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586679b07f |
@@ -46,8 +46,6 @@ nb-configuration.xml
|
||||
*.user
|
||||
*.userosscache
|
||||
*.sln.docstates
|
||||
*.VC.db
|
||||
*.VC.opendb
|
||||
|
||||
# User-specific files (MonoDevelop/Xamarin Studio)
|
||||
*.userprefs
|
||||
|
||||
@@ -14,18 +14,17 @@ Part_0=1 ; Tell sfall that we want to modify the head entries
|
||||
|
||||
[c_00_0] ; The entries for the head table of the men critter type.
|
||||
e0_DamageMultiplier=100 ;First level critical
|
||||
e0_EffectFlags=0 ; The value of the flags (see DAM_* in Define.h)
|
||||
; For multiple effects, use the sum of the flags (e.g. 2050 = knocked down + bypass armor)
|
||||
e0_EffectFlags=0
|
||||
e0_StatCheck=0
|
||||
e0_StatMod=0
|
||||
e0_FailureEffect=0
|
||||
e0_Message=0 ; This is an index into the msg file, not a string
|
||||
e0_FailMessage=0
|
||||
;e1_... ; Second level critical
|
||||
;... ; And so on up to the hardest hitting level 5 critical
|
||||
;e5_...
|
||||
e1_... ; Second level critical
|
||||
... ; And so on up to the hardest hitting level 5 critical
|
||||
e5_...
|
||||
|
||||
;You can skip any entries from this section to leave them at their defaults
|
||||
;Any missing entries for critters 19-37 will be replaced by a 0, since they have no default
|
||||
;Note that the UOP fixes are included in the defaults, and do not need to be
|
||||
; added manually when using this override format, as opposed to the old one
|
||||
; added manually when using this override format, as opposed to the old one
|
||||
@@ -7,8 +7,8 @@
|
||||
; have an additional NoHardcode option in this file which can
|
||||
; be used to remove their hardcoded effects, and add new stat/skill effects
|
||||
|
||||
;Name=The name of the perk (max 63 characters)
|
||||
;Desc=The description of the perk (max 1023 characters)
|
||||
;Name=The name of the perk
|
||||
;Desc=The description of the perk
|
||||
;Image=The line number (0-indexed) of the corresponding FRM in skilldex.lst
|
||||
;Ranks=The number of perk levels
|
||||
;Level=The minimum required level
|
||||
|
||||
@@ -7,9 +7,6 @@ HighlightFail2=Your motion sensor is out of charge.
|
||||
SuperStimExploitMsg=You cannot use a super stim on someone who is not injured!
|
||||
BlockedCombat=You cannot enter combat at this time.
|
||||
SaveSfallDataFail=ERROR saving extended savegame information! Check if other programs interfere with savegame files/folders and try again.
|
||||
PartyLvlMsg=Lvl:
|
||||
PartyACMsg=AC:
|
||||
PartyAddictMsg=Addict
|
||||
|
||||
[AppearanceMod]
|
||||
RaceText=Race
|
||||
|
||||
@@ -1,13 +1,12 @@
|
||||
; Allows to reassign books to different object PIDs, text messages, and skills.
|
||||
; Maximum 50 books are allowed
|
||||
; Allows to reassign books to different object PIDs, text messages.
|
||||
; Maximum 30 books are allowed (25 if overrideVanilla is 0)
|
||||
|
||||
[main]
|
||||
; total number of books in this file
|
||||
count=1
|
||||
count=5
|
||||
|
||||
; set to 1 to override all vanilla books, so you will have to define ALL the necessary books in this file;
|
||||
; otherwise only new books are defined here. To just override the text/skill of a vanilla book,
|
||||
; specify its PID in the new book and set the parameters
|
||||
; set to 1 to override all vanilla books, so you will have to define ALL books in this file;
|
||||
; otherwise only new books are defined here
|
||||
overrideVanilla=0
|
||||
|
||||
; count starts from 1
|
||||
|
||||
@@ -1,12 +1,11 @@
|
||||
;Controls the elevators
|
||||
;Image must match up with the image of an existing elevator (can be overrided in sfall 4.1.4/3.8.14 or newer)
|
||||
;Image must match up with the image of an existing elevator
|
||||
;Make sure you specify the correct number of exit targets
|
||||
;The maximum number of elevators is currently capped at 50
|
||||
;Use the line number (0-indexed) of the corresponding FRM in intrface.lst to set the appearance of the elevator
|
||||
|
||||
;Override elevator 0
|
||||
[0]
|
||||
;This elevator will use the settings of the original forth elevator
|
||||
[000]
|
||||
;This elevator uses the frm of the original forth elevator
|
||||
Image=4
|
||||
|
||||
;Set up the first exit point
|
||||
@@ -24,23 +23,4 @@ ID3=50
|
||||
Elevation3=0
|
||||
Tile3=12944
|
||||
|
||||
;No forth exit point
|
||||
|
||||
;Override FRM images of elevator 0. Set ButtonsFrm to -1 to use default buttons from MainFrm
|
||||
MainFrm=143
|
||||
ButtonsFrm=-1
|
