting this greater than 50 requires renumbering all message lines for the encounter tables in worldmap.msg
|
||||
;The messages for each table must be numbered from (3000 + table number * 100) to (3099 + table number * 100)
|
||||
EncounterTableSize=0
|
||||
|
||||
;Set to 1 to disable the pipboy alarm button
|
||||
@@ -558,8 +570,8 @@ 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 fix obj_can_see_obj script function to allow critters to see through objects with 'ShootThru' flag set and other critters in front of them
|
||||
;Note that enabling this option can cause unexpected NPC behavior in some cases, e.g. initiating combat or dialogue when the player is behind certain obstacles
|
||||
ObjCanSeeObj_ShootThru_Fix=0
|
||||
|
||||
;Set to 1 to fix the broken obj_can_hear_obj script function
|
||||
@@ -569,11 +581,10 @@ ObjCanHearObjFix=0
|
||||
;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 fix and repurpose the unused called_shot/num_attacks arguments of attack_complex script function
|
||||
;This also changes the behavior of the result flags arguments
|
||||
;called_shot - additional damage, when the damage received by the target is above the specified minimum damage
|
||||
;Set to 1 to fix attacker_results/target_results arguments and repurpose the unused called_shot/num_attacks arguments of attack_complex script function
|
||||
;New behavior of the arguments:
|
||||
;called_shot - additional damage when hitting the target
|
||||
;num_attacks - the number of free action points on the first turn only
|
||||
;attacker_results - unused, must be 0 or not equal to the target_results argument when specifying result flags for the target
|
||||
AttackComplexFix=0
|
||||
|
||||
;Set to 1 to fix the issue with the division operator treating negative integers as unsigned
|
||||
@@ -685,6 +696,10 @@ 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 use Fallout's normal text font for death screen subtitles
|
||||
;Requires changing the color of subtitles in death.pal palette to white color (index 220) to display the text correctly
|
||||
DeathScreenFontPatch=0
|
||||
|
||||
;Set to 1 to display full item description for weapon/ammo in the barter screen
|
||||
FullItemDescInBarter=0
|
||||
|
||||
@@ -694,8 +709,9 @@ DisplaySwiftLearnerExp=1
|
||||
;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 skip loading all game settings except the game/combat difficulty from saved games
|
||||
;Set to 2 to also skip loading the game/combat difficulty settings
|
||||
SkipLoadingGameSettings=0
|
||||
|
||||
;Overrides the global variable number used to show the special death message of the Modoc toilet explosion
|
||||
;Set to -1 to disable the special death message when the global variable is set
|
||||
@@ -786,6 +802,9 @@ HideObjIsNullMsg=0
|
||||
;Has pretty nasty side effects when saving/reloading, so don't use for regular gameplay
|
||||
DontDeleteProtos=0
|
||||
|
||||
;Set to 1 to force sfall to search for global scripts every time the game loads rather than only the first time
|
||||
AlwaysFindScripts=0
|
||||
|
||||
;Set to 1 to force critters to display combat float messages
|
||||
;Requires AllowSoundForFloats to be enabled
|
||||
Test_ForceFloats=0
|
||||
|
||||
Binary file not shown.
@@ -12,52 +12,58 @@ Requires sfall 3.5 or higher
|
||||
|
||||
*/
|
||||
|
||||
#include "..\headers\define_extra.h"
|
||||
#include "..\headers\sfall\sfall.h"
|
||||
#include "..\headers\sfall\define_extra.h"
|
||||
|
||||
procedure set_ammo_mod;
|
||||
procedure start;
|
||||
procedure map_enter_p_proc;
|
||||
|
||||
variable ammoIni;
|
||||
variable ammoData;
|
||||
variable enabled;
|
||||
|
||||
procedure set_ammo_mod begin
|
||||
variable pid, dmg_mod, i := 1;
|
||||
|
||||
while (i > 0) do begin
|
||||
pid := get_ini_setting(ammoIni + "|" + i + "|pid");
|
||||
if (pid < 1) then break;
|
||||
set_proto_data(pid, PROTO_AM_AC_MOD, get_ini_setting(ammoIni + "|" + i + "|ac_adjust"));
|
||||
set_proto_data(pid, PROTO_AM_DR_MOD, get_ini_setting(ammoIni + "|" + i + "|dr_adjust"));
|
||||
|
||||
// dam_mult and dam_div must be positive integers
|
||||
dmg_mod := get_ini_setting(ammoIni + "|" + i + "|dam_mult");
|
||||
if (dmg_mod < 1) then dmg_mod := 1;
|
||||
set_proto_data(pid, PROTO_AM_DMG_MULT, dmg_mod);
|
||||
dmg_mod := get_ini_setting(ammoIni + "|" + i + "|dam_div");
|
||||
if (dmg_mod < 1) then dmg_mod := 1;
|
||||
set_proto_data(pid, PROTO_AM_DMG_DIV, dmg_mod);
|
||||
|
||||
i++;
|
||||
end
|
||||
//debug_msg("AmmoMod: " + ammoIni + " - set " + (i - 1) + " ammo protos.");
|
||||
end
|
||||
|
||||
procedure start begin
|
||||
variable i := 1, ammo, ammoPid, dmgMod;
|
||||
if game_loaded then begin
|
||||
ammoIni := get_ini_setting("ddraw.ini|Misc|DamageFormula");
|
||||
if (ammoIni == 1 or ammoIni == 2) then
|
||||
enabled := get_ini_setting("ddraw.ini|Misc|DamageFormula");
|
||||
if (enabled == 1 or enabled == 2) then
|
||||
ammoIni := "AmmoGlovz.ini";
|
||||
else if (ammoIni == 5) then
|
||||
else if (enabled == 5) then
|
||||
ammoIni := "AmmoYAAM.ini";
|
||||
else
|
||||
ammoIni := "AmmoMod.ini";
|
||||
|
||||
enabled := get_ini_setting(ammoIni + "|1|pid");
|
||||
if (enabled > 0) then call set_ammo_mod;
|
||||
if (enabled <= 0) then return;
|
||||
|
||||
ammoData := create_array_map;
|
||||
ammoPid := enabled; // pid from the first section
|
||||
while (ammoPid > 0) do begin
|
||||
ammo := create_array_map; // create permanent arrays
|
||||
ammo.ac_adjust := get_ini_setting(ammoIni + "|" + i + "|ac_adjust");
|
||||
ammo.dr_adjust := get_ini_setting(ammoIni + "|" + i + "|dr_adjust");
|
||||
// dam_mult and dam_div must be positive integers
|
||||
dmgMod := get_ini_setting(ammoIni + "|" + i + "|dam_mult");
|
||||
ammo.dam_mult := dmgMod if (dmgMod > 0) else 1;
|
||||
dmgMod := get_ini_setting(ammoIni + "|" + i + "|dam_div");
|
||||
ammo.dam_div := dmgMod if (dmgMod > 0) else 1;
|
||||
ammoData[ammoPid] := ammo;
|
||||
i++;
|
||||
ammoPid := get_ini_setting(ammoIni + "|" + i + "|pid");
|
||||
end
|
||||
call map_enter_p_proc;
|
||||
debug_msg("Ammo INI Loader mod: " + ammoIni + " - set " + (i - 1) + " ammo protos.");
|
||||
end
|
||||
end
|
||||
|
||||
procedure map_enter_p_proc begin
|
||||
if (enabled > 0) then call set_ammo_mod;
|
||||
variable pid, values;
|
||||
if (enabled > 0) then begin
|
||||
foreach (pid: values in ammoData) begin
|
||||
set_proto_data(pid, PROTO_AM_AC_MOD, values.ac_adjust);
|
||||
set_proto_data(pid, PROTO_AM_DR_MOD, values.dr_adjust);
|
||||
set_proto_data(pid, PROTO_AM_DMG_MULT, values.dam_mult);
|
||||
set_proto_data(pid, PROTO_AM_DMG_DIV, values.dam_div);
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
Binary file not shown.
@@ -1,14 +1,13 @@
|
||||
/*
|
||||
|
||||
Auto Doors mod v1.1 for Fallout 2 by Mr.Stalin
|
||||
Auto Doors mod v1.2 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)
|
||||
NOTE: this script requires compiler from sfall modderspack with -s option (short circuit evaluation)
|
||||
|
||||
*/
|
||||
|
||||
@@ -30,8 +29,8 @@ procedure combatturn_handler;
|
||||
#define PORTAL (0)
|
||||
#define DOOR_FLAGS (0x24)
|
||||
|
||||
variable only_once := 0;
|
||||
variable arrayPid;
|
||||
variable onlyOnce := 0;
|
||||
variable pidDoors;
|
||||
|
||||
procedure start begin
|
||||
if game_loaded then begin
|
||||
@@ -41,11 +40,11 @@ procedure start begin
|
||||
set_global_script_repeat(40); // for sfall 3.x
|
||||
call map_enter_p_proc;
|
||||
end else begin
|
||||
if (only_once == 1 and combat_is_initialized) then begin
|
||||
only_once := 2;
|
||||
if (onlyOnce == 1 and combat_is_initialized) then begin
|
||||
onlyOnce := 2;
|
||||
call set_door_flag(0); // reset flag when entering combat mode
|
||||
end else if (only_once == 2 and not(combat_is_initialized)) then begin
|
||||
only_once := 1;
|
||||
end else if (onlyOnce == 2 and not(combat_is_initialized)) then begin
|
||||
onlyOnce := 1;
|
||||
if (sfall_ver_major >= 4) then set_global_script_repeat(0);
|
||||
call set_door_flag(FLAG_WALKTHRU); // set flag after combat mode ends
|
||||
end
|
||||
@@ -53,34 +52,35 @@ procedure start begin
|
||||
end
|
||||
|
||||
procedure map_enter_p_proc begin
|
||||
if (arrayPid) then begin
|
||||
// when changing maps, delete the current array to create a new one
|
||||
free_array(arrayPid);
|
||||
arrayPid := 0;
|
||||
if (pidDoors) then begin
|
||||
// when changing the map, delete the current array to create a new one
|
||||
free_array(pidDoors);
|
||||
pidDoors := 0;
|
||||
end
|
||||
only_once := 1;
|
||||
onlyOnce := 1;
|
||||
call set_door_flag(FLAG_WALKTHRU); // set flag when entering the map
|
||||
end
|
||||
|
||||
procedure set_door_flag(variable state) begin
|
||||
variable objectMap, obj, objPid, i;
|
||||
|
||||
if (arrayPid) then begin
|
||||
if (pidDoors) then begin
|
||||
call set_door_flag_array(state);
|
||||
return;
|
||||
end
|
||||
|
||||
objectMap := list_as_array(LIST_SCENERY);
|
||||
arrayPid := create_array(0, 0);
|
||||
pidDoors := create_array(0, 0);
|
||||
|
||||
foreach (obj in objectMap) begin
|
||||
objPid := obj_pid(obj);
|
||||
|
||||
if (proto_data(objPid, sc_type) != PORTAL) or is_in_array(objPid, arrayPid) then
|
||||
if (proto_data(objPid, sc_type) != PORTAL or get_proto_data(objPid, DOOR_FLAGS) or is_in_array(objPid, pidDoors)) then begin
|
||||
continue; // next object
|
||||
end
|
||||
|
||||
resize_array(arrayPid, i + 1);
|
||||
arrayPid[i] := objPid;
|
||||
resize_array(pidDoors, i + 1);
|
||||
pidDoors[i] := objPid; // add pid to array
|
||||
i++;
|
||||
set_proto_data(objPid, DOOR_FLAGS, state);
|
||||
end
|
||||
@@ -88,14 +88,14 @@ end
|
||||
|
||||
procedure set_door_flag_array(variable state) begin
|
||||
variable objPid;
|
||||
foreach (objPid in arrayPid) begin
|
||||
foreach (objPid in pidDoors) begin
|
||||
set_proto_data(objPid, DOOR_FLAGS, state);
|
||||
end
|
||||
end
|
||||
|
||||
procedure combatturn_handler begin
|
||||
if (only_once == 1) then begin
|
||||
only_once := 2;
|
||||
if (onlyOnce == 1) then begin
|
||||
onlyOnce := 2;
|
||||
call set_door_flag_array(0);
|
||||
set_global_script_repeat(60);
|
||||
end
|
||||
|
||||
Binary file not shown.