||||
|
||||
|
||||
;An example of a new elevator
|
||||
[24]
|
||||
;Set Image to 24 to create a new elevator type (0-23 are the original elevator types)
|
||||
Image=24
|
||||
|
||||
;Set the number of buttons
|
||||
ButtonCount=3
|
||||
|
||||
;Set the appearance of the elevator
|
||||
MainFrm=148
|
||||
ButtonsFrm=151
|
||||
|
||||
;Set up the exit points for all three buttons (see examples above)
|
||||
;No forth exit point
|
||||
@@ -1,91 +0,0 @@
|
||||
;WeaponAnims codes
|
||||
; 1 - Knife (D)
|
||||
; 2 - Club (E)
|
||||
; 3 - Sledgehammer (F)
|
||||
; 4 - Spear (G)
|
||||
; 5 - Pistol (H)
|
||||
; 6 - SMG (I)
|
||||
; 7 - Rifle (J)
|
||||
; 8 - Big Gun (K)
|
||||
; 9 - Minigun (L)
|
||||
; 10 - Rocket Launcher (M)
|
||||
; 11-15 - sfall additional weapon animation codes
|
||||
|
||||
; This section maps 7 armor types to corresponding armor item PIDs
|
||||
[ArmorTypes]
|
||||
Jacket = 74,265
|
||||
Leather = 1,379
|
||||
Metal = 2,240,380
|
||||
Power = 3,232
|
||||
AdvPower = 348,349
|
||||
Combat = 17,239,381
|
||||
Robe = 113,524
|
||||
|
||||
; Default armor FIDs (the same for all NPCs)
|
||||
[Default]
|
||||
Power=16777217
|
||||
AdvPower=16777287
|
||||
Robe=16777218
|
||||
|
||||
|
||||
; Sulik
|
||||
[1]
|
||||
PID=16777313
|
||||
WeaponAnims=1,3,4,6
|
||||
Default=16777280
|
||||
Leather=16777325
|
||||
Power=16777324
|
||||
Metal=16777323
|
||||
Jacket=16777321
|
||||
Combat=16777322
|
||||
|
||||
; Vic
|
||||
[2]
|
||||
PID=16777278
|
||||
WeaponAnims=1,5,7
|
||||
Default=16777307
|
||||
Jacket=16777329
|
||||
Combat=16777330
|
||||
Metal=16777331
|
||||
Power=16777332
|
||||
Leather=16777333
|
||||
|
||||
; Cassidy
|
||||
[3]
|
||||
PID=16777305
|
||||
WeaponAnims=4,5,7
|
||||
Default=16777354
|
||||
Leather=16777260
|
||||
Power=16777328
|
||||
Metal=16777327
|
||||
Jacket=16777351
|
||||
Combat=16777326
|
||||
|
||||
; Myron
|
||||
[4]
|
||||
PID=16777376
|
||||
WeaponAnims=1,5
|
||||
Default=16777304
|
||||
Leather=
|
||||
Power=16777349
|
||||
Combat=16777350
|
||||
|
||||
; Cat Jules
|
||||
[5]
|
||||
PID=16777734
|
||||
WeaponAnims=1,2,3,4,5,6,7,8,9,10,11,12,13,14,15
|
||||
Default=16777353
|
||||
Leather=16777347
|
||||
Metal=16777348
|
||||
Jacket=16777346
|
||||
Combat=16777226
|
||||
|
||||
; Kitsune
|
||||
[6]
|
||||
PID=16777724
|
||||
WeaponAnims=1,2,3,4,5,6,7,8,9,10,11,12,13,14,15
|
||||
Default=16777222
|
||||
Leather=16777221
|
||||
Metal=16777223
|
||||
Jacket=16777222
|
||||
Combat=16777219
|
||||
@@ -1,55 +0,0 @@
|
||||
[Highlighting]
|
||||
|
||||
; DX scancode of a key to press to highlight items on the ground
|
||||
; 42 - SHIFT key
|
||||
Key=42
|
||||
|
||||
; Set to 1 to also highlight containers
|
||||
Containers=1
|
||||
|
||||
; Set to 1 to also highlight lootable corpses
|
||||
Corpses=1
|
||||
|
||||
; Set to 1 to only highlight objects in the player's line-of-sight
|
||||
CheckLOS=0
|
||||
|
||||
; Set the color of outlines, available colors:
|
||||
; 1 - glowing red
|
||||
; 2 - red
|
||||
; 4 - grey
|
||||
; 8 - glowing green
|
||||
; 16 - bright yellow
|
||||
; 32 - dark yellow
|
||||
; 64 - purple
|
||||
OutlineColor=16
|
||||
|
||||
; Motion Scanner mode:
|
||||
; 0 - ignored
|
||||
; 1 - requires Motion Scanner present in player inventory to activate highlighting
|
||||
; 2 - requires Motion Scanner and also requires 1 charge on every use (depleted scanner will not work anymore)
|
||||
MotionScanner=0
|
||||
|
||||
|
||||
[CombatControl]
|
||||
;Allows you to directly control other critters in combat
|
||||
;Set to 0 to disable
|
||||
;Set to 1 to control all critters in combat
|
||||
;Set to 2 to control all party members
|
||||
;If you want to control only specific critters, uncomment the PIDList line and set a comma delimited list of PIDs
|
||||
Mode=0
|
||||
;PIDList=62,89,97,107,160,161
|
||||
|
||||
;Choose a notification box to display the name of the controlled critter above the interface bar
|
||||
;Must be between 5 and (4 + the value of BoxBarCount in ddraw.ini)
|
||||
;Set to 0 to disable
|
||||
DisplayName=0
|
||||
|
||||
;Set the color of display name, available colors:
|
||||
;0 - green
|
||||
;1 - red
|
||||
;2 - white
|
||||
;3 - yellow
|
||||
;4 - dark yellow
|
||||
;5 - blue
|
||||
;6 - purple
|
||||
DisplayNameColor=0
|
||||
+59
-139
@@ -1,5 +1,5 @@
|
||||
;sfall configuration settings
|
||||
;v4.1.5
|
||||
;v3.8.11
|
||||
|
||||
[Main]
|
||||
;Change to 1 if you want to use command line args to tell sfall to use another ini file.
|
||||
@@ -17,8 +17,7 @@ NumSoundBuffers=0
|
||||
;Set to 1 to allow attaching sound files to combat float messages
|
||||
AllowSoundForFloats=1
|
||||
|
||||
;Set to 1 to automatically search for alternative formats (mp3/wma/wav) when Fallout tries to play an acm
|
||||
;Set to 2 to play alternative music files even if original acm files are not present in the music folder
|
||||
;Set to 1 to automatically search for alternative formats when Fallout tries to play an acm
|
||||
;This does not effect the play_sfall_sound and stop_sfall_sound script functions
|
||||
AllowDShowSound=0
|
||||
|
||||
@@ -34,21 +33,18 @@ Enable=1
|
||||
;The speeds corresponding to each slot in percent. (i.e. 100 is normal speed)
|
||||
SpeedMulti0=50
|
||||
SpeedMulti1=100
|
||||
SpeedMulti2=200
|
||||
SpeedMulti3=300
|
||||
SpeedMulti4=400
|
||||
SpeedMulti2=150
|
||||
SpeedMulti3=200
|
||||
SpeedMulti4=300
|
||||
SpeedMulti5=500
|
||||
SpeedMulti6=600
|
||||
SpeedMulti7=700
|
||||
SpeedMulti8=800
|
||||
SpeedMulti9=900
|
||||
SpeedMulti6=1000
|
||||
SpeedMulti7=100
|
||||
SpeedMulti8=100
|
||||
SpeedMulti9=100
|
||||
|
||||
;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
|
||||
AffectPlayback=0
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
[Graphics]
|
||||
;Set to 0 for 8 bit fullscreen
|
||||
@@ -74,14 +70,6 @@ GPUBlt=0
|
||||
;Requires graphics mode 4 or 5, and GPUBlt set to 1
|
||||
Use32BitHeadGraphics=0
|
||||
|
||||
;Set to 1 to automatically search for alternative avi video files when Fallout tries to play the game movies
|
||||
;Requires graphics mode 4 or 5
|
||||
AllowDShowMovies=0
|
||||
|
||||
;Fade effect time percentage modifier
|
||||
;Default is 100. Decrease/increase this value to speed up/slow down fade effects
|
||||
FadeMultiplier=100
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
[Input]
|
||||
;Set to 1 to enable the mouse scroll wheel to scroll through inventory, barter, and loot screens
|
||||
@@ -139,21 +127,33 @@ SpeedKey9=0x00
|
||||
;Set to -1 for either ctrl key, -2 for either alt key or -3 for either shift key
|
||||
WindowScrollKey=0
|
||||
|
||||
;A key to press to toggle the highlighting of all items on the ground on the current map
|
||||
;Set to 0 if you don't want a toggle key, or a DX scancode otherwise
|
||||
ToggleItemHighlightsKey=42
|
||||
|
||||
;Set to 1 to also highlight containers
|
||||
HighlightContainers=0
|
||||
|
||||
;Set the color of outlines, available colors:
|
||||
;0x01 - glowing red
|
||||
;0x02 - red
|
||||
;0x04 - grey
|
||||
;0x08 - glowing green
|
||||
;0x10 - bright yellow
|
||||
;0x20 - dark yellow
|
||||
;0x40 - purple
|
||||
OutlineColor=0x10
|
||||
|
||||
;A key to press to reload your currently equipped weapon
|
||||
;Set to 0 if you don't want a reload key, or a DX scancode otherwise
|
||||
ReloadWeaponKey=0
|
||||
|
||||
;A key to hold down to let you move/drop a whole stack of items at once without the 'Move Items' window
|
||||
;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
|
||||
ItemFastMoveKey=29
|
||||
ItemFastMoveKey=0x1d
|
||||
|
||||
;Set to 1 to skip the 'Move Items' window when taking items from containers or corpses and not holding down ItemFastMoveKey
|
||||
;Requires ItemFastMoveKey to be enabled
|
||||
FastMoveFromContainer=0
|
||||
|
||||
;A key to press to open a debug game editor
|
||||
;A key to press to open a debug game editor (requires FalloutClient.exe from the modders pack)
|
||||
;Set to 0 to disable, or a DX scancode otherwise
|
||||
;Requires sfall debugging mode and FalloutClient.exe from the modders pack
|
||||
DebugEditorKey=0
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
@@ -162,7 +162,8 @@ DebugEditorKey=0
|
||||
;Time limit in years. Must be between -3 and 13
|
||||
;Set to 0 if you want to die the instant you leave arroyo
|
||||
;Set to -1 to remove the time limit, and automatically reset the date back to 2241 each time you would have reached it
|
||||
;Set to -2 or -3 to remove the time limit, automatically reset the date, but override Fallout's GetDate function to return the correct year
|
||||
;Set to -2 to remove the time limit without resetting the date. The game will lock up on 8th of March 2255
|
||||
;Set to -3 to remove the time limit, automatically reset the date, but override Fallout's GetDate function to return the correct year
|
||||
TimeLimit=13
|
||||
|
||||
;World map travel time percentage modifier
|
||||
@@ -170,6 +171,9 @@ TimeLimit=13
|
||||
;100 is normal speed, 0 stops time from passing
|
||||
WorldMapTimeMod=100
|
||||
|
||||
;Set to 1 to enable functions relating to overriding the file system
|
||||
UseFileSystemOverride=0
|
||||
|
||||
;Set to 1 to use the Fallout 1 code to control world map speed
|
||||
WorldMapFPSPatch=1
|
||||
|
||||
@@ -196,9 +200,6 @@ WorldMapSlots=0
|
||||
;To use a config file other than fallout2.cfg, uncomment the next line and add the name of your new file
|
||||
;ConfigFile=
|
||||
|
||||
;Set to 1 to enable functions relating to overriding the file system
|
||||
UseFileSystemOverride=0
|
||||
|
||||
;To use a patch file other than patch000.dat, uncomment the next line and add your new file name
|
||||
;If you want to check for multiple patch files, you can include a %d in the file name (sprintf syntax)
|
||||
;By default, only the first patch file found will be used.
|
||||
@@ -211,10 +212,6 @@ UseFileSystemOverride=0
|
||||
;Modified: master_patches > critter_patches > patchXXX.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
|
||||
DataLoadOrderPatch=0
|
||||
|
||||
;Set to 1 to enable loading alternative dialog msg files from text/language/dialog_female/ for female PC
|
||||
;Set to 2 to also load subtitle files from text/language/cuts_female/ for female PC
|
||||
FemaleDialogMsgs=0
|
||||
|
||||
;To change the default and starting player models, uncomment the next four lines.
|
||||
;The default models can also be changed ingame via script
|
||||
;MaleStartModel=hmwarr
|
||||
@@ -354,19 +351,14 @@ CorpseLineOfFireFix=0
|
||||
;Set to 1 (or some higher number if needed, the maximum is 127) to prevent 100% CPU use
|
||||
ProcessorIdle=-1
|
||||
|
||||
;Set a number of how many protos per type can be loaded into memory at once (valid range: 512..4096)
|
||||
;Set to -1 to let set_proto_data script function automatically increase the limit when needed
|
||||
LoadProtoMaxLimit=-1
|
||||
|
||||
;Set to 1 if using the hero appearance mod
|
||||
;You can add AppChCrt.frm and AppChEdt.frm files to art/intrface/ to set a custom background for the character screen
|
||||
EnableHeroAppearanceMod=0
|
||||
|
||||
;Set to 1 to skip the 3 opening movies
|
||||
SkipOpeningMovies=0
|
||||
|
||||
;Causes NPCs who complete their combat turn with AP left over will try and find other ways to spend it.
|
||||
;Only NPCs with AP left equal to or greater than the value given here will be considered.
|
||||
;Causes NPCs who complete their combat turn with ap left over will try and find other ways to spend it.
|
||||
;Only NPCs with ap left equal to or greater than the value given here will be considered.