@@ -1,85 +1,104 @@
|
||||
procedure start;
|
||||
procedure GetBoozes;
|
||||
procedure update_shader;
|
||||
|
||||
variable perception;
|
||||
variable boozes;
|
||||
variable shader1;
|
||||
variable shader2;
|
||||
variable shader3;
|
||||
variable shader4;
|
||||
variable drunk_level;
|
||||
variable next_reduction;
|
||||
variable begin
|
||||
perception;
|
||||
boozes;
|
||||
shader1;
|
||||
shader2;
|
||||
shader3;
|
||||
shader4;
|
||||
drunk_level;
|
||||
next_reduction;
|
||||
booze_pids;
|
||||
end
|
||||
|
||||
procedure start begin
|
||||
variable new_pe;
|
||||
variable new_booze;
|
||||
variable drunk_count;
|
||||
if (metarule(22,0)) then return;
|
||||
variable new_pe, new_booze, drunk_count;
|
||||
|
||||
if (metarule(22, 0)) then return; //is_loading_game
|
||||
if (game_loaded) then begin
|
||||
if(not graphics_funcs_available) then begin
|
||||
if (not graphics_funcs_available) then begin
|
||||
display_msg("ERROR: You must set sfall to use graphics mode 4 or 5 to use this mod");
|
||||
return;
|
||||
end else begin
|
||||
//new_pe:=create_object_sid(125, 0, 0, -1);
|
||||
// pid list of the items for the mod to apply the effect
|
||||
booze_pids := [/*124,*/ 125];
|
||||
|
||||
fix_array(booze_pids);
|
||||
//new_pe := create_object_sid(125, 0, 0, -1);
|
||||
//add_mult_objs_to_inven(dude_obj, new_pe, 10);
|
||||
perception:=get_pc_extra_stat(1);
|
||||
boozes:=obj_is_carrying_obj_pid(dude_obj, 125);
|
||||
set_global_script_repeat(25);
|
||||
set_global_script_repeat(-1);
|
||||
shader1:=load_shader("booze1.fx");
|
||||
shader2:=load_shader("booze2.fx");
|
||||
shader3:=load_shader("booze3.fx");
|
||||
shader4:=load_shader("booze4.fx");
|
||||
drunk_level:=0;
|
||||
next_reduction:=0;
|
||||
perception := get_pc_extra_stat(1);
|
||||
boozes := GetBoozes;
|
||||
|
||||
set_global_script_repeat(50);
|
||||
set_global_script_type(1);
|
||||
|
||||
shader1 := load_shader("booze1.fx");
|
||||
shader2 := load_shader("booze2.fx");
|
||||
shader3 := load_shader("booze3.fx");
|
||||
shader4 := load_shader("booze4.fx");
|
||||
//display_msg("Init: " + perception + ", " + boozes);
|
||||
end
|
||||
end else begin
|
||||
new_pe:=get_pc_extra_stat(1);
|
||||
new_booze:=obj_is_carrying_obj_pid(dude_obj, 125);
|
||||
if( (perception != new_pe) or (boozes != new_booze) ) then begin
|
||||
new_pe := get_pc_extra_stat(1);
|
||||
new_booze := GetBoozes;
|
||||
if ((perception != new_pe) orElse (boozes != new_booze)) then begin
|
||||
//display_msg("var change: " + perception + ", " + boozes + " -> " + new_pe + ", " + new_booze);
|
||||
if ( (perception > new_pe) and (boozes > new_booze) ) then begin
|
||||
if ( (perception - new_pe) < (boozes - new_booze) ) then begin
|
||||
drunk_count:=perception - new_pe;
|
||||
if ((perception > new_pe) andAlso (boozes > new_booze)) then begin
|
||||
variable pe_diff := perception - new_pe;
|
||||
variable booze_diff := boozes - new_booze;
|
||||
if (pe_diff < booze_diff) then begin
|
||||
drunk_count := pe_diff;
|
||||
end else begin
|
||||
drunk_count:=boozes - new_booze;
|
||||
drunk_count := booze_diff;
|
||||
end
|
||||
drunk_level:=drunk_level + (drunk_count*10);
|
||||
drunk_level += (drunk_count * 10);
|
||||
//display_msg("Increasing booze count: " + drunk_level);
|
||||
call update_shader;
|
||||
next_reduction:=game_time + game_ticks(6);
|
||||
next_reduction := game_time + game_ticks(6);
|
||||
end
|
||||
perception:=new_pe;
|
||||
boozes:=new_booze;
|
||||
perception := new_pe;
|
||||
boozes := new_booze;
|
||||
end
|
||||
if( (next_reduction != 0 ) and (game_time >= next_reduction) ) then begin
|
||||
drunk_level:=drunk_level - 1;
|
||||
if(drunk_level == 0) then next_reduction:=0;
|
||||
else next_reduction:=next_reduction + game_ticks(6);
|
||||
if ((next_reduction != 0) andAlso (game_time >= next_reduction)) then begin
|
||||
drunk_level -= 1;
|
||||
if (drunk_level == 0) then
|
||||
next_reduction := 0;
|
||||
else
|
||||
next_reduction += game_ticks(6);
|
||||
call update_shader;
|
||||
//display_msg("Decreasing booze count: " + drunk_level);
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
procedure GetBoozes begin
|
||||
variable pid, count_booze := 0;
|
||||
foreach (pid in booze_pids) begin
|
||||
count_booze += obj_is_carrying_obj_pid(dude_obj, pid);
|
||||
end
|
||||
return count_booze;
|
||||
end
|
||||
|
||||
procedure update_shader begin
|
||||
if(drunk_level >= 100) then begin
|
||||
if (drunk_level >= 100) then begin
|
||||
deactivate_shader(shader1);
|
||||
deactivate_shader(shader2);
|
||||
deactivate_shader(shader3);
|
||||
activate_shader(shader4);
|
||||
end else if(drunk_level >= 50) then begin
|
||||
end else if (drunk_level >= 50) then begin
|
||||
deactivate_shader(shader1);
|
||||
deactivate_shader(shader2);
|
||||
activate_shader(shader3);
|
||||
deactivate_shader(shader4);
|
||||
end else if(drunk_level >= 25) then begin
|
||||
end else if (drunk_level >= 25) then begin
|
||||
deactivate_shader(shader1);
|
||||
activate_shader(shader2);
|
||||
deactivate_shader(shader3);
|
||||
deactivate_shader(shader4);
|
||||
end else if(drunk_level > 0) then begin
|
||||
end else if (drunk_level > 0) then begin
|
||||
activate_shader(shader1);
|
||||
deactivate_shader(shader2);
|
||||
deactivate_shader(shader3);
|
||||
|
||||
@@ -0,0 +1,128 @@
|
||||
/*************************************************************
|
||||
LumaSharpen version 1.5.0 for Reshade 3.x
|
||||
by Christian Cann Schuldt Jensen ~ CeeJay.dk
|
||||
|
||||
It blurs the original pixel with the surrounding pixels and then subtracts this blur to sharpen the image.
|
||||
It does this in luma to avoid color artifacts and allows limiting the maximum sharpning to avoid or lessen halo artifacts.
|
||||
This is similar to using Unsharp Mask in Photoshop.
|
||||
|
||||
Adapted to sfall by Mr.Stalin
|
||||
*************************************************************/
|
||||
|
||||
// Strength of the sharpening
|
||||
// min 0.1, max 3.0
|
||||
#define sharp_strength 0.75
|
||||
|
||||
// Limits maximum amount of sharpening a pixel receives. This helps avoid "haloing" artifacts which would otherwise occur when you raised the strength too much
|
||||
// min 0.0, max 1.0, step 0.005
|
||||
#define sharp_clamp 0.035
|
||||
|
||||
// Offset bias adjusts the radius of the sampling pattern. I designed the pattern for an offset bias of 1.0, but feel free to experiment
|
||||
// min 0.0, max 6.0
|
||||
#define offset_bias 1.0
|
||||
|
||||
//------------------------------------------------------//
|
||||
// Developer settings //
|
||||
//------------------------------------------------------//
|
||||
|
||||
#define CoefLuma float3(0.2126, 0.7152, 0.0722) // BT.709 & sRBG luma coefficient (Monitors and HD Television)
|
||||
//#define CoefLuma float3(0.299, 0.587, 0.114) // BT.601 luma coefficient (SD Television)
|
||||
//#define CoefLuma float3(1.0/3.0, 1.0/3.0, 1.0/3.0) // Equal weight coefficient
|
||||
|
||||
sampler s0;
|
||||
|
||||
float2 rcpres; // pixel size
|
||||
|
||||
float4 LumaSharpenPS(float4 color : COLOR0, float2 tex : TEXCOORD) : COLOR0
|
||||
{
|
||||
// Get the original pixel
|
||||
float3 ori = tex2D(s0, tex).rgb; // ori = original pixel
|
||||
|
||||
// Combining the strength and luma multipliers
|
||||
float3 sharp_strength_luma = (CoefLuma * sharp_strength); // I'll be combining even more multipliers with it later on
|
||||
|
||||
//------------------------------------------------------//
|
||||
// Sampling patterns //
|
||||
//------------------------------------------------------//
|
||||
float3 blur_ori;
|
||||
|
||||
// [ NW, , NE ] Each texture lookup (except ori)
|
||||
// [ ,ori, ] samples 4 pixels
|
||||
// [ SW, , SE ]
|
||||
|
||||
// -- Pattern 2 -- A 9 tap gaussian using 4+1 texture fetches.
|
||||
//
|
||||
// -- Gaussian filter --
|
||||
// [ .25, .50, .25] [ 1 , 2 , 1 ]
|
||||
// [ .50, 1, .50] = [ 2 , 4 , 2 ]
|
||||
// [ .25, .50, .25] [ 1 , 2 , 1 ]
|
||||
|
||||
blur_ori = tex2D(s0, tex + float2(rcpres.x, -rcpres.y) * 0.5 * offset_bias).rgb; // South East
|
||||
blur_ori += tex2D(s0, tex - rcpres * 0.5 * offset_bias).rgb; // South West
|
||||
blur_ori += tex2D(s0, tex + rcpres * 0.5 * offset_bias).rgb; // North East
|
||||
blur_ori += tex2D(s0, tex - float2(rcpres.x, -rcpres.y) * 0.5 * offset_bias).rgb; // North West
|
||||
blur_ori *= 0.25; // Divide by 4 the number of texture fetches
|
||||
|
||||
// -- Pattern 3 -- An experimental 17 tap gaussian using 4+1 texture fetches.
|
||||
// Wider is less sensitive to noise but also to fine details.
|
||||
// -- Gaussian filter --
|
||||
// [ , 4 , 6 , , ]
|
||||
// [ ,16 ,24 ,16 , 4 ]
|
||||
// [ 6 ,24 , ,24 , 6 ]
|
||||
// [ 4 ,16 ,24 ,16 , ]
|
||||
// [ , , 6 , 4 , ]
|
||||
|
||||
//blur_ori = tex2D(s0, tex + rcpres * float2(0.4, -1.2) * offset_bias).rgb; // South South East
|
||||
//blur_ori += tex2D(s0, tex - rcpres * float2(1.2, 0.4) * offset_bias).rgb; // West South West
|
||||
//blur_ori += tex2D(s0, tex + rcpres * float2(1.2, 0.4) * offset_bias).rgb; // East North East
|
||||
//blur_ori += tex2D(s0, tex - rcpres * float2(0.4, -1.2) * offset_bias).rgb; // North North West
|
||||
//blur_ori *= 0.25; // Divide by the number of texture fetches
|
||||
//sharp_strength_luma *= 0.51;
|
||||
|
||||
// -- Pattern 4 -- A 9 tap high pass (pyramid filter) using 4+1 texture fetches.
|
||||
// Pyramid has a slightly more aggresive look
|
||||
// -- Gaussian filter --
|
||||
// [ .50, .50, .50] [ 1 , 1 , 1 ]
|
||||
// [ .50, , .50] = [ 1 , , 1 ]
|
||||
// [ .50, .50, .50] [ 1 , 1 , 1 ]
|
||||
|
||||
//blur_ori = tex2D(s0, tex + float2(0.5 * rcpres.x, -rcpres.y * offset_bias)).rgb; // South South East
|
||||
//blur_ori += tex2D(s0, tex + float2(offset_bias * -rcpres.x, 0.5 * -rcpres.y)).rgb; // West South West
|
||||
//blur_ori += tex2D(s0, tex + float2(offset_bias * rcpres.x, 0.5 * rcpres.y)).rgb; // East North East
|
||||
//blur_ori += tex2D(s0, tex + float2(0.5 * -rcpres.x, rcpres.y * offset_bias)).rgb; // North North West
|
||||
////blur_ori += (2 * ori); // Probably not needed. Only serves to lessen the effect.
|
||||
//blur_ori /= 4.0; // Divide by the number of texture fetches
|
||||
//sharp_strength_luma *= 0.666; // Adjust strength to aproximate the strength of pattern 2
|
||||
|
||||
//------------------------------------------------------//
|
||||
// Sharpen //
|
||||
//------------------------------------------------------//
|
||||
|
||||
// Calculate the sharpening --
|
||||
float3 sharp = ori - blur_ori; // Subtracting the blurred image from the original image
|
||||
|
||||
// Adjust strength of the sharpening and clamp it
|
||||
float4 sharp_strength_luma_clamp = float4(sharp_strength_luma * (0.5 / sharp_clamp), 0.5); // Roll part of the clamp into the dot
|
||||
|
||||
//sharp_luma = saturate((0.5 / sharp_clamp) * sharp_luma + 0.5); // scale up and clamp
|
||||
float sharp_luma = saturate(dot(float4(sharp, 1.0), sharp_strength_luma_clamp)); // Calculate the luma, adjust the strength, scale up and clamp
|
||||
sharp_luma = (sharp_clamp * 2.0) * sharp_luma - sharp_clamp; // scale down
|
||||
|
||||
// Combining the values to get the final sharpened pixel
|
||||
float3 outputcolor = ori + sharp_luma; // Add the sharpening to the the original.
|
||||
|
||||
//------------------------------------------------------//
|
||||
// Returning the output //
|
||||
//------------------------------------------------------//
|
||||
|
||||
// Show sharpening pattern
|
||||
// Visualize the strength of the sharpen\nThis is useful for seeing what areas the sharpning affects the most
|
||||
//outputcolor = saturate(0.5 + (sharp_luma * 4.0)).rrr; //outputcolor = abs(sharp * 4.0);
|
||||
|
||||
return float4(saturate(outputcolor), 1);
|
||||
}
|
||||
|
||||
technique LumaSharpen
|
||||
{
|
||||
pass P0 { PixelShader = compile ps_2_0 LumaSharpenPS(); }
|
||||
}
|
||||
@@ -1,4 +1,23 @@
|
||||
// Status: WIP
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
// Blur filter setting
|
||||
//
|
||||
// min: blurFalloff 8, sharpness 10/8
|
||||
// mid: blurFalloff 6, sharpness 8
|
||||
// max: blurFalloff 4, sharpness 6
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
#define blurFalloff 4.0
|
||||
#define sharpness 6.0
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
// Sharpen filter setting
|
||||
//
|
||||
// min: Sharpen 0.5, EdgeSharpen 1.0
|
||||
// mid: Sharpen 1.0, EdgeSharpen -0.25
|
||||
// max: Sharpen 1.75, EdgeSharpen -0.5 (1.5, -0.25)
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
#define Sharpen 0.5
|
||||
#define EdgeSharpen 1.0
|
||||
|
||||
|
||||
texture bloomMap;
|
||||
sampler s0;
|
||||
@@ -12,6 +31,93 @@ sampler BloomSampler : samplerstate
|
||||
AddressV = Clamp;
|
||||
};
|
||||
|
||||
// Variables that set the width and height of the current game resolution from sfall (only for global shaders)
|
||||
int w;
|
||||
int h;
|
||||
|
||||
// the pixel size is computed as: 1.0f / resolution
|
||||
float2 rcpres;
|
||||
|
||||
// system ticks (received from sfall)
|
||||
//int tickcount;
|
||||
|
||||
static const float2 wPass = float2(1, 0);
|
||||
static const float2 hPass = float2(0, 1);
|
||||
|
||||
float Brightness(float3 color)
|
||||
{
|
||||
return 0.299 * color.r + 0.587 * color.g + 0.114 * color.b;
|
||||
}
|
||||
|
||||
float3 BlurFunction(float2 uv, float brightness, inout float totalWeight)
|
||||
{
|
||||
float3 pointColor = (tex2Dlod(s0, float4(uv, 0, 0)).rgb);
|
||||
|
||||
float diff = abs(brightness - Brightness(pointColor));
|
||||
float weight = exp2((-0.25 * blurFalloff) - (diff * sharpness));
|
||||
totalWeight += weight;
|
||||
|
||||
return pointColor * weight;
|
||||
}
|
||||
|
||||
float4 BlurDeltaPassPS(float2 uv : TEXCOORD0, uniform float2 delta) : COLOR0
|
||||
{
|
||||
float3 sumColor = (tex2D(s0, uv).rgb);
|
||||
float brightness = Brightness(sumColor);
|
||||
|
||||
delta *= rcpres;
|
||||
float totalWeight = 1;
|
||||
|
||||
float2 pointUV = uv + delta;
|
||||
sumColor += BlurFunction(pointUV, brightness, totalWeight);
|
||||
|
||||
pointUV = uv - delta;
|
||||
sumColor += BlurFunction(pointUV, brightness, totalWeight);
|
||||
|
||||
return float4((sumColor / totalWeight), 1);
|
||||
}
|
||||
|
||||
static const float2 wDelta = float2(1, 0) * rcpres;
|
||||
static const float2 hDelta = float2(0, 1) * rcpres;
|
||||
|
||||
float4 BlurPS(float4 color : COLOR0, float2 uv : TEXCOORD0) : COLOR0
|
||||
{
|
||||
float totalWeight = 1;
|
||||
|
||||
float3 sumColor = (tex2D(s0, uv).rgb);
|
||||
float brightness = Brightness(sumColor);
|
||||
|
||||
float2 pointUV = uv + wDelta;
|
||||
sumColor += BlurFunction(pointUV, brightness, totalWeight);
|
||||
|
||||
pointUV = uv - wDelta;
|
||||
sumColor += BlurFunction(pointUV, brightness, totalWeight);
|
||||
|
||||
pointUV = uv + hDelta;
|
||||
sumColor += BlurFunction(pointUV, brightness, totalWeight);
|
||||
|
||||
pointUV = uv - hDelta;
|
||||
sumColor += BlurFunction(pointUV, brightness, totalWeight);
|
||||
|
||||
return float4((sumColor / totalWeight), 1);
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
// Bloom effect setting
|
||||
//
|
||||
// min: BloomIntensity .8
|
||||
// mid: BloomIntensity .85
|
||||
// max: BloomIntensity .9
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
#define BaseIntensity 1.2
|
||||
#define BaseSaturation 1.0
|
||||
|
||||
#define BloomIntensity 0.8
|
||||
#define BloomSaturation 0.35
|
||||
|
||||
#define BloomThreshold 0.35
|
||||
#define BlurPower 0.002
|
||||
|
||||
// pseudo gauss blur
|
||||
static const float2 offsets[12] = {
|
||||
-0.326212, -0.405805,
|
||||
@@ -28,89 +134,122 @@ static const float2 offsets[12] = {
|
||||
-0.791559, -0.597705,
|
||||
};
|
||||
|
||||
float w;
|
||||
float h;
|
||||
static const float2 resolution = float2(w, h);
|
||||
|
||||
// blur setting
|
||||
static const float blurFalloff = 8;
|
||||
static const float sharpness = 4;
|
||||
|
||||
float4 AdjustSaturation(float4 color, float saturation) {
|
||||
float4 AdjustSaturation(float4 color, float saturation)
|
||||
{
|
||||
float grey = dot(color, float3(0.3, 0.59, 0.11));
|
||||
|
||||
return lerp(grey, color, saturation);
|
||||
}
|
||||
|
||||
float Brightness(float3 color)
|
||||
float4 BloomPS(float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
return color.r * color.g - 0.75 * color.b;
|
||||
}
|
||||
|
||||
float3 BlurFunction(float2 uv, float brightness, inout float totalWeight)
|
||||
{
|
||||
float3 pointColor =(tex2Dlod(s0, float4(uv, 0, 0)).rgb);
|
||||
float diff = abs(brightness - Brightness(pointColor));
|
||||
float weight = exp2(-0.25 * blurFalloff - diff * sharpness);
|
||||
totalWeight += weight;
|
||||
|
||||
return pointColor * weight;
|
||||
}
|
||||
|
||||
float4 BlurPS(float2 uv : TEXCOORD0, uniform float2 delta) : COLOR0
|
||||
{
|
||||
float3 sumColor = (tex2D(s0, uv).rgb);
|
||||
float totalWeight = 1;
|
||||
float brightness = Brightness(sumColor);
|
||||
delta *= (1 / resolution);
|
||||
float radius = 1;
|
||||
|
||||
float2 pointUV = uv + delta * radius;
|
||||
sumColor += BlurFunction(pointUV, brightness, totalWeight);
|
||||
pointUV = uv - delta * radius;
|
||||
sumColor += BlurFunction(pointUV, brightness, totalWeight);
|
||||
|
||||
return float4((sumColor / totalWeight),1);
|
||||
// return AdjustSaturation(Color, 0.5);
|
||||
}
|
||||
|
||||
float4 BloomT(float2 texCoord : TEXCOORD0) : COLOR0 {
|
||||
float4 c = tex2D(s0, texCoord);
|
||||
float BloomThreshold = 0.2;
|
||||
|
||||
return saturate((c - BloomThreshold) / (1 - BloomThreshold));
|
||||
}
|
||||
|
||||
float4 Bloom(float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0 {
|
||||
float BaseIntensity = 1.0;
|
||||
float BaseSaturation = 1;
|
||||
float BloomIntensity = 1; // 0.4
|
||||
float BloomSaturation = 0.5;
|
||||
float BlurPower = 0.01;
|
||||
float BloomThreshold = 0.5;
|
||||
|
||||
float4 original = tex2D(s0, texCoord);
|
||||
|
||||
// blur
|
||||
float4 sum = tex2D(s0, texCoord);
|
||||
for(int i = 0; i < 12; i++){
|
||||
sum += tex2D(s0, texCoord + BlurPower * offsets[i]);
|
||||
}
|
||||
sum /= 13;
|
||||
|
||||
original = AdjustSaturation(original, BaseSaturation) * BaseIntensity;
|
||||
sum = AdjustSaturation(sum, BloomSaturation) * BloomIntensity;
|
||||
float sum = (original.r + original.g + original.b) * 0.333;
|
||||
if (sum >= 0.95) return original;
|
||||
|
||||
sum = saturate((sum - BloomThreshold) / (1 - BloomThreshold));
|
||||
// bloom blur
|
||||
float4 bloomBlur = tex2D(s0, texCoord);
|
||||
for(int i = 0; i < 12; i++)
|
||||
{
|
||||
bloomBlur += tex2D(s0, texCoord + BlurPower * offsets[i]);
|
||||
}
|
||||
bloomBlur *= 0.085;
|
||||
|
||||
return sum + original;
|
||||
// return sum;
|
||||
float intensity = BloomIntensity - lerp(0.0, 0.2, sum);
|
||||
bloomBlur = AdjustSaturation(bloomBlur, BloomSaturation) * intensity;
|
||||
bloomBlur = saturate((bloomBlur - BloomThreshold) / (1 - BloomThreshold));
|
||||
|
||||
return bloomBlur + original;
|
||||
}
|
||||
|
||||
technique Blur
|
||||
static const float CoefBlur = (Sharpen * 0.5);
|
||||
static const float CoefOrig = (1 + CoefBlur);
|
||||
|
||||
// for the sharpen edge
|
||||
#define SharpenEdge 0.4
|
||||
static const float sharpenVal0 = (Sharpen * (1.5 + EdgeSharpen));
|
||||
static const float sharpenVal1 = ((sharpenVal0 - 1) / 8.0);
|
||||
|
||||
// pixel "width"
|
||||
static const float px = rcpres.x;
|
||||
static const float py = rcpres.y;
|
||||
|
||||
// for the blur filter
|
||||
#define mean 1.0
|
||||
static const float dx = (mean * px);
|
||||
static const float dy = (mean * py);
|
||||
|
||||
float4 SharpenComplexPS(float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
// pass P2 { PixelShader = compile ps_2_0 BloomT(); }
|
||||
// pass P3 { PixelShader = compile ps_2_0 Bloom(); }
|
||||
Pass P0 { PixelShader = compile ps_3_0 BlurPS(float2(1, 0)); }
|
||||
Pass P1 { PixelShader = compile ps_3_0 BlurPS(float2(0, 1)); }
|
||||
float4 c0 = tex2D(s0, texCoord); // get original pixel
|
||||
|
||||
// edge detection
|
||||
// Get neighbor points
|
||||
// [ c1, c2, c3 ]
|
||||
// [ c4, c0, c5 ]
|
||||
// [ c6, c7, c8 ]
|
||||
float4 c1 = tex2D(s0, texCoord + float2(-px, -py));
|
||||
float4 c2 = tex2D(s0, texCoord + float2( 0, -py));
|
||||
float4 c3 = tex2D(s0, texCoord + float2( px, -py));
|
||||
float4 c4 = tex2D(s0, texCoord + float2(-px, 0));
|
||||
float4 c5 = tex2D(s0, texCoord + float2( px, 0));
|
||||
float4 c6 = tex2D(s0, texCoord + float2(-px, py));
|
||||
float4 c7 = tex2D(s0, texCoord + float2( 0, py));
|
||||
float4 c8 = tex2D(s0, texCoord + float2( px, py));
|
||||
|
||||
// using Sobel filter
|
||||
// horizontal gradient
|
||||
// [ -1, 0, 1 ]
|
||||
// [ -2, 0, 2 ]
|
||||
// [ -1, 0, 1 ]
|
||||
float delta1 = (c3 + 2 * c5 + c8) - (c1 + 2 * c4 + c6);
|
||||
|
||||
// vertical gradient
|
||||
// [ -1, - 2, -1 ]
|
||||
// [ 0, 0, 0 ]
|
||||
// [ 1, 2, 1 ]
|
||||
float4 c13 = c1 + c3;
|
||||
float4 c68 = c6 + c8;
|
||||
float delta2 = (c68 + 2 * c7) - (c13 + 2 * c2);
|
||||
|
||||
// computation
|
||||
if (sqrt(mul(delta1, delta1) + mul(delta2, delta2)) > SharpenEdge) {
|
||||
// if we have an edge, use sharpen
|
||||
return c0 * sharpenVal0 - (c13 + c2 + c4 + c5 + c68 + c7) * sharpenVal1;
|
||||
|
||||
// Display edges in red...