|
||||
;Set to 0 to disable
|
||||
NPCsTryToSpendExtraAP=0
|
||||
|
||||
@@ -374,9 +366,6 @@ NPCsTryToSpendExtraAP=0
|
||||
;Note that enabling this option can significantly affect the weapon choice of some NPCs in combat
|
||||
AIBestWeaponFix=0
|
||||
|
||||
;Set to 1 to fix NPCs not taking chem_primary_desire in AI.txt as drug use preference when using drugs in their inventory
|
||||
AIDrugUsePerfFix=0
|
||||
|
||||
;Allows the use of tiles over 80*36 in size. sfall will just split and resave them at startup
|
||||
;Set to 1 to check all tiles on started (slow)
|
||||
;Set to 2 if you provide a XLtiles.lst file in art/tiles/ containing a list of the tile ids that need checking
|
||||
@@ -395,14 +384,11 @@ Doctor=293
|
||||
Science=293
|
||||
Repair=293
|
||||
|
||||
;Set to 1 to add scroll buttons to the pipboy quest list, and remove the quests per area limit
|
||||
;Set to 2 to use a different set of scroll buttons
|
||||
UseScrollingQuestsList=1
|
||||
;Remove window position rounding
|
||||
RemoveWindowRounding=0
|
||||
|
||||
;To change the location of quest list scroll buttons, uncomment the next two lines
|
||||
;Defaults are 140 for the X-axis and 334 for the Y-axis
|
||||
;QuestsScrollButtonsX=140
|
||||
;QuestsScrollButtonsY=334
|
||||
;Set to 1 to add scroll buttons to the pipboy quest list, and remove the quests per area limit
|
||||
UseScrollingQuestsList=1
|
||||
|
||||
;Uncomment these lines to control the premade characters offered when starting a new game
|
||||
;Multiple options should be separated by commas, and there must be the same number of entries in both lines
|
||||
@@ -411,6 +397,7 @@ UseScrollingQuestsList=1
|
||||
|
||||
;Use this line to modify the list of cities and their associated global variables used for city reputations
|
||||
;Syntax is 'city id:global id', with each city/global pair separated by a comma.
|
||||
;CityRepsCount=19
|
||||
;CityRepsList=0:47,2:48,1:49,4:50,5:51,3:52,8:53,6:54,7:55,13:56,10:57,11:59,14:61,17:63,19:64,18:65,25:66,9:294,20:308
|
||||
|
||||
;Set this to a valid path to save a copy of the console contents
|
||||
@@ -419,21 +406,13 @@ UseScrollingQuestsList=1
|
||||
;Set to 1 to add additional pages of save slots
|
||||
ExtraSaveSlots=0
|
||||
|
||||
;To use more than one save slot for quick saving (F6 key) without picking a slot beforehand, set the next two lines
|
||||
;AutoQuickSave sets how many save slots on a page you want to use for quick saving (valid range: 1..10)
|
||||
;AutoQuickSavePage is the page number to use (valid range: 1..1000) if ExtraSaveSlots is enabled
|
||||
;The quick saves will be rotated from the first slot on the page to the n-th slot
|
||||
;Set to 0 to disable. AutoQuickSave will use the current selected page if AutoQuickSavePage is disabled
|
||||
AutoQuickSave=0
|
||||
AutoQuickSavePage=0
|
||||
|
||||
;Set to 1 to speed up the HP/AC counter animations
|
||||
;Set to 2 to update the HP/AC counters instantly
|
||||
;Set to 3 to update the AC counter instantly when switching to other controlled critters in combat
|
||||
SpeedInterfaceCounterAnims=0
|
||||
|
||||
;These lines allow you to control the karma FRMs displayed on the character screen
|
||||
;Number of KarmaPoints should be 1 less than number of KarmaFRMs
|
||||
;KarmaFRMsCount=3
|
||||
;KarmaFRMs=47,48,49
|
||||
;KarmaPoints=-100,100
|
||||
|
||||
@@ -444,11 +423,8 @@ ScienceOnCritters=0
|
||||
;Default is 166
|
||||
SpeedInventoryPCRotation=166
|
||||
|
||||
;Modify the number of the extra interface boxes available to modders. (Default is 5, and the maximum is 95)
|
||||
BoxBarCount=5
|
||||
|
||||
;Uncomment to set the text colour of the extra interface boxes
|
||||
;The line must contain the same number of digits as the value of BoxBarCount, each either a 0 for green or 1 for red
|
||||
;Uncomment to set the text colour of the extra 5 interface boxes
|
||||
;The line must contain a 5 digits, each either a 0 for green or 1 for red
|
||||
;BoxBarColours=00000
|
||||
|
||||
;Set to 1 to fix the bug that caused bonus HtH damage to not be applied correctly.
|
||||
@@ -492,15 +468,15 @@ BoostScriptDialogLimit=0
|
||||
|
||||
;These options modify the checks to see if a critter can carry an additional item, changing which items are counted towards the weight limit and adding an additional size check
|
||||
;Set the mode to 0 to disable the size check, 1 to apply to the PC only, 2 to apply to the PC and party members, or 3 to apply to all critters
|
||||
;Only the PC uses CritterInvSizeLimit. Other critters will use the unused stat (STAT_unused = 10) or have the size limit of 100 if the stat is not set
|
||||
;Only the PC uses CritterInvSizeLimit. Other critters will use the extra unused stat (STAT_unused = 10)
|
||||
;Add 4 to the mode to limit the weight check to used items only
|
||||
;You can use line number 542/543 in proto.msg and line number 35 in inventry.msg to set up custom messages for item size
|
||||
CritterInvSizeLimitMode=0
|
||||
CritterInvSizeLimit=100
|
||||
CritterInvSizeLimit=200
|
||||
|
||||
;Some bit flags to alter behaviour of the motion sensor
|
||||
;1 - Allow sensor use on automap when motion sensor is in pack rather than hands
|
||||
;2 - Motion sensor doesn't require charges
|
||||
;4 - Motion sensor is required to use the item highlight feature
|
||||
MotionScannerFlags=1
|
||||
|
||||
;Set to non-0 to adjust the maximum encounter table size
|
||||
@@ -523,24 +499,9 @@ SuperStimExploitFix=0
|
||||
InventoryApCost=4
|
||||
QuickPocketsApCostReduction=2
|
||||
|
||||
;Set to 1 to allow objects seeing through other objects that have their ShootThru flag set
|
||||
;Note that enabling this option can cause unexpected NPC behavior in some situations
|
||||
;Set to 1 to allow objects seeing through other objects with their ShootThru flag set
|
||||
ObjCanSeeObj_ShootThru_Fix=0
|
||||
|
||||
;Set to 1 to fix the broken obj_can_hear_obj script function
|
||||
ObjCanHearObjFix=0
|
||||
|
||||
;Set to 1 to enable the mood argument of start_gdialog script function to be available for talking heads
|
||||
;If the argument value is -1, the mood will be determined by the local variable 0 of the script (vanilla behavior)
|
||||
StartGDialogFix=0
|
||||
|
||||
;Set to 1 to 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
|
||||
;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 enable the balanced bullet distribution formula for burst attacks