|
||||
//return float4( 1.0, 0.0, 0.0, 0.0 );
|
||||
} else {
|
||||
// else return corrected image
|
||||
|
||||
// compute blurred image (gaussian filter)
|
||||
c1 = tex2D(s0, texCoord + float2(-dx, -dy));
|
||||
c2 = tex2D(s0, texCoord + float2( 0, -dy));
|
||||
c3 = tex2D(s0, texCoord + float2( dx, -dy));
|
||||
c4 = tex2D(s0, texCoord + float2(-dx, 0));
|
||||
c5 = tex2D(s0, texCoord + float2( dx, 0));
|
||||
c6 = tex2D(s0, texCoord + float2(-dx, dy));
|
||||
c7 = tex2D(s0, texCoord + float2( 0, dy));
|
||||
c8 = tex2D(s0, texCoord + float2( dx, dy));
|
||||
|
||||
// gaussian filter
|
||||
// [ 1, 2, 1 ]
|
||||
// [ 2, 4, 2 ]
|
||||
// [ 1, 2, 1 ]
|
||||
// to normalize the values, we need to divide by the coeff sum
|
||||
float4 flou = (c1 + c3 + c6 + c8 + 2 * (c2 + c4 + c5 + c7) + 4 * c0) * 0.0625; // 1 / (1+2+1+2+4+2+1+2+1) = 1 / 16 = 0.0625
|
||||
|
||||
// substract blurred image from original image
|
||||
return (CoefOrig * c0 - CoefBlur * flou);
|
||||
}
|
||||
}
|
||||
|
||||
technique BlurBloom
|
||||
{
|
||||
//pass P0 { PixelShader = compile ps_3_0 BlurDeltaPassPS(wPass); }
|
||||
//pass P1 { PixelShader = compile ps_3_0 BlurDeltaPassPS(hPass); }
|
||||
|
||||
pass P0 { PixelShader = compile ps_3_0 BlurPS(); }
|
||||
pass P3 { PixelShader = compile ps_2_0 BloomPS(); }
|
||||
pass P2 { PixelShader = compile ps_2_0 SharpenComplexPS(); }
|
||||
}
|
||||
|
||||
@@ -0,0 +1,106 @@
|
||||
// Shader from Media Player Classic - Home Cinema
|
||||
// Adapted to sfall by Mr.Stalin
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
// Sharpen filter setting
|
||||
//
|
||||
// min: Sharpen 0.5, EdgeSharpen 1.0
|
||||
// mid: Sharpen 1.0, EdgeSharpen -0.25
|
||||
// max: Sharpen 1.75, EdgeSharpen -0.5 (1.5, -0.25)
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
#define Sharpen 0.5
|
||||
#define EdgeSharpen 1.1
|
||||
|
||||
sampler s0;
|
||||
|
||||
// Variables that set the width and height of the current game resolution from sfall
|
||||
float w;
|
||||
float h;
|
||||
float2 rcpres; // pixel size
|
||||
|
||||
static const float CoefBlur = (Sharpen * 0.5);
|
||||
static const float CoefOrig = (1 + CoefBlur);
|
||||
|
||||
// for the sharpen edge
|
||||
#define SharpenEdge 0.4
|
||||
static const float sharpenVal0 = (Sharpen * (1.5 + EdgeSharpen));
|
||||
static const float sharpenVal1 = ((sharpenVal0 - 1) / 8.0);
|
||||
|
||||
// pixel "width"
|
||||
static const float px = rcpres.x;
|
||||
static const float py = rcpres.y;
|
||||
|
||||
// for the blur filter
|
||||
#define mean 1.0
|
||||
static const float dx = (mean * px);
|
||||
static const float dy = (mean * py);
|
||||
|
||||
float4 SharpenComplexPS(float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
float4 c0 = tex2D(s0, texCoord); // get original pixel
|
||||
|
||||
// edge detection
|
||||
// Get neighbor points
|
||||
// [ c1, c2, c3 ]
|
||||
// [ c4, c0, c5 ]
|
||||
// [ c6, c7, c8 ]
|
||||
float4 c1 = tex2D(s0, texCoord + float2(-px, -py));
|
||||
float4 c2 = tex2D(s0, texCoord + float2( 0, -py));
|
||||
float4 c3 = tex2D(s0, texCoord + float2( px, -py));
|
||||
float4 c4 = tex2D(s0, texCoord + float2(-px, 0));
|
||||
float4 c5 = tex2D(s0, texCoord + float2( px, 0));
|
||||
float4 c6 = tex2D(s0, texCoord + float2(-px, py));
|
||||
float4 c7 = tex2D(s0, texCoord + float2( 0, py));
|
||||
float4 c8 = tex2D(s0, texCoord + float2( px, py));
|
||||
|
||||
// using Sobel filter
|
||||
// horizontal gradient
|
||||
// [ -1, 0, 1 ]
|
||||
// [ -2, 0, 2 ]
|
||||
// [ -1, 0, 1 ]
|
||||
float delta1 = (c3 + 2 * c5 + c8) - (c1 + 2 * c4 + c6);
|
||||
|
||||
// vertical gradient
|
||||
// [ -1, - 2, -1 ]
|
||||
// [ 0, 0, 0 ]
|
||||
// [ 1, 2, 1 ]
|
||||
float4 c13 = c1 + c3;
|
||||
float4 c68 = c6 + c8;
|
||||
float delta2 = (c68 + 2 * c7) - (c13 + 2 * c2);
|
||||
|
||||
// computation
|
||||
if (sqrt(mul(delta1, delta1) + mul(delta2, delta2)) > SharpenEdge) {
|
||||
// if we have an edge, use sharpen
|
||||
return c0 * sharpenVal0 - (c13 + c2 + c4 + c5 + c68 + c7) * sharpenVal1;
|
||||
|
||||
// Display edges in red...
|
||||
//return float4( 1.0, 0.0, 0.0, 0.0 );
|
||||
} else {
|
||||
// else return corrected image
|
||||
|
||||
// compute blurred image (gaussian filter)
|
||||
c1 = tex2D(s0, texCoord + float2(-dx, -dy));
|
||||
c2 = tex2D(s0, texCoord + float2( 0, -dy));
|
||||
c3 = tex2D(s0, texCoord + float2( dx, -dy));
|
||||
c4 = tex2D(s0, texCoord + float2(-dx, 0));
|
||||
c5 = tex2D(s0, texCoord + float2( dx, 0));
|
||||
c6 = tex2D(s0, texCoord + float2(-dx, dy));
|
||||
c7 = tex2D(s0, texCoord + float2( 0, dy));
|
||||
c8 = tex2D(s0, texCoord + float2( dx, dy));
|
||||
|
||||
// gaussian filter
|
||||
// [ 1, 2, 1 ]
|
||||
// [ 2, 4, 2 ]
|
||||
// [ 1, 2, 1 ]
|
||||
// to normalize the values, we need to divide by the coeff sum
|
||||
float4 flou = (c1 + c3 + c6 + c8 + 2 * (c2 + c4 + c5 + c7) + 4 * c0) * 0.0625; // 1 / (1+2+1+2+4+2+1+2+1) = 1 / 16 = 0.0625
|
||||
|
||||
// substract blurred image from original image
|
||||
return (CoefOrig * c0 - CoefBlur * flou);
|
||||
}
|
||||
}
|
||||
|
||||
technique SharpenT
|
||||
{
|
||||
pass P0 { PixelShader = compile ps_2_0 SharpenComplexPS(); }
|
||||
}
|
||||
@@ -1,7 +1,5 @@
|
||||
/*
|
||||
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"
|
||||
@@ -9,10 +7,8 @@
|
||||
#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 can_see(variable obj1, variable obj2);
|
||||
|
||||
procedure start begin
|
||||
if game_loaded then begin
|
||||
@@ -21,40 +17,50 @@ procedure start begin
|
||||
variable
|
||||
source := get_sfall_arg,
|
||||
target := get_sfall_arg,
|
||||
original := get_sfall_arg,
|
||||
hookType := get_sfall_arg, /* new arg */
|
||||
engine := get_sfall_arg,
|
||||
type := get_sfall_arg, /* new arg */
|
||||
result := 0,
|
||||
distance;
|
||||
distance, seeDistance, seeText;
|
||||
|
||||
if target then begin
|
||||
distance := get_critter_stat(source, STAT_pe);
|
||||
seeDistance := 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;
|
||||
if can_see(source, target) then begin
|
||||
seeDistance *= 5;
|
||||
if (get_flags(target) bwand FLAG_TRANSGLASS) then seeDistance /= 2;
|
||||
end else if combat_is_initialized then begin
|
||||
distance *= 2;
|
||||
seeDistance *= 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;
|
||||
seeDistance /= 4;
|
||||
if has_skill(target, SKILL_SNEAK) > 120 then seeDistance -= 1;
|
||||
end else if dude_is_sneaking then begin
|
||||
distance := distance * 2 / 3;
|
||||
seeDistance := (seeDistance * 2) / 3; // distance div 1.5
|
||||
end
|
||||
end
|
||||
|
||||
if obj_dist_(target, source) <= distance then result := 1;
|
||||
distance := tile_distance_objs(source, target);
|
||||
if (get_flags(source) bwand FLAG_MULTIHEX) then distance--;
|
||||
if (get_flags(target) bwand FLAG_MULTIHEX) then distance--;
|
||||
|
||||
// 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
|
||||
if (distance <= seeDistance) then result := 1;
|
||||
|
||||
seeText = " does not see > ";
|
||||
if (result) then seeText = " sees > ";
|
||||
|
||||
// Example
|
||||
display_msg("hs_withinperception: " + obj_name(source) + seeText + obj_name(target) + " [engine: " + engine + ", script: " + result + "]");
|
||||
|
||||
/* override engine result */
|
||||
//set_sfall_return(result);
|
||||
end
|
||||
|
||||
//set_sfall_return(result);
|
||||
end
|
||||
end
|
||||
|
||||
procedure can_see(variable obj1, variable obj2) begin
|
||||
variable dir = obj_get_rot(obj1) - rotation_to_tile(tile_num(obj1), tile_num(obj2));
|
||||
if (dir < 0) then dir = -dir;
|
||||
return (dir <= 1) or (dir == 5);
|
||||
end
|
||||
|
||||
Binary file not shown.
@@ -0,0 +1,264 @@
|
||||
procedure start;
|
||||
|
||||
variable rainshaderdef;
|
||||
variable snowshaderdef;
|
||||
variable sandshaderdef;
|
||||
variable rainshaderesc;
|
||||
variable snowshaderesc;
|
||||
variable sandshaderesc;
|
||||
variable rainshaderinv;
|
||||
variable snowshaderinv;
|
||||
variable sandshaderinv;
|
||||
variable rainshadermap;
|
||||
variable snowshadermap;
|
||||
variable sandshadermap;
|
||||
variable rainshaderskd;
|
||||
variable snowshaderskd;
|
||||
variable sandshaderskd;
|
||||
|
||||
variable cshader;
|
||||
variable active;
|
||||
|
||||
procedure update_shader(variable shader) begin
|
||||
if (shader == cshader) then begin
|
||||
return;
|
||||
end
|
||||
if (cshader == 1) then begin
|
||||
deactivate_shader(rainshaderdef);
|
||||
deactivate_shader(rainshaderesc);
|
||||
deactivate_shader(rainshaderinv);
|
||||
deactivate_shader(rainshadermap);
|
||||
deactivate_shader(rainshaderskd);
|
||||
end else if (cshader == 2) then begin
|
||||
deactivate_shader(snowshaderdef);
|
||||
deactivate_shader(snowshaderesc);
|
||||
deactivate_shader(snowshaderinv);
|
||||
deactivate_shader(snowshadermap);
|
||||
deactivate_shader(snowshaderskd);
|
||||
end else if (cshader == 3) then begin
|
||||
deactivate_shader(sandshaderdef);
|
||||
deactivate_shader(sandshaderesc);
|
||||
deactivate_shader(sandshaderinv);
|
||||
deactivate_shader(sandshadermap);
|
||||
deactivate_shader(sandshaderskd);
|
||||
end
|
||||
if (shader == 1) then begin
|
||||
activate_shader(rainshaderdef);
|
||||
activate_shader(rainshaderesc);
|
||||
activate_shader(rainshaderinv);
|
||||
activate_shader(rainshadermap);
|
||||
activate_shader(rainshaderskd);
|
||||
end else if (shader == 2) then begin
|
||||
activate_shader(snowshaderdef);
|
||||
activate_shader(snowshaderesc);
|
||||
activate_shader(snowshaderinv);
|
||||
activate_shader(snowshadermap);
|
||||
activate_shader(snowshaderskd);
|
||||
end else if (shader == 3) then begin
|
||||
activate_shader(sandshaderdef);
|
||||
activate_shader(sandshaderesc);
|
||||
activate_shader(sandshaderinv);
|
||||
activate_shader(sandshadermap);
|
||||
activate_shader(sandshaderskd);
|
||||
end
|
||||
|
||||
cshader := shader;
|
||||
|
||||
if (shader == 0) then begin
|
||||
force_graphics_refresh(0);
|
||||
end else begin
|
||||
force_graphics_refresh(1);
|
||||
end
|
||||
end
|
||||
|
||||
procedure on_game_load begin
|
||||
variable tmp;
|
||||
if (graphics_funcs_available) then begin
|
||||
display_msg("Weather mod: Shader functions available");
|
||||
end else return;
|
||||
|
||||
rainshaderdef := load_shader("weather\\rain-def.fx");
|
||||
snowshaderdef := load_shader("weather\\snow-def.fx");
|
||||
sandshaderdef := load_shader("weather\\sand-def.fx");
|
||||
rainshaderesc := load_shader("weather\\rain-esc.fx");
|
||||
snowshaderesc := load_shader("weather\\snow-esc.fx");
|
||||
sandshaderesc := load_shader("weather\\sand-esc.fx");
|
||||
rainshaderinv := load_shader("weather\\rain-inv.fx");
|
||||
snowshaderinv := load_shader("weather\\snow-inv.fx");
|
||||
sandshaderinv := load_shader("weather\\sand-inv.fx");
|
||||
rainshadermap := load_shader("weather\\rain-map.fx");
|
||||
snowshadermap := load_shader("weather\\snow-map.fx");
|
||||
sandshadermap := load_shader("weather\\sand-map.fx");
|
||||
rainshaderskd := load_shader("weather\\rain-skd.fx");
|
||||
snowshaderskd := load_shader("weather\\snow-skd.fx");
|
||||
sandshaderskd := load_shader("weather\\sand-skd.fx");
|
||||
|
||||
if (rainshaderdef == -1 or snowshaderdef == -1 or sandshaderdef == -1) then begin
|
||||
display_msg("Weather mod error: Could not load default shaders");
|
||||
return;
|
||||
end
|
||||
if (rainshaderesc == -1 or snowshaderesc == -1 or sandshaderesc == -1) then begin
|
||||
display_msg("Weather mod error: Could not load escape shaders");
|
||||
return;
|
||||
end
|
||||
if (rainshaderinv == -1 or snowshaderinv == -1 or sandshaderinv == -1) then begin
|
||||
display_msg("Weather mod error: Could not load inventory shaders");
|
||||
return;
|
||||
end
|
||||
if (rainshadermap == -1 or snowshadermap == -1 or sandshadermap == -1) then begin
|
||||
display_msg("Weather mod error: Could not load automap shaders");
|
||||
return;
|
||||
end
|
||||
if (rainshaderskd == -1 or snowshaderskd == -1 or sandshaderskd == -1) then begin
|
||||
display_msg("Weather mod error: Could not load skilldex shaders");
|
||||
return;
|
||||
end
|
||||
|
||||
tmp := get_shader_texture(rainshaderdef, 2);
|
||||
set_shader_texture(rainshaderesc, "tex2", tmp);
|
||||
set_shader_texture(rainshaderinv, "tex2", tmp);
|
||||
set_shader_texture(rainshadermap, "tex2", tmp);
|
||||
set_shader_texture(rainshaderskd, "tex2", tmp);
|
||||
|
||||
tmp := get_shader_texture(snowshaderdef, 2);
|
||||
set_shader_texture(snowshaderesc, "tex2", tmp);
|
||||
set_shader_texture(snowshaderinv, "tex2", tmp);
|
||||
set_shader_texture(snowshadermap, "tex2", tmp);
|
||||
set_shader_texture(snowshaderskd, "tex2", tmp);
|
||||
|
||||
tmp := get_shader_texture(sandshaderdef, 2);
|
||||
set_shader_texture(sandshaderesc, "tex2", tmp);
|
||||
set_shader_texture(sandshaderinv, "tex2", tmp);
|
||||
set_shader_texture(sandshadermap, "tex2", tmp);
|
||||
set_shader_texture(sandshaderskd, "tex2", tmp);
|
||||
|
||||
tmp := get_shader_texture(rainshaderdef, 1);
|
||||
set_shader_texture(snowshaderdef, "tex1", tmp);
|
||||
set_shader_texture(sandshaderdef, "tex1", tmp);
|
||||
|
||||
tmp := get_shader_texture(rainshaderesc, 1);
|
||||
set_shader_texture(snowshaderesc, "tex1", tmp);
|
||||
set_shader_texture(sandshaderesc, "tex1", tmp);
|
||||
|
||||
tmp := get_shader_texture(rainshaderinv, 1);
|
||||
set_shader_texture(snowshaderinv, "tex1", tmp);
|
||||
set_shader_texture(sandshaderinv, "tex1", tmp);
|
||||
|
||||
tmp := get_shader_texture(rainshadermap, 1);
|
||||
set_shader_texture(snowshadermap, "tex1", tmp);
|
||||
set_shader_texture(sandshadermap, "tex1", tmp);
|
||||
|
||||
tmp := get_shader_texture(rainshaderskd, 1);
|
||||
set_shader_texture(snowshaderskd, "tex1", tmp);
|
||||
set_shader_texture(sandshaderskd, "tex1", tmp);
|
||||
|
||||
set_shader_mode(rainshaderdef, 30653); // 0x77bd
|
||||
set_shader_mode(snowshaderdef, 30653);
|
||||
set_shader_mode(sandshaderdef, 30653);
|
||||
set_shader_mode(rainshaderesc, 30645); // 0x77b5
|
||||
set_shader_mode(snowshaderesc, 30645);
|
||||
set_shader_mode(sandshaderesc, 30645);
|
||||
set_shader_mode(rainshaderinv, 26557); // 0x67bd
|
||||
set_shader_mode(snowshaderinv, 26557);
|
||||
set_shader_mode(sandshaderinv, 26557);
|
||||
set_shader_mode(rainshadermap, 22461); // 0x57bd
|
||||
set_shader_mode(snowshadermap, 22461);
|
||||
set_shader_mode(sandshadermap, 22461);
|
||||
set_shader_mode(rainshaderskd, 14269); // 0x37bd
|
||||
set_shader_mode(snowshaderskd, 14269);
|
||||
set_shader_mode(sandshaderskd, 14269);
|
||||
|
||||
set_shader_mode(rainshaderesc, 2147483656); // 0x80000008
|
||||
set_shader_mode(snowshaderesc, 2147483656);
|
||||
set_shader_mode(sandshaderesc, 2147483656);
|
||||
set_shader_mode(rainshaderinv, 2147487744); // 0x80001000
|
||||
set_shader_mode(snowshaderinv, 2147487744);
|
||||
set_shader_mode(sandshaderinv, 2147487744);
|
||||
set_shader_mode(rainshadermap, 2147491840); // 0x80002000
|
||||
set_shader_mode(snowshadermap, 2147491840);
|
||||
set_shader_mode(sandshadermap, 2147491840);
|
||||
set_shader_mode(rainshaderskd, 2147500032); // 0x80004000
|
||||
set_shader_mode(snowshaderskd, 2147500032);
|
||||
set_shader_mode(sandshaderskd, 2147500032);
|
||||
|
||||
//set_global_script_repeat(50);
|
||||
end
|
||||
|
||||
procedure update_region begin
|
||||
variable tmp;
|
||||
variable rain := 50;
|
||||
variable snow := 25;
|
||||
variable sand := 25;
|
||||
|
||||
snow += rain;
|
||||
sand += snow;
|
||||
|
||||
tmp := random(1,100);
|
||||
if (tmp <= rain) then begin
|
||||
display_msg("It's raining");
|
||||
active := 1;
|
||||
end else if (tmp <= snow) then begin
|
||||
display_msg("It's snowing");
|
||||
active := 2;
|
||||
end else if (tmp <= sand) then begin
|
||||
display_msg("It's sandstorming");
|
||||
active := 3;
|
||||
end else begin
|
||||
display_msg("No weather");
|
||||
active := 0;
|
||||
end
|
||||
|
||||
//call update_shader(active);
|
||||
end
|
||||
|
||||
procedure update_weather begin
|
||||
variable tmp = random(10, 90) / 100.0;
|
||||
|
||||
call update_shader(active);
|
||||
|
||||
if (active == 1) then begin
|
||||
set_shader_float(rainshaderdef, "speed", 500 - (tmp * 300));
|
||||
set_shader_float(rainshaderdef, "multi", 1.5 + tmp * 6.5);
|
||||
set_shader_float(rainshaderesc, "speed", 500 - (tmp * 300));
|
||||
set_shader_float(rainshaderesc, "multi", 1.5 + tmp * 6.5);
|
||||
set_shader_float(rainshaderinv, "speed", 500 - (tmp * 300));
|
||||
set_shader_float(rainshaderinv, "multi", 1.5 + tmp * 6.5);
|
||||
set_shader_float(rainshadermap, "speed", 500 - (tmp * 300));
|
||||
set_shader_float(rainshadermap, "multi", 1.5 + tmp * 6.5);
|
||||
set_shader_float(rainshaderskd, "speed", 500 - (tmp * 300));
|
||||
set_shader_float(rainshaderskd, "multi", 1.5 + tmp * 6.5);
|
||||
end else if (active == 2) then begin
|
||||
set_shader_float(snowshaderdef, "speed", 800 - (tmp * 200));
|
||||
set_shader_float(snowshaderdef, "multi", 0.5 + tmp * 0.5);
|
||||
set_shader_float(snowshaderesc, "speed", 800 - (tmp * 200));
|
||||
set_shader_float(snowshaderesc, "multi", 0.5 + tmp * 0.5);
|
||||
set_shader_float(snowshaderinv, "speed", 800 - (tmp * 200));
|
||||
set_shader_float(snowshaderinv, "multi", 0.5 + tmp * 0.5);
|
||||
set_shader_float(snowshadermap, "speed", 800 - (tmp * 200));
|
||||
set_shader_float(snowshadermap, "multi", 0.5 + tmp * 0.5);
|
||||
set_shader_float(snowshaderskd, "speed", 800 - (tmp * 200));
|
||||
set_shader_float(snowshaderskd, "multi", 0.5 + tmp * 0.5);
|
||||
end else begin
|
||||
set_shader_float(sandshaderdef, "speed", 400 - (tmp * 200));
|
||||
set_shader_float(sandshaderdef, "multi", tmp);
|
||||
set_shader_float(sandshaderesc, "speed", 400 - (tmp * 200));
|
||||
set_shader_float(sandshaderesc, "multi", tmp);
|
||||
set_shader_float(sandshaderinv, "speed", 400 - (tmp * 200));
|
||||
set_shader_float(sandshaderinv, "multi", tmp);
|
||||
set_shader_float(sandshadermap, "speed", 400 - (tmp * 200));
|
||||
set_shader_float(sandshadermap, "multi", tmp);
|
||||
set_shader_float(sandshaderskd, "speed", 400 - (tmp * 200));
|
||||
set_shader_float(sandshaderskd, "multi", tmp);
|
||||
end
|
||||
|
||||
//display_msg("Shader active: "+tmp);
|
||||
end
|
||||
|
||||
procedure start begin
|
||||
variable tmp;
|
||||
if (game_loaded) then begin
|
||||
call on_game_load;
|
||||
call update_region;
|
||||
call update_weather;
|
||||
end
|
||||
end
|
||||
@@ -340,6 +340,9 @@ There are several changes in this version of sslc which may result in problems f
|
||||
=== Changelog ===
|
||||
=================
|
||||
|
||||
> sfall 4.2.7
|
||||
- added ability to declare local variables anywhere in the procedure body
|
||||
|
||||
> sfall 4.2.3
|
||||
- fixed compiler giving "assignment operator expected" error when a variable-like macro is not being defined properly
|
||||
- added new logical operators "AndAlso", "OrElse" for short-circuit evaluation of logical expressions
|
||||
|
||||
@@ -2,6 +2,9 @@
|
||||
#ifndef DEFINE_EXTRA_H
|
||||
#define DEFINE_EXTRA_H
|
||||
|
||||
/* Combat Flags */
|
||||
#define DAM_PRESERVE_FLAGS 0x80000000 // keep the existing result flags when setting new flags in attack_complex (for sfall)
|
||||
|
||||
#define BODY_HIT_HEAD (0)
|
||||
#define BODY_HIT_LEFT_ARM (1)
|
||||
#define BODY_HIT_RIGHT_ARM (2)
|
||||
@@ -102,10 +105,11 @@
|
||||
#define CFLG_NOKNOCKDOWN CFLG_NOKNOCKBACK // obsolete
|
||||
|
||||
/* Window flags */
|
||||
#define WIN_FLAG_MOVEONTOP (0x4)
|
||||
#define WIN_FLAG_HIDDEN (0x8)
|
||||
#define WIN_FLAG_DONTMOVE (0x2) // does not move the window to the foreground when clicking on the window
|
||||
#define WIN_FLAG_MOVEONTOP (0x4) // places the window on top of other windows
|
||||
#define WIN_FLAG_HIDDEN (0x8) // hidden window
|
||||
#define WIN_FLAG_EXCLUSIVE (0x10)
|
||||
#define WIN_FLAG_TRANSPARENT (0x20)
|
||||
#define WIN_FLAG_TRANSPARENT (0x20) // transparent window flag, the window color with index 0 will be transparent
|
||||
|
||||
/* Message window flags */
|
||||
#define MSGBOX_AUTOSIZE (0x0)
|
||||
@@ -337,4 +341,66 @@
|
||||
#define OBJ_DATA_DAMAGE_LAST_TURN (0x48)
|
||||
#define OBJ_DATA_WHO_HIT_ME (0x54) // current target of the critter
|
||||
|
||||
// compute attack result data offsets
|
||||
#define C_ATTACK_SOURCE (0x00)
|
||||
#define C_ATTACK_HIT_MODE (0x04)
|
||||
#define C_ATTACK_WEAPON (0x08)
|
||||
#define C_ATTACK_UNUSED (0x0C)
|
||||
#define C_ATTACK_DAMAGE_SOURCE (0x10) // Amount
|
||||
#define C_ATTACK_FLAGS_SOURCE (0x14) // see DAM_* values in define.h
|
||||
#define C_ATTACK_ROUNDS (0x18)
|
||||
#define C_ATTACK_MESSAGE (0x1C) // message number set from the critical table
|
||||
#define C_ATTACK_TARGET (0x20)
|
||||
#define C_ATTACK_BODY_PART (0x28)
|
||||
#define C_ATTACK_DAMAGE_TARGET (0x2C) // Amount
|
||||
#define C_ATTACK_FLAGS_TARGET (0x30) // see DAM_*
|
||||
#define C_ATTACK_KNOCKBACK_VALUE (0x34)
|
||||
#define C_ATTACK_MAIN_TARGET (0x38)
|
||||
#define C_ATTACK_AROUND_NUMBER (0x3C) // The number of critters around the target
|
||||
#define C_ATTACK_TARGET1 (0x40)
|
||||
#define C_ATTACK_TARGET2 (0x44)
|
||||
#define C_ATTACK_TARGET3 (0x48)
|
||||
#define C_ATTACK_TARGET4 (0x4C)
|
||||
#define C_ATTACK_TARGET5 (0x50)
|
||||
#define C_ATTACK_TARGET6 (0x54)
|
||||
#define C_ATTACK_BODY_PART1 (0x58)
|
||||
#define C_ATTACK_BODY_PART2 (0x5C)
|
||||
#define C_ATTACK_BODY_PART3 (0x60)
|
||||
#define C_ATTACK_BODY_PART4 (0x64)
|
||||
#define C_ATTACK_BODY_PART5 (0x68)
|
||||
#define C_ATTACK_BODY_PART6 (0x6C)
|
||||
#define C_ATTACK_DAMAGE_TARGET1 (0x70) // Amount
|
||||
#define C_ATTACK_DAMAGE_TARGET2 (0x74)
|
||||
#define C_ATTACK_DAMAGE_TARGET3 (0x78)
|
||||
#define C_ATTACK_DAMAGE_TARGET4 (0x7C)
|
||||
#define C_ATTACK_DAMAGE_TARGET5 (0x80)
|
||||
#define C_ATTACK_DAMAGE_TARGET6 (0x84)
|
||||
#define C_ATTACK_FLAGS_TARGET1 (0x88) // see DAM_*
|
||||
#define C_ATTACK_FLAGS_TARGET2 (0x8C)
|
||||
#define C_ATTACK_FLAGS_TARGET3 (0x90)
|
||||
#define C_ATTACK_FLAGS_TARGET4 (0x94)
|
||||
#define C_ATTACK_FLAGS_TARGET5 (0x98)
|
||||
#define C_ATTACK_FLAGS_TARGET6 (0x9C)
|
||||
#define C_ATTACK_KNOCKBACK_VALUE1 (0xA0)
|
||||
#define C_ATTACK_KNOCKBACK_VALUE2 (0xA4)
|
||||
#define C_ATTACK_KNOCKBACK_VALUE3 (0xA8)
|
||||
#define C_ATTACK_KNOCKBACK_VALUE4 (0xAC)
|
||||
#define C_ATTACK_KNOCKBACK_VALUE5 (0xB0)
|
||||
#define C_ATTACK_KNOCKBACK_VALUE6 (0xB4)
|
||||
|
||||
/* Playback mode defines for the soundplay function */
|
||||
#define soundraw (0x80000000) // sfall flag
|
||||
#define Stereo8bit (soundstereo)
|
||||
#define Stereo8bitLoop (soundstereo bwor soundloop)
|
||||
#define Mono16bit (sound16bit)
|
||||
#define Mono16bitLoop (sound16bit bwor soundloop)
|
||||
#define Stereo16bit (soundstereo bwor sound16bit)
|
||||
#define Stereo16bitLoop (soundstereo bwor sound16bit bwor soundloop)
|
||||
|
||||
// Adjust (reduce) volume for soundplay and play_sfall_sound
|
||||
// range: 0x0000XXXX (max volume) - 0x7FFFXXXX (mute)
|
||||
#define SoundVolume25 (0x20000000)
|
||||
#define SoundVolumeHalf (0x40000000)
|
||||
#define SoundVolume75 (0x60000000)
|
||||
|
||||
#endif // DEFINE_EXTRA_H
|
||||
|
||||
@@ -70,6 +70,7 @@
|
||||
#define WINTYPE_CHARACTER (5)
|
||||
#define WINTYPE_SKILLDEX (6)
|
||||
#define WINTYPE_ESCMENU (7) // escape menu
|
||||
#define WINTYPE_AUTOMAP (8)
|
||||
|
||||
//Valid flags for force_encounter_with_flags
|
||||
#define ENCOUNTER_FLAG_NO_CAR (0x1)
|
||||
@@ -234,79 +235,111 @@
|
||||
#define party_member_list_all party_member_list(1)
|
||||
|
||||
// fake perks/traits add mode flags
|
||||
#define ADD_PERK_MODE_TRAIT (1) // add to the player's traits