|
||||
ComputeSprayMod=0
|
||||
|
||||
@@ -588,6 +549,14 @@ DialogPanelAnimDelay=33
|
||||
;Controls the speed of pipboy alarm clock animations (lower - faster; valid range: 0..127)
|
||||
PipboyTimeAnimDelay=50
|
||||
|
||||
;Allows you to directly control other critters in combat
|
||||
;Set to 0 to disable
|
||||
;Set to 1 to control all critters in combat
|
||||
;Set to 2 to control all party members
|
||||
;If you want to control only specific critters, uncomment the ControlCombatPIDList line and set a comma delimited list of PIDs
|
||||
ControlCombat=0
|
||||
;ControlCombatPIDList=62,89,97,107,160,161
|
||||
|
||||
;Set to 1 to stack empty identical weapons, no matter what type of ammo was loaded before
|
||||
StackEmptyWeapons=0
|
||||
|
||||
@@ -610,10 +579,6 @@ EnableMusicInDialogue=0
|
||||
;Set to 1 to prevent the player from running while sneaking without Silent Running perk
|
||||
DontTurnOffSneakIfYouRun=0
|
||||
|
||||
;Changes the distance at which the player will switch to walking when trying to use objects (valid range: 0..3)
|
||||
;Set to 0 to disable switching. (Default is 3)
|
||||
UseWalkDistance=3
|
||||
|
||||
;Set to 1 to fix the bug that unable to sell used geiger counters or stealth boys
|
||||
CanSellUsedGeiger=1
|
||||
|
||||
@@ -625,9 +590,6 @@ CarChargingFix=1
|
||||
InstantWeaponEquip=0
|
||||
|
||||
;To add additional game msg files, uncomment the next line and set a comma delimited list of filenames without .msg extension
|
||||
;By default, the files will have consecutive numbers assigned beginning with 0
|
||||
;You can use the syntax 'filename:number' to manually assign numbers to specific msg files, with each pair separated by a comma
|
||||
;If a file after the specified pair does not have a number assigned, it will have the next consecutive number from the last pair
|
||||
;You need to use the message_str_game script function to get messages from the files
|
||||
;ExtraGameMsgFileList=
|
||||
|
||||
@@ -637,42 +599,9 @@ NumbersInDialogue=0
|
||||
;Set to 1 to use Fallout's normal text font instead of DOS-like font on the world map
|
||||
WorldMapFontPatch=0
|
||||
|
||||
;Set to 1 to keep the selected attack mode when moving the weapon between active item slots
|
||||
KeepWeaponSelectMode=1
|
||||
|
||||
;Set to 1 to display full item description for weapon/ammo in barter screen
|
||||
FullItemDescInBarter=0
|
||||
|
||||
;Set to 1 to display experience points with the bonus from Swift Learner perk when gained from non-scripted situations
|
||||
DisplaySwiftLearnerExp=1
|
||||
|
||||
;Set to 1 to display party member's current level/AC/addict flag on the combat control panel
|
||||
PartyMemberExtraInfo=0
|
||||
|
||||
;Set to 1 to fix the bug of using First Aid/Doctor skills when using them on the player
|
||||
;This will cause the party member to apply his/her skills when you use First Aid/Doctor skills on the player, but only if
|
||||
;the player is standing next to the party member
|
||||
;Note that because the related engine function is not fully implemented, enabling this option without a global script
|
||||
;that overrides First Aid/Doctor functions has very limited usefulness
|
||||
PartyMemberSkillFix=0
|
||||
|
||||
;Set to 1 to skip loading game settings from a saved game, except for the game/combat difficulty settings
|
||||
;Set to 2 to also skip loading the game/combat difficulty settings
|
||||
SkipLoadingGameSettings=0
|
||||
|
||||
;Set to 1 to prevent the inventory/loot/automap interfaces from being placed on top of other script-created windows
|
||||
InterfaceDontMoveOnTop=0
|
||||
|
||||
;Set to 1 to display sfall built-in credits at the bottom of credits.txt contents instead of at the top
|
||||
CreditsAtBottom=0
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
[Scripts]
|
||||
;Comma-separated list of masked paths to load global scripts from
|
||||
;Only use single slash \ as directory separator
|
||||
;Paths outside of scripts folder are supported
|
||||
GlobalScriptPaths=scripts\gl*.int,scripts\sfall\gl*.int
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
[Debugging]
|
||||
;Extra sfall configuration settings that can be used by modders
|
||||
@@ -682,8 +611,8 @@ GlobalScriptPaths=scripts\gl*.int,scripts\sfall\gl*.int
|
||||
Enable=0
|
||||
|
||||
;Fallout 2 Debug Patch
|
||||
;Set to 1 to send debug output to the screen, 2 to a debug.log file, or 3 to both the screen and a debug.log file
|
||||
;While you don't need to create an environment variable, you do still need to set the appropriate lines in fallout2.cfg:
|
||||
;Set to 1 to enable debugging output to screen or 2 to create a debug.log file
|
||||
;While you don't need to create an environment variable, you do still need to set the appropriate lines in fallout2.cfg
|
||||
;-------
|
||||
;[debug]
|
||||
;mode=environment
|
||||
@@ -701,12 +630,12 @@ DebugMode=0
|
||||
SkipCompatModeCheck=0
|
||||
|
||||
;Set to 1 to skip the executable file size check
|
||||
;Does not require sfall debugging mode
|
||||
;Does not require enabling sfall debugging mode
|
||||
SkipSizeCheck=0
|
||||
|
||||
;If you're testing changes to the Fallout exe, you can override the CRC that sfall looks for here
|
||||
;You can use several hex values, separated by commas
|
||||
;Does not require sfall debugging mode
|
||||
;Does not require enabling sfall debugging mode
|
||||
;ExtraCRC=0x00000000,0x00000000
|
||||
|
||||
;Set to 1 to stop Fallout from deleting non readonly protos at startup
|
||||
@@ -716,15 +645,6 @@ DontDeleteProtos=0
|
||||
;Set to 1 to give scripts direct access to Fallout's address space, and to make arbitrary calls into Fallout's code
|
||||
AllowUnsafeScripting=0
|
||||
|
||||
;Set to 1 to force sfall to search for global scripts every time the game loads rather than only once on the first game start
|
||||
AlwaysFindScripts=0
|
||||
|
||||
;Set to 1 to force sfall to inject all hooks code into the game, even if corresponding hook scripts don't exist
|
||||
InjectAllGameHooks=0
|
||||
|
||||
;Set to 1 to hide error messages in debug output when a null value is passed to the function as an object
|
||||
HideObjIsNullMsg=0
|
||||
|
||||
;These options control what output is saved in the debug log (sfall-log.txt)
|
||||
|
||||
;Prints messages duing sfall initialization
|
||||
|
||||
Binary file not shown.