|
||||
#define ADD_PERK_MODE_PERK (2) // add to the player's perks
|
||||
#define ADD_PERK_MODE_TRAIT (1) // add to the player's traits list
|
||||
#define ADD_PERK_MODE_PERK (2) // add to the player's perks list
|
||||
#define ADD_PERK_MODE_REMOVE (4) // remove from the list of selectable perks (after added to the player)
|
||||
|
||||
// sfall_funcX macros
|
||||
#define add_global_timer_event(time, fixedParam) sfall_func2("add_g_timer_event", time, fixedParam)
|
||||
#define add_iface_tag sfall_func0("add_iface_tag")
|
||||
#define add_trait(traitID) sfall_func1("add_trait", traitID)
|
||||
#define art_cache_clear sfall_func0("art_cache_clear")
|
||||
#define attack_is_aimed sfall_func0("attack_is_aimed")
|
||||
#define create_win(winName, x, y, w, h) sfall_func5("create_win", winName, x, y, w, h)
|
||||
#define create_win_flag(winName, x, y, w, h, flag) sfall_func6("create_win", winName, x, y, w, h, flag)
|
||||
#define critter_inven_obj2(obj, type) sfall_func2("critter_inven_obj2", obj, type)
|
||||
#define dialog_obj sfall_func0("dialog_obj")
|
||||
#define display_stats sfall_func0("display_stats")
|
||||
#define draw_image(pathFile, frame, x, y, noTrans) sfall_func5("draw_image", pathFile, frame, x, y, noTrans)
|
||||
#define draw_image_scaled(pathFile, frame, x, y, w, h) sfall_func6("draw_image_scaled", pathFile, frame, x, y, w, h)
|
||||
#define exec_map_update_scripts sfall_func0("exec_map_update_scripts")
|
||||
#define floor2(value) sfall_func1("floor2", value)
|
||||
#define get_current_inven_size(obj) sfall_func1("get_current_inven_size", obj)
|
||||
#define get_cursor_mode sfall_func0("get_cursor_mode")
|
||||
#define get_flags(obj) sfall_func1("get_flags", obj)
|
||||
#define get_interface_x(winType) sfall_func2("get_window_attribute", winType, 1)
|
||||
#define get_interface_y(winType) sfall_func2("get_window_attribute", winType, 2)
|
||||
#define get_inven_ap_cost sfall_func0("get_inven_ap_cost")
|
||||
#define get_map_enter_position sfall_func0("get_map_enter_position")
|
||||
#define get_metarule_table sfall_func0("get_metarule_table")
|
||||
#define get_object_data(obj, offset) sfall_func2("get_object_data", obj, offset)
|
||||
#define get_outline(obj) sfall_func1("get_outline", obj)
|
||||
#define get_sfall_arg_at(argNum) sfall_func1("get_sfall_arg_at", argNum)
|
||||
#define get_text_width(text) sfall_func1("get_text_width", text)
|
||||
#define hide_window(winName) sfall_func1("hide_window", winName)
|
||||
#define intface_hide sfall_func0("intface_hide")
|
||||
#define intface_is_hidden sfall_func0("intface_is_hidden")
|
||||
#define intface_is_shown(winType) sfall_func1("get_window_attribute", winType)
|
||||
#define intface_redraw sfall_func0("intface_redraw")
|
||||
#define intface_show sfall_func0("intface_show")
|
||||
#define inventory_redraw(invSide) sfall_func1("inventory_redraw", invSide)
|
||||
#define item_weight(obj) sfall_func1("item_weight", obj)
|
||||
#define lock_is_jammed(obj) sfall_func1("lock_is_jammed", obj)
|
||||
#define loot_obj sfall_func0("loot_obj")
|
||||
#define message_box(text) sfall_func1("message_box", text)
|
||||
#define metarule_exist(metaruleName) sfall_func1("metarule_exist", metaruleName)
|
||||
#define npc_engine_level_up(toggle) sfall_func1("npc_engine_level_up", toggle)
|
||||
#define obj_under_cursor(onlyCritter, includeDude) sfall_func2("obj_under_cursor", onlyCritter, includeDude)
|
||||
#define objects_in_radius(tile, radius, elev, type) sfall_func4("objects_in_radius", tile, radius, elev, type)
|
||||
#define outlined_object sfall_func0("outlined_object")
|
||||
#define real_dude_obj sfall_func0("real_dude_obj")
|
||||
#define remove_all_timer_events sfall_func0("remove_timer_event")
|
||||
#define remove_timer_event(fixedParam) sfall_func1("remove_timer_event", fixedParam)
|
||||
#define set_cursor_mode(mode) sfall_func1("set_cursor_mode", mode)
|
||||
#define set_flags(obj, flags) sfall_func2("set_flags", obj, flags)
|
||||
#define set_iface_tag_text(tag, text, color) sfall_func3("set_iface_tag_text", tag, text, color)
|
||||
#define set_ini_setting(setting, value) sfall_func2("set_ini_setting", setting, value)
|
||||
#define set_map_enter_position(tile, elev, rot) sfall_func3("set_map_enter_position", tile, elev, rot)
|
||||
#define set_object_data(obj, offset, value) sfall_func3("set_object_data", obj, offset, value)
|
||||
#define set_outline(obj, color) sfall_func2("set_outline", obj, color)
|
||||
#define set_terrain_name(x, y, name) sfall_func3("set_terrain_name", x, y, name)
|
||||
#define set_town_title(areaID, title) sfall_func2("set_town_title", areaID, title)
|
||||
#define set_unique_id(obj) sfall_func1("set_unique_id", obj)
|
||||
#define set_unjam_locks_time(time) sfall_func1("set_unjam_locks_time", time)
|
||||
#define set_window_flag(winID, flag, value) sfall_func3("set_window_flag", winID, flag, value)
|
||||
#define show_window(winName) sfall_func1("show_window", winName)
|
||||
#define spatial_radius(obj) sfall_func1("spatial_radius", obj)
|
||||
#define string_compare(str1, str2) sfall_func2("string_compare", str1, str2)
|
||||
#define string_compare_locale(str1, str2, codePage) sfall_func3("string_compare", str1, str2, codePage)
|
||||
#define string_format(format, a1, a2) sfall_func3("string_format", format, a1, a2)
|
||||
#define string_tolower(text) sfall_func2("string_to_case", text, 0)
|
||||
#define string_toupper(text) sfall_func2("string_to_case", text, 1)
|
||||
#define tile_by_position(x, y) sfall_func2("tile_by_position", x, y)
|
||||
#define tile_refresh_display sfall_func0("tile_refresh_display")
|
||||
#define unjam_lock(obj) sfall_func1("unjam_lock", obj)
|
||||
#define unset_unique_id(obj) sfall_func2("set_unique_id", obj, -1)
|
||||
#define unwield_slot(critter, slot) sfall_func2("unwield_slot", critter, slot)
|
||||
// instantly apply the item to dude_obj (w/o animation)
|
||||
#define use_item_on_dude(item) set_self(dude_obj); \
|
||||
set_self(dude_obj); \
|
||||
use_obj_on_obj(item, dude_obj); \
|
||||
set_self(0)
|
||||
|
||||
// returns the corrected tile distance between two objects to the distance variable (return value >= 9996 is an error when getting the distance)
|
||||
#define distance_objs(distance, obj1, obj2) distance := tile_distance_objs(obj1, obj2) - 1; \
|
||||
if (get_flags(obj1) bwand FLAG_MULTIHEX) then distance--; \
|
||||
if (get_flags(obj2) bwand FLAG_MULTIHEX) then distance--
|
||||
|
||||
|
||||
/* sfall metarule3 function macros */
|
||||
// sets the number of days (range 1...127) for the Frank Horrigan encounter, or disable the encounter if days is set to 0
|
||||
#define set_horrigan_days(day) metarule3(200, day, 0, 0)
|
||||
// clears the keyboard input buffer, use it in the HOOK_KEYPRESS hook to clear keyboard events before calling functions that are waiting for keyboard input
|
||||
#define clear_keyboard_buffer metarule3(201, 0, 0, 0)
|
||||
|
||||
|
||||
/* sfall_funcX macros */
|
||||
#define add_global_timer_event(time, fixedParam) sfall_func2("add_g_timer_event", time, fixedParam)
|
||||
#define add_iface_tag sfall_func0("add_iface_tag")
|
||||
#define add_trait(traitID) sfall_func1("add_trait", traitID)
|
||||
#define art_cache_clear sfall_func0("art_cache_clear")
|
||||
#define attack_is_aimed sfall_func0("attack_is_aimed")
|
||||
#define car_gas_amount sfall_func0("car_gas_amount")
|
||||
#define combat_data sfall_func0("combat_data")
|
||||
#define create_win(winName, x, y, w, h) sfall_func5("create_win", winName, x, y, w, h)
|
||||
#define create_win_flag(winName, x, y, w, h, flag) sfall_func6("create_win", winName, x, y, w, h, flag)
|
||||
#define critter_inven_obj2(obj, type) sfall_func2("critter_inven_obj2", obj, type)
|
||||
#define dialog_obj sfall_func0("dialog_obj")
|
||||
#define display_stats sfall_func0("display_stats")
|
||||
#define draw_image(artFile, frame, x, y, noTrans) sfall_func5("draw_image", artFile, frame, x, y, noTrans)
|
||||
#define draw_image_scaled(artFile, frame, x, y, w, h) sfall_func6("draw_image_scaled", artFile, frame, x, y, w, h)
|
||||
#define exec_map_update_scripts sfall_func0("exec_map_update_scripts")
|
||||
#define floor2(value) sfall_func1("floor2", value)
|
||||
#define get_current_inven_size(obj) sfall_func1("get_current_inven_size", obj)
|
||||
#define get_cursor_mode sfall_func0("get_cursor_mode")
|
||||
#define get_flags(obj) sfall_func1("get_flags", obj)
|
||||
#define get_interface_x(winType) sfall_func2("get_window_attribute", winType, 1)
|
||||
#define get_interface_y(winType) sfall_func2("get_window_attribute", winType, 2)
|
||||
#define get_inven_ap_cost sfall_func0("get_inven_ap_cost")
|
||||
#define get_map_enter_position sfall_func0("get_map_enter_position")
|
||||
#define get_metarule_table sfall_func0("get_metarule_table")
|
||||
#define get_object_data(obj, offset) sfall_func2("get_object_data", obj, offset)
|
||||
#define get_outline(obj) sfall_func1("get_outline", obj)
|
||||
#define get_pc_stat_max(stat) sfall_func1("get_stat_max", stat)
|
||||
#define get_pc_stat_min(stat) sfall_func1("get_stat_min", stat)
|
||||
#define get_npc_stat_max(stat) sfall_func2("get_stat_max", stat, 1)
|
||||
#define get_npc_stat_min(stat) sfall_func2("get_stat_min", stat, 1)
|
||||
#define get_sfall_arg_at(argNum) sfall_func1("get_sfall_arg_at", argNum)
|
||||
#define get_text_width(text) sfall_func1("get_text_width", text)
|
||||
#define hide_window(winName) sfall_func1("hide_window", winName)
|
||||
#define interface_art_draw(winID, artFile, x, y) sfall_func4("interface_art_draw", winID, artFile, x, y)
|
||||
#define interface_art_draw_frame(winID, artID, x, y, frame) sfall_func5("interface_art_draw", winID, artID, x, y, frame)
|
||||
#define interface_art_draw_ex(winID, artID, x, y, frame, param) sfall_func6("interface_art_draw", winID, artID, x, y, frame, param)
|
||||
#define interface_print(text, winType, x, y, color) sfall_func5("interface_print", text, winType, x, y, color)
|
||||
#define interface_print_width(text, winType, x, y, color, w) sfall_func6("interface_print", text, winType, x, y, color, w)
|
||||
#define interface_redraw_all sfall_func1("intface_redraw", 1)
|
||||
#define intface_hide sfall_func0("intface_hide")
|
||||
#define intface_is_hidden sfall_func0("intface_is_hidden")
|
||||
#define intface_is_shown(winType) sfall_func1("get_window_attribute", winType)
|
||||
#define intface_redraw sfall_func0("intface_redraw")
|
||||
#define intface_show sfall_func0("intface_show")
|
||||
#define inventory_redraw(invSide) sfall_func1("inventory_redraw", invSide)
|
||||
#define item_weight(obj) sfall_func1("item_weight", obj)
|
||||
#define lock_is_jammed(obj) sfall_func1("lock_is_jammed", obj)
|
||||
#define loot_obj sfall_func0("loot_obj")
|
||||
#define message_box(text) sfall_func1("message_box", text)
|
||||
#define metarule_exist(metaruleName) sfall_func1("metarule_exist", metaruleName)
|
||||
#define npc_engine_level_up(toggle) sfall_func1("npc_engine_level_up", toggle)
|
||||
#define obj_under_cursor(onlyCritter, includeDude) sfall_func2("obj_under_cursor", onlyCritter, includeDude)
|
||||
#define objects_in_radius(tile, radius, elev, type) sfall_func4("objects_in_radius", tile, radius, elev, type)
|
||||
#define outlined_object sfall_func0("outlined_object")
|
||||
#define real_dude_obj sfall_func0("real_dude_obj")
|
||||
#define remove_all_timer_events sfall_func0("remove_timer_event")
|
||||
#define remove_timer_event(fixedParam) sfall_func1("remove_timer_event", fixedParam)
|
||||
#define set_car_intface_art(artIndex) sfall_func1("set_car_intface_art", artIndex)
|
||||
#define set_cursor_mode(mode) sfall_func1("set_cursor_mode", mode)
|
||||
#define set_flags(obj, flags) sfall_func2("set_flags", obj, flags)
|
||||