@@ -1,7 +1,7 @@
|
||||
/*
|
||||
|
||||
Auto Doors mod v1.1 for Fallout 2 by Mr.Stalin
|
||||
----------------------------------------------
|
||||
Auto Doors mod for Fallout 2 by Mr.Stalin
|
||||
-----------------------------------------
|
||||
|
||||
- allows the player to automatically open/walk through unlocked doors when not in combat
|
||||
|
||||
@@ -12,91 +12,66 @@ NOTE: this script requires compiler from sfall modderspack with -s option
|
||||
|
||||
*/
|
||||
|
||||
/* Include Files */
|
||||
#include "..\headers\define.h"
|
||||
//#include "..\headers\command.h"
|
||||
#include "..\..\scripting_docs\headers\sfall.h"
|
||||
#include "..\..\scripting_docs\headers\define_extra.h"
|
||||
#include "..\headers\command.h"
|
||||
#include "..\headers\sfall\sfall.h"
|
||||
#include "..\headers\sfall\define_extra.h"
|
||||
|
||||
/* Standard Script Procedures */
|
||||
procedure start;
|
||||
procedure map_enter_p_proc;
|
||||
|
||||
procedure set_door_flag(variable state);
|
||||
procedure set_door_flag_array(variable state);
|
||||
procedure combatturn_handler;
|
||||
|
||||
/* Defines */
|
||||
#define PORTAL (0)
|
||||
#define DOOR_FLAGS (0x24)
|
||||
|
||||
variable only_once := 0;
|
||||
variable arrayPid;
|
||||
|
||||
procedure start begin
|
||||
if game_loaded then begin
|
||||
if (sfall_ver_major >= 4) then
|
||||
register_hook_proc(HOOK_COMBATTURN, combatturn_handler);
|
||||
else
|
||||
set_global_script_repeat(40); // for sfall 3.x
|
||||
set_global_script_repeat(60);
|
||||
call map_enter_p_proc;
|
||||
end else begin
|
||||
if (only_once == 1 and combat_is_initialized) then begin
|
||||
only_once := 2;
|
||||
call set_door_flag(0); // reset flag when entering combat mode
|
||||
call set_door_flag(false);
|
||||
end else if (only_once == 2 and not(combat_is_initialized)) then begin
|
||||
only_once := 1;
|
||||
if (sfall_ver_major >= 4) then set_global_script_repeat(0);
|
||||
call set_door_flag(FLAG_WALKTHRU); // set flag after combat mode ends
|
||||
if (sfall_ver_major >= 4) then
|
||||
set_global_script_repeat(0);
|
||||
call set_door_flag(FLAG_WALKTHRU);
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
procedure map_enter_p_proc begin
|
||||
if (arrayPid) then begin
|
||||
// when changing maps, delete the current array to create a new one
|
||||
free_array(arrayPid);
|
||||
arrayPid := 0;
|
||||
end
|
||||
only_once := 1;
|
||||
call set_door_flag(FLAG_WALKTHRU); // set flag when entering the map
|
||||
call set_door_flag(FLAG_WALKTHRU);
|
||||
end
|
||||
|
||||
procedure set_door_flag(variable state) begin
|
||||
variable objectMap, obj, objPid, i;
|
||||
|
||||
if (arrayPid) then begin
|
||||
call set_door_flag_array(state);
|
||||
return;
|
||||
end
|
||||
variable objectMap, obj, objPid, arrayPid, i;
|
||||
|
||||
objectMap := list_as_array(LIST_SCENERY);
|
||||
arrayPid := create_array(0, 0);
|
||||
arrayPid := temp_array(1, 0);
|
||||
|
||||
foreach (obj in objectMap) begin
|
||||
objPid := obj_pid(obj);
|
||||
|
||||
if (proto_data(objPid, sc_type) != PORTAL) or is_in_array(objPid, arrayPid) then
|
||||
continue; // next object
|
||||
continue;
|
||||
|
||||
resize_array(arrayPid, i + 1);
|
||||
arrayPid[i] := objPid;
|
||||
i++;
|
||||
set_proto_data(objPid, DOOR_FLAGS, state);
|
||||
end
|
||||
end
|
||||
|
||||
procedure set_door_flag_array(variable state) begin
|
||||
variable objPid;
|
||||
foreach (objPid in arrayPid) begin
|
||||
resize_array(arrayPid, i + 1);
|
||||
set_proto_data(objPid, DOOR_FLAGS, state);
|
||||
end
|
||||
end
|
||||
|
||||
procedure combatturn_handler begin
|
||||
if (only_once == 1) then begin
|
||||
only_once := 2;
|
||||
call set_door_flag_array(0);
|
||||
if (only_once == 1) then
|
||||
set_global_script_repeat(60);
|
||||
end
|
||||
end
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
Auto Doors mod v1.1 for Fallout 2 by Mr.Stalin
|
||||
----------------------------------------------
|
||||
Auto Doors mod for Fallout 2 by Mr.Stalin
|
||||
-----------------------------------------
|
||||
|
||||
- allows the player to automatically open/walk through unlocked doors when not in combat
|
||||
|
||||
|
||||
@@ -1,44 +0,0 @@
|
||||
/*
|
||||
Example implementation of the algorithm of how the game engine sets the explosive timer.
|
||||
*/
|
||||
|
||||
#include "..\..\scripting_docs\headers\sfall.h"
|
||||
#include "..\..\scripting_docs\headers\define_lite.h"
|
||||
|
||||
// from CONDTION.H
|
||||
#define ROLL_CRITICAL_FAILURE (0)
|
||||
#define ROLL_FAILURE (1)
|
||||
#define ROLL_SUCCESS (2)
|
||||
#define ROLL_CRITICAL_SUCCESS (3)
|
||||
|
||||
procedure start;
|
||||
|
||||
procedure start begin
|
||||
if game_loaded then begin
|
||||
register_hook(HOOK_EXPLOSIVETIMER);
|
||||
end else begin
|
||||
variable
|
||||
time := get_sfall_arg,
|
||||
result := ROLL_CRITICAL_FAILURE;
|
||||
|
||||
if has_trait(TRAIT_PERK, dude_obj, PERK_demolition_expert_perk) then
|
||||
result := ROLL_SUCCESS;
|
||||
else begin
|
||||
result := roll_vs_skill(dude_obj, SKILL_TRAPS, 0);
|
||||
end
|
||||
|
||||
if (result) then begin
|
||||
if (result == ROLL_FAILURE) then
|
||||
time /= 2;
|
||||
else begin // success or critical success
|
||||
result := ROLL_SUCCESS;
|
||||
end
|
||||
end else begin // critical failure
|
||||
time := 0;
|
||||
result := ROLL_FAILURE;
|
||||
end
|
||||
|
||||
set_sfall_return(time);
|
||||
set_sfall_return(result); // failure/success
|
||||
end
|
||||
end
|
||||
@@ -1,60 +0,0 @@
|
||||
/*
|
||||
Example implementation of the algorithm of how the game engine checks if one critter sees another critter.
|
||||
|
||||
NOTE: the AllowUnsafeScripting option must be enabled.
|
||||
*/
|
||||
|
||||
#include "..\headers\define.h"
|
||||
#include "..\headers\command.h"
|
||||
#include "..\headers\sfall\sfall.h"
|
||||
#include "..\headers\sfall\define_extra.h"
|
||||
|
||||
#define can_see_(source, target) call_offset_r2(0x412BEC, source, target)
|
||||
#define obj_dist_(target, source) call_offset_r2(0x48BBD4, target, source)
|
||||
|
||||
procedure start;
|
||||
|
||||
procedure start begin
|
||||
if game_loaded then begin
|
||||
register_hook(HOOK_WITHINPERCEPTION);
|
||||
end else begin
|
||||
variable
|
||||
source := get_sfall_arg,
|
||||
target := get_sfall_arg,
|
||||
original := get_sfall_arg,
|
||||
hookType := get_sfall_arg, /* new arg */
|
||||
result := 0,
|
||||
distance;
|
||||
|
||||
if target then begin
|
||||
distance := get_critter_stat(source, STAT_pe);
|
||||
|
||||
if can_see_(source, target) then begin
|
||||
distance *= 5;
|
||||
if (get_flags(target) bwand FLAG_TRANSGLASS) then distance /= 2;
|
||||
end else if combat_is_initialized then begin
|
||||
distance *= 2;
|
||||
end
|
||||
|
||||
if (target == dude_obj) then begin
|
||||
if sneak_success then begin
|
||||
distance /= 4;
|
||||
if has_skill(target, SKILL_SNEAK) > 120 then distance -= 1;
|
||||
end else if dude_is_sneaking then begin
|
||||
distance := distance * 2 / 3;
|
||||
end
|
||||
end
|
||||
|
||||
if obj_dist_(target, source) <= distance then result := 1;
|
||||
|
||||
// example
|
||||
if (result) then begin
|
||||
display_msg("hs_withinperception: " + obj_name(source) + " sees " + obj_name(target) + " [original: " + original + " script: " + result + "]");
|
||||
end else begin
|
||||
display_msg("hs_withinperception: " + obj_name(source) + " does not see " + obj_name(target) + " [original: " + original + " script: " + result + "]");
|
||||
end
|
||||
end
|
||||
|
||||
//set_sfall_return(result);
|
||||
end
|
||||
end
|
||||
Binary file not shown.
@@ -1,134 +0,0 @@
|
||||
/**
|
||||
|
||||
Item Highlight mod.
|
||||
|
||||
Previously was part of sfall itself, now a separate mod.
|
||||
Features:
|
||||
- highlighting items, containers (optional) and lootable corpses (optional) on the ground
|
||||
- configurable hotkey is used to trigger highlight
|
||||
- only objects in direct line-of-sight of player are highlighted (optional)
|
||||
- motion scanner is required to enable highlight (optional)
|
||||
- motion scanner charges are decreased on each use (optional)
|
||||
|
||||
NOTE: this script requires compiler from sfall modderspack with -s option
|
||||
(short circuit evaluation)
|
||||
|
||||
version 1.0
|
||||
|
||||
**/
|
||||
|
||||
#include "main.h"
|
||||
//#include "..\..\..\!SRC\headers\define.h"
|
||||
|
||||
#define CRITTER_IS_DEAD (1)
|
||||
#define PID_MOTION_SENSOR (59)
|
||||
#define NO_HIGHLIGHT(obj) (get_flags(obj) bwand FLAG_NOHIGHLIGHT)
|
||||
#define NO_STEAL(obj) (get_proto_data(obj_pid(obj), PROTO_CR_FLAGS) bwand CFLG_NOSTEAL)
|
||||
|
||||
variable configSection := "Highlighting";
|
||||
variable highlightKey;
|
||||
variable isHighlight;
|
||||
variable alsoContainer;
|
||||
variable alsoCorpse;
|
||||
variable checkLOS;
|
||||
variable outlineColor;
|
||||
variable motionScanner;
|
||||
variable highlightFailMsg1;
|
||||
variable highlightFailMsg2;
|
||||
|
||||
procedure ToggleHighlightObject(variable obj, variable enable) begin
|
||||
if obj and (not enable or not checkLOS or not obj_blocking_line(dude_obj, tile_num(obj), BLOCKING_TYPE_SHOOT)) then begin
|
||||
if (alsoContainer and obj_item_subtype(obj) == item_type_container) or (not NO_HIGHLIGHT(obj)) then begin
|
||||
if (enable) then set_outline(obj, outlineColor);
|
||||
else set_outline(obj, 0);
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
procedure ToggleHighlight(variable enable) begin
|
||||
variable obj;
|
||||
foreach obj in list_as_array(LIST_GROUNDITEMS) begin
|
||||
if obj != outlined_object then begin
|
||||
call ToggleHighlightObject(obj, enable);
|
||||