#define set_iface_tag_text(tag, text, color) sfall_func3("set_iface_tag_text", tag, text, color)
|
||||
#define set_ini_setting(setting, value) sfall_func2("set_ini_setting", setting, value)
|
||||
#define set_map_enter_position(tile, elev, rot) sfall_func3("set_map_enter_position", tile, elev, rot)
|
||||
#define set_object_data(obj, offset, value) sfall_func3("set_object_data", obj, offset, value)
|
||||
#define set_outline(obj, color) sfall_func2("set_outline", obj, color)
|
||||
#define set_terrain_name(x, y, name) sfall_func3("set_terrain_name", x, y, name)
|
||||
#define set_town_title(areaID, title) sfall_func2("set_town_title", areaID, title)
|
||||
#define set_unique_id(obj) sfall_func1("set_unique_id", obj)
|
||||
#define set_unjam_locks_time(time) sfall_func1("set_unjam_locks_time", time)
|
||||
#define set_window_flag(winID, flag, value) sfall_func3("set_window_flag", winID, flag, value)
|
||||
#define show_window(winName) sfall_func1("show_window", winName)
|
||||
#define spatial_radius(obj) sfall_func1("spatial_radius", obj)
|
||||
#define string_compare(str1, str2) sfall_func2("string_compare", str1, str2)
|
||||
#define string_compare_locale(str1, str2, codePage) sfall_func3("string_compare", str1, str2, codePage)
|
||||
#define string_format(format, a1, a2) sfall_func3("string_format", format, a1, a2)
|
||||
#define string_tolower(text) sfall_func2("string_to_case", text, 0)
|
||||
#define string_toupper(text) sfall_func2("string_to_case", text, 1)
|
||||
#define tile_by_position(x, y) sfall_func2("tile_by_position", x, y)
|
||||
#define tile_refresh_display sfall_func0("tile_refresh_display")
|
||||
#define unjam_lock(obj) sfall_func1("unjam_lock", obj)
|
||||
#define unset_unique_id(obj) sfall_func2("set_unique_id", obj, -1)
|
||||
#define unwield_slot(critter, slot) sfall_func2("unwield_slot", critter, slot)
|
||||
|
||||
#endif
|
||||
|
||||
@@ -80,13 +80,14 @@ HOOK_TOHIT (hs_tohit.int)
|
||||
Runs when Fallout is calculating the chances of an attack striking a target
|
||||
Runs after the hit chance is fully calculated normally, including applying the 95% cap
|
||||
|
||||
int arg1 - The unmodified hit chance
|
||||
int arg1 - The hit chance (capped)
|
||||
critter arg2 - The attacker
|
||||
critter arg3 - The target of the attack
|
||||
int arg4 - The targeted bodypart
|
||||
int arg5 - Source tile (may differ from attacker's tile, when AI is considering potential fire position)
|
||||
int arg6 - Attack Type (one of ATKTYPE_*)
|
||||
int arg7 - Ranged flag (0 or 1, actually passed 1 even for unarmed attacks, may be a vanilla bug)
|
||||
int arg7 - Ranged flag. 1 means the hit chance is calculated by taking into account the bonuses/penalties of the distance to the target
|
||||
int arg8 - The raw hit chance before applying the cap
|
||||
|
||||
int ret1 - the new hit chance
|
||||
|
||||
@@ -173,6 +174,7 @@ int arg9 - Damage Multiplier (this is divided by 2, so a value of 3 does 1.
|
||||
int arg10 - Number of bullets actually hit the target (1 for melee attacks)
|
||||
int arg11 - The amount of knockback to the target
|
||||
int arg12 - Attack Type (see ATKTYPE_* constants)
|
||||
mixed arg13 - computed attack data (see C_ATTACK_* for offsets and use get/set_object_data functions to get/set the data)
|
||||
|
||||
int ret1 - The damage to the target
|
||||
int ret2 - The damage to the attacker
|
||||
@@ -192,7 +194,7 @@ Critter arg1 - The critter that just died
|
||||
|
||||
HOOK_FINDTARGET (hs_findtarget.int)
|
||||
|
||||
Runs when the ai is trying to pick a target in combat. Fallout first chooses a list of 4 likely suspects, then normally sorts them in order of weakness/distance/etc depending on the ai caps of the attacker.
|
||||
Runs when the AI is trying to pick a target in combat. Fallout first chooses a list of 4 likely suspects, then normally sorts them in order of weakness/distance/etc depending on the AI caps of the attacker.
|
||||
This hook replaces that sorting function, allowing you to sort the targets in some arbitrary way.
|
||||
|
||||
The return values can include critters that weren't in the list of possible targets, but the additional targets may still be discarded later on in the combat turn if they are out of the attackers perception or the chance of a successful hit is too low. The list of possible targets often includes duplicated entries, but this is fixed in sfall 4.2.3/3.8.23.
|
||||
@@ -417,8 +419,11 @@ This is fired after the default calculation is made.
|
||||
Critter arg1 - Watcher object
|
||||
Obj arg2 - Target object
|
||||
int arg3 - Result of vanilla function: 1 - within perception range, 0 - otherwise
|
||||
int arg4 - Type of hook: 1 - when being called from obj_can_see_obj script function, 2 when being called from obj_can_hear_obj script function (need to set ObjCanHearObjFix=1 in ddraw.ini), 0 for all other cases
|
||||
|
||||
int arg4 - Type of hook:
|
||||
1 - when being called from obj_can_see_obj script function
|
||||
2 - when being called from obj_can_hear_obj script function (need to set ObjCanHearObjFix=1 in ddraw.ini)
|
||||
3 - when AI determines whether it sees a potential target when selecting attack targets
|
||||
0 - all other cases
|
||||
int ret1 - overrides the returned result of the function: 0 - not in range (can't see), 1 - in range (will see if not blocked), 2 - forced detection (will see regardless, only used in obj_can_see_obj scripting function which is called by every critter in the game)
|
||||
|
||||
-------------------------------------------
|
||||
|
||||
@@ -4,7 +4,8 @@
|
||||
|
||||
As well as the new functions, sfall also adds global scripts. These run independent of any loaded maps, but do not have an attached object. (i.e. using self_obj without using set_self first will crash the script.) To use a global script, the script must have a name which begins with 'gl' and contains a procedure called 'start', 'map_enter_p_proc', 'map_exit_p_proc', or 'map_update_p_proc'. The start procedure will be executed once when the player loads a saved game or starts a new game. The map_*_p_proc procedures will be executed once when a map is being entered/left/updated. If you wish the script to be executed repeatedly, call set_global_script_repeat on the first run of the start procedure using the number of frames between each run as the argument. (0 disables the script, 1 runs it every frame, 2 runs it every other frame etc.)
|
||||
|
||||
Global scripts have multiple modes, which can be set using the set_global_script_type function. In the default mode (i.e. mode 0) their execution is linked to the local map game loop, so the script will not run in dialogs or on the world map. In mode 1 their execution is linked to the player input, and so they will run whenever the mouse cursor is visible on screen, including the world map, character dialogs etc. In mode 2, execution is linked to the world map loop, so the script will only be executed on the world map and not on the local map or in any dialog windows. Mode 3 is a combination of modes 0 and 2, so scripts will be executed on both local maps and the world map, but not in dialog windows. Using mode 1 requires the input wrapper to be enabled. Use available_global_script_types to check what is available.
|
||||
Global scripts have multiple modes, which can be set using the set_global_script_type function. In the default mode (i.e. mode 0) their execution is linked to the local map game loop, so the script will not run in dialogs or on the world map. In mode 1 their execution is linked to the player input, and so they will run whenever the mouse cursor is visible on screen, including the world map, character dialogs etc. In mode 2, execution is linked to the world map loop, so the script will only be executed on the world map and not on the local map or in any dialog windows. Mode 3 is a combination of modes 0 and 2, so scripts will be executed on both local maps and the world map, but not in dialog windows.
|
||||
[Using mode 1 requires the input wrapper to be enabled. Use available_global_script_types to check what is available.] - Obsolete.
|
||||
|
||||
|
||||
|
||||
@@ -18,7 +19,7 @@ The read_xxx functions take a memory address as the parameter and can read arbit
|
||||
|
||||
The get/set_pc_base/extra_stat functions are equivalent to calling get/set_critter_base/extra_stat with dude_obj as the critter pointer. None of these stat functions take perks into account, and neither do they do range clamping to make sure the stats are valid. Use the normal get_critter_stat function to get a correctly perk adjusted and range clamped value for a stat.
|
||||
|
||||
The set_stat_max/min functions can be used to set the valid ranges on on stats. Values returned by get_current_stat will be clamped to this range. The set_pc_ function only effect the player, the set_npc_ functions only effect other critters, and the set_ functions effect both.
|
||||
The set_stat_max/min functions can be used to set the valid ranges on stats. Values returned by get_current_stat will be clamped to this range. The set_pc_ function only affects the player, the set_npc_ functions only affects other critters, and the set_ functions affects both.
|
||||
|
||||
The input functions are only available if the user has the input hook turned on in ddraw.ini. Use input_funcs_available to check.
|
||||
|
||||
@@ -42,7 +43,7 @@ The 'type' value in the weapon knockback functions can be 0 or 1. If 0, the valu
|
||||
|
||||
The get/set_sfall_global functions require an 8 characters long case sensitive string for the variable name. The variables behave the same as normal Fallout globals, except that they don't have to be declared beforehand in vault13.gam. Trying to get a variable which hasn't been set will always return 0. These functions are intended for use when a patch to a mod requires the addition of a new global variable, a case which would otherwise require the player to start a new game.
|
||||
|
||||
set_pickpocket_max and set_hit_chance_max effect all critters rather than just the player. set_skill_max can't be used to increase the skill cap above 300. set_perk_level_mod sets a modifier between +25 and -25 that is added/subtracted from the player's level for the purposes of deciding which perks can be chosen.
|
||||
set_pickpocket_max and set_hit_chance_max affect all critters rather than just the player and can set the maximum in range from 0 to 999. set_skill_max can't be used to increase the skill cap above 300. set_perk_level_mod sets a modifier between +25 and -25 that is added/subtracted from the player's level for the purposes of deciding which perks can be chosen.
|
||||
|
||||
set_fake_trait and set_fake_perk can be used to add additional traits and perks to the character screen. They will be saved correctly when the player saves and reloads games, but by themselves they will have no further effect on the character. For perks, the allowed range for levels is between 0 and 100; setting the level to 0 removes that perk. For traits, the level must be 0 or 1. The image is a numeric id that corresponds to an entry in skilldex.lst. The name is limited to 63 characters and the description to 255 characters by sfall, but internal Fallout limits may be lower.
|
||||
|
||||
@@ -56,7 +57,7 @@ get/set_bodypart_hit_modifier alter the hit percentage modifiers for aiming at s
|
||||
|
||||
(re)set/get_critical_table are used for modifying the critical table. For details see 'http://falloutmods.wikia.com/wiki/Critical_hit_tables'. Changes are not saved, and will reset to the defaults, (or to the contents of CriticalOverrides.ini, if it exists,) at each game reload. These function also require OverrideCriticalTable to be set to 1 in ddraw.ini. (Disabled by default, because it noticably increases loading times.)
|
||||
|
||||
get/set_unspent_ap_bonus alter the AC bonus you receive per unused action point at the end of your turn in combat. To allow for fractional values, the value given if divided by 4. (Hence the default value is 4 and not 1.) get/set_unspent_ap_perk_bonus are similar, but effect the extra AC granted by the h2h evade perk. (The default value of this is also 4, equivalent to doubling the original bonus.)
|
||||
get/set_unspent_ap_bonus alter the AC bonus you receive per unused action point at the end of your turn in combat. To allow for fractional values, the value given if divided by 4. (Hence the default value is 4 and not 1.) get/set_unspent_ap_perk_bonus are similar, but affect the extra AC granted by the HtH Evade perk. (The default value of this is also 4, equivalent to doubling the original bonus.)
|
||||
|
||||
nb_* functions are reserved for the brotherhood tactical training mod, and should be avoided.
|
||||
|
||||
@@ -67,6 +68,7 @@ get/set_proto_data are used to manipulate the in memory copies of the .pro files
|
||||
the list_xxx functions can be used to loop over all items on a map. list_begin takes an argument telling sfall what you want to list. (Defined in sfall.h) It returns a list pointer, which you iterate through with list_next. Finally, when you've finished with the list use list_end on it. Not calling list_end will result in a memory leak. Alternatively, use list_as_array to get the whole list at once as a temp array variable, which can be looped over using len_array and which you don't need to remember to free afterwards.
|
||||
|
||||
play_sfall_sound and stop_sfall_sound are used to play mp3/wav/wma files. The path given is relative to the Fallout folder. Specify mode as 1 to loop the file continuously, 2 to replace the current background game music with playing the specified file in loop mode, or 0 to play the file once. If you don't wish to loop, play_sfall_sound returns 0. If you do loop, it returns an id which can be passed back to stop_sfall_sound when you want to stop the effect. All sounds effects will be stopped on game reload, looping or not. These functions do not require 'AllowDShowSound' to be set to 1 in ddraw.ini.
|
||||
Starting from sfall 4.2.8/3.8.28, you can pass a value in the 'mode' argument for a reduced sound volume. To set the volume, You need to convert the number to hexadecimal and use the argument format 0xZZZZ000Y, where ZZZZ is the volume reduction value in range from 0 to 32767 (the value 32767 is mute), and Y is the playback mode.
|
||||
|
||||
arrays are created and manipulated with the xxx_array functions. An array must first be created with create_array or temp_array, specifying how many data elements the array can hold. You can store any of ints, floats and strings in an array, and can mix all 3 in a single array. The id returned by create/temp_array can then be used with the other array functions. Arrays are shared between all scripts. (i.e. you can call create_array from one script, and then use the returned id from another script.) They are also saved across savegames. You must remember to free any arrays you create with create_array when you are done with them, or you will leak memory. arrays created with temp_array will be automatically freed at the end of the frame. These functions are safe, in that supplying a bad id or trying to access out of range elements will not crash the script. create_array is the only function that returns a permanent array, all other functions which return arrays (string_split, list_as_array etc,) all return temp arrays. You can use fix_array to make a temp array permanent.
|
||||
|
||||
@@ -339,7 +341,7 @@ Some utility/math functions are available:
|
||||
- returns first object blocking given tile using given blocking function or 0 if tile is clear
|
||||
|
||||
> array tile_get_objs(int tileNum, int elevation)
|
||||
- returns array of all objects at given tile
|
||||
- returns an array of all objects at given tile
|
||||
- it will include any hidden, dead or system objects (like cursor), so make sure to check properly when iterating
|
||||
|
||||
> array party_member_list(int includeHidden)
|
||||
@@ -385,8 +387,9 @@ Some utility/math functions are available:
|
||||
- works just like vanilla critter_inven_obj, but correctly reports item in player's inactive hand slot
|
||||
|
||||
> void sfall_func0("intface_redraw")
|
||||
- redraws main game interface
|
||||
- useful after direct changes to current player weapons or stats to reflect changes
|
||||
> void sfall_func1("intface_redraw", bool eachWin)
|
||||
- redraws main game interface, useful to reflect changes after directly changing current player weapons or stats
|
||||
- eachWin: pass True to redraw all interface windows
|
||||
|
||||
> void sfall_func0("intface_hide")
|
||||
- hides main interface
|
||||
@@ -417,8 +420,9 @@ Some utility/math functions are available:
|
||||
- gets the current outline color for an object
|
||||
|
||||
> void sfall_func2("set_outline", object, int color)
|
||||
- sets the outline color of an object
|
||||
- 0 means or any value above 0x00FFFFFF disables the outline
|
||||
- sets the outline color of an object (see OUTLINE_* constants in sfall.h)
|
||||
- can also set a custom color from the game palette by shifting the color index value left by 8 bits: 0xCC00 where CC is the palette index (available since sfall 4.2.7/3.8.27)
|
||||
- passing 0 will disable the outline
|
||||
- call "tile_refresh_display" after changing outline of objects to properly redraw the scene
|
||||
|
||||
> int sfall_func1("get_flags", object)
|
||||
@@ -435,7 +439,16 @@ Some utility/math functions are available:
|
||||
- returns an object that is currently highlighted by hovering the mouse above it
|
||||
|
||||
> void sfall_func0("real_dude_obj")
|
||||
- returns the initial dude_obj after taking control of other critters
|
||||
- returns the initial dude_obj after taking control of other critters in combat
|
||||
|
||||
> int sfall_func0("car_gas_amount")
|
||||
- returns the current amount of fuel in player's car (between 0 and 80000)
|
||||
- to change fuel amount, use vanilla function: metarule(METARULE_GIVE_CAR_GAS, amount) - amount can be positive or negative
|
||||
|
||||
> void sfall_func1("set_car_intface_art", int artIndex)
|
||||
- changes the interface art (index in intrface.lst) for the car image on the world map interface
|
||||
- should be called before going to the world map
|
||||
- vanilla art index is 433
|
||||
|
||||
> int sfall_func0("get_cursor_mode")
|
||||
- returns the current cursor mode (0 - movement cursor, 1 - command cursor, 2 - targeting cursor)
|
||||
@@ -445,8 +458,8 @@ Some utility/math functions are available:
|
||||
- sets the current cursor mode
|
||||
|
||||
> void sfall_func0("display_stats")
|
||||
- displays player stats in the inventory screen display window
|
||||
- works only in opened inventory
|
||||
- updates player's stats in the inventory display window or on the character screen
|
||||
- NOTE: works only when the interface window is opened
|
||||
|
||||
> int sfall_func1("lock_is_jammed", object)
|
||||
- returns 1 if the lock (container or scenery) is currently jammed, 0 otherwise
|
||||
@@ -531,15 +544,15 @@ Some utility/math functions are available:
|
||||
- there is also a unique ID number range for the player and party members from 18000 to 83535
|
||||
- to assign a new ID number generated by the engine to the object (i.e. unassign a unique ID), call the function with two arguments and pass -1 for the flag argument
|
||||
|
||||
> void sfall_func5("draw_image", string/int pathFile/artId, int frame, int x, int y, bool noTransparent)
|
||||
> void sfall_func6("draw_image_scaled", string/int pathFile/artId, int frame, int x, int y, int width, int height)
|
||||
> void sfall_func5("draw_image", string/int artFile/artId, int frame, int x, int y, bool noTransparent)
|
||||
> void sfall_func6("draw_image_scaled", string/int artFile/artId, int frame, int x, int y, int width, int height)
|
||||
- displays the specified PCX or FRM image in the active window created by vanilla CreateWin or sfall's create_win script function
|
||||
- pathFile/artId: path to the PCX/FRM file (e.g. "art\\inven\\5mmap.frm"), or its FRM ID number (e.g. 117440550, see specification of the FID format)
|
||||
- artFile/artId: path to the PCX/FRM file (e.g. "art\\inven\\5mmap.frm"), or its FRM ID number (e.g. 0x7000026, see specification of the FID format)
|
||||
optional arguments:
|
||||
- frame: frame number, the first frame starts from zero
|
||||
- x/y: offset relative to the top-left corner of the window
|
||||
- width/height: image size, used to scale the image when displaying it. Pass -1 to either width or height to keep the aspect ratio when scaling
|
||||
- noTransparent: pass true to display an image without transparent background
|
||||
- width/height: the new width/height to scale the image to. Pass -1 to either width or height to keep the aspect ratio when scaling
|
||||
- noTransparent: pass True to display an image without transparent background
|
||||
- NOTE: to omit optional arguments starting from the right, call the functions with different sfall_funcX (e.g. sfall_func4("draw_image", pathFile, frame, x, y))
|
||||
- if draw_image_scaled is called without x/y/width/height arguments, the image will be scaled to fit the window without transparent background
|
||||
|
||||
@@ -578,7 +591,7 @@ optional arguments:
|
||||
- displays the specified hidden script window or the one previously hidden with the sfall_func0("hide_window") function
|
||||
- winName: the window name, assigned to the window by the CreateWin/create_win function
|
||||
|
||||
> void sfall_func3("set_window_flag", string/int winName/winID, int flag, bool value)
|
||||
> void sfall_func3("set_window_flag", string winName/int winID, int flag, bool value)
|
||||
- changes the specified flag for the created script or game interface window
|
||||
- winName: the window name, assigned to the window by the CreateWin/create_win function
|
||||
- winID: the ID number of the interface or script window obtained with the get_window_under_mouse function, or 0 for the current game interface
|
||||
@@ -631,10 +644,50 @@ optional arguments:
|
||||
> int sfall_func4("message_box", string message, int flags, int color1, int color2)
|
||||
- creates a dialog box with text and returns the result of pressing the button: 0 - No (Escape), 1 - Yes/Done (Enter)
|
||||
- returns -1 if for some reason the dialog box cannot be created
|
||||
- message: the text in the dialog box. Use the \n control character to move text to a new line (example: "Hello\nWorld!")
|
||||
- message: the text in the dialog box. Use the '\n' control character to move text to a new line (example: "Hello\nWorld!")
|
||||
optional arguments:
|
||||
- flags: mode flags (see MSGBOX_* constants in define_extra.h). Pass -1 to skip setting the flags (default flags are NORMAL and YESNO)
|
||||
- color1/2: the color index in Fallout palette. color1 sets the text color for the first line, and color2 for all subsequent lines of text (default color is 145)
|
||||
- color1/color2: the color index in Fallout palette. color1 sets the text color for the first line, and color2 for all subsequent lines of text (default color is 145)
|
||||
|
||||
> int sfall_func1("get_stat_min", int stat)
|
||||
> int sfall_func1("get_stat_max", int stat)
|
||||
> int sfall_func2("get_stat_min", int stat, bool who)
|
||||
> int sfall_func2("get_stat_max", int stat, bool who)
|
||||
- returns the maximum or minimum set value of the specified stat (see set_stat_max/min functions)
|
||||
- who: 0 (false) or omitting the argument - returns the value of the player, 1 (true) - returns the value set for other critters
|
||||
|
||||
> int sfall_func4("interface_art_draw", int winType, string artFile/int artID, int x, int y)
|
||||
> int sfall_func5("interface_art_draw", int winType, string artFile/int artID, int x, int y, int frame)
|
||||
> int sfall_func6("interface_art_draw", int winType, string artFile/int artID, int x, int y, int frame, array param)
|
||||
- draws the specified PCX or FRM image in the game interface window, returns -1 on any error
|
||||
- winType: the type number of the interface window (see WINTYPE_* constants in sfall.h)
|
||||
this also takes the value of the flag (0x1000000) to prevent immediate redrawing of the interface window
|
||||
- artFile/artId: path to the PCX/FRM file (e.g. "art\\inven\\5mmap.frm"), or its FRM ID number (e.g. 0x7000026, see specification of the FID format)
|
||||
- x/y: offset relative to the top-left corner of the window
|
||||
optional arguments:
|
||||
- frame: frame number, the first frame starts from zero
|
||||
- param: an array which specifies additional parameters, where:
|
||||
index 0 - sprite direction for multi-directional FRM
|
||||
index 1/index 2 - the new width/height to scale the image to. Pass -1 to use the original width/height
|
||||
|
||||
> int sfall_func5("interface_print", string text, int winType, int x, int y, int color)
|
||||
> int sfall_func6("interface_print", string text, int winType, int x, int y, int color, int width)
|
||||
- displays the text in the specified interface window with the current font. Use vanilla SetFont function to set the font
|
||||
- returns the count of lines printed, or -1 on any error
|
||||
- text: the text to be printed. Use the '\n' control character to move text to a new line (example: "Hello\nWorld!")
|
||||
- winType: the type number of the interface window (see WINTYPE_* constants in sfall.h)
|
||||
- x/y: offset relative to the top-left corner of the window
|
||||
- color: the color index in Fallout palette. Pass 0 if the text color was previously set by vanilla SetTextColor function
|
||||
it can also take additional flags (via bwor) for displaying text:
|
||||
0x0010000 - adds a shadow to the text, the 'textshadow' compiler constant
|
||||
0x1000000 - prevents immediate redrawing of the interface window, the 'textdirect' compiler constant (works the other way around)
|
||||
0x2000000 - fills the background of the text with black color, the 'textnofill' compiler constant (works the other way around)
|
||||
- width (optional): the maximum width of the text. The text will be wrapped to fit within the specified width
|
||||
|
||||
> mixed sfall_func0("combat_data")
|
||||
- returns a pointer to the C_ATTACK_* data for the current combat attack process (see defined constants in define_extra.h)
|
||||
- can be used in conjunction with the get_object_data and set_object_data functions
|
||||
example: sfall_func3("set_object_data", sfall_func0("combat_data"), C_ATTACK_UNUSED, 255);
|
||||
|
||||
------------------------
|
||||
------ MORE INFO -------
|
||||
|
||||
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Reference in New Issue
Block a user