end
|
||||
end
|
||||
if (alsoCorpse) then begin
|
||||
foreach obj in list_as_array(LIST_CRITTERS) begin
|
||||
if critter_state(obj) == CRITTER_IS_DEAD and not NO_STEAL(obj) then begin
|
||||
call ToggleHighlightObject(obj, enable);
|
||||
end
|
||||
end
|
||||
end
|
||||
tile_refresh_display;
|
||||
end
|
||||
|
||||
procedure KeyPressHandler begin
|
||||
variable pressed := get_sfall_arg,
|
||||
scanCode := get_sfall_arg,
|
||||
scanner, charges;
|
||||
|
||||
if scanCode == highlightKey and not(get_game_mode bwand INTFACELOOT) then begin
|
||||
if pressed then begin
|
||||
isHighlight := true;
|
||||
if motionScanner then begin
|
||||
scanner := obj_carrying_pid_obj(dude_obj, PID_MOTION_SENSOR);
|
||||
if scanner then begin
|
||||
if motionScanner >= 2 then begin
|
||||
charges := get_weapon_ammo_count(scanner);
|
||||
if charges > 0 then begin
|
||||
set_weapon_ammo_count(scanner, charges - 1);
|
||||
intface_redraw;
|
||||
call ToggleHighlight(true);
|
||||
end else begin
|
||||
display_msg(highlightFailMsg2);
|
||||
end
|
||||
end else begin
|
||||
call ToggleHighlight(true);
|
||||
end
|
||||
end else begin
|
||||
display_msg(highlightFailMsg1);
|
||||
end
|
||||
end else begin
|
||||
call ToggleHighlight(true);
|
||||
end
|
||||
end else begin
|
||||
isHighlight := false;
|
||||
call ToggleHighlight(false);
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
procedure CombatTurnHandler begin
|
||||
if isHighlight then begin
|
||||
isHighlight := false;
|
||||
call ToggleHighlight(false);
|
||||
end
|
||||
end
|
||||
|
||||
procedure GameModeChangeHandler begin
|
||||
if isHighlight and (get_game_mode bwand INTFACELOOT) then begin
|
||||
isHighlight := false;
|
||||
call ToggleHighlight(false);
|
||||
end
|
||||
end
|
||||
|
||||
procedure start begin
|
||||
if game_loaded and (sfall_ver_major >= 4) then begin
|
||||
call InitConfigs;
|
||||
|
||||
highlightKey := GetConfig(configSection, "Key", 0);
|
||||
alsoContainer := GetConfig(configSection, "Containers", 0);
|
||||
alsoCorpse := GetConfig(configSection, "Corpses", 0);
|
||||
checkLOS := GetConfig(configSection, "CheckLOS", 0);
|
||||
outlineColor := GetConfig(configSection, "OutlineColor", 16);
|
||||
if (outlineColor < 1) then outlineColor := 64;
|
||||
motionScanner := GetConfig(configSection, "MotionScanner", 0);
|
||||
|
||||
highlightFailMsg1 := Translate("HighlightFail1", "You aren't carrying a motion sensor.");
|
||||
highlightFailMsg2 := Translate("HighlightFail2", "Your motion sensor is out of charge.");
|
||||
|
||||
register_hook_proc(HOOK_KEYPRESS, KeyPressHandler);
|
||||
register_hook_proc(HOOK_COMBATTURN, CombatTurnHandler);
|
||||
register_hook_proc(HOOK_GAMEMODECHANGE, GameModeChangeHandler);
|
||||
end
|
||||
end
|
||||
Binary file not shown.
@@ -1,183 +0,0 @@
|
||||
/*
|
||||
|
||||
NPC Armor Appearance mod
|
||||
|
||||
Used to replace the scripted part of B-Team mod.
|
||||
Appropriate graphics are required for this mod to work.
|
||||
Can be adopted to any mod by adjusting armor PIDs, allowed weapon anim codes, NPC PIDs and NPC FIDs in INI file.
|
||||
|
||||
NOTE: this script requires compiler from sfall modderspack with -s option
|
||||
(short circuit evaluation)
|
||||
|
||||
version 1.1
|
||||
|
||||
*/
|
||||
|
||||
#include "main.h"
|
||||
|
||||
#define IS_ARMOR(item) (obj_type(item) == OBJ_TYPE_ITEM and obj_item_subtype(item) == item_type_armor)
|
||||
#define IS_WEAPON(item) (obj_type(item) == OBJ_TYPE_ITEM and obj_item_subtype(item) == item_type_weapon)
|
||||
|
||||
variable
|
||||
modIni := "npcarmor.ini",
|
||||
defaultFids,
|
||||
armorPidMap, // maps armor PID to it's "type" - leather armor, metal, power armor, etc.
|
||||
npcMap,
|
||||
altWeapon,
|
||||
unWieldWeapon;
|
||||
|
||||
procedure check_armor_change(variable critter, variable item, variable isWorn) begin
|
||||
variable npc, armorType, fid;
|
||||
if (npcMap[obj_pid(critter)]) then begin
|
||||
npc := npcMap[obj_pid(critter)];
|
||||
if (not isWorn) then begin
|
||||
// display_msg("No armor fid: " + npc["Default"]);
|
||||
return npc["Default"];
|
||||
end else if (item) then begin
|
||||
armorType := armorPidMap[obj_pid(item)];
|
||||
fid := npc[armorType] or defaultFids[armorType];
|
||||
if (fid == 0 or fid == -1) then fid := npc["Default"];
|
||||
// display_msg("Change fid: " + fid + ", npc: " + npc[armorType] + ", default:" + defaultFids[armorType]);
|
||||
return fid;
|
||||
end
|
||||
end
|
||||
return -1;
|
||||
end
|
||||
|
||||
procedure check_weapon_change(variable critter, variable item, variable isWield) begin
|
||||
variable npc, newWeaponAnim, weaponAnimList, i;
|
||||
if (npcMap[obj_pid(critter)]) then begin
|
||||
npc := npcMap[obj_pid(critter)];
|
||||
if isWield then begin
|
||||
newWeaponAnim := get_proto_data(obj_pid(item), PROTO_WP_ANIM);
|
||||
weaponAnimList := string_split(npc["WeaponAnims"], ",");
|
||||
if newWeaponAnim then begin // anim code 0 - none/unarmed
|
||||
foreach (i in weaponAnimList) begin
|
||||
if (newWeaponAnim == atoi(i)) then return -1;
|
||||
end
|
||||
return 0;
|
||||
end
|
||||
end else begin
|
||||
unWieldWeapon := obj_pid(item);
|
||||
end
|
||||
end
|
||||
return -1;
|
||||
end
|
||||
|
||||
procedure search_alt_weapon(variable critter) begin
|
||||
variable obj, res, i := 0;
|
||||
obj := inven_ptr(critter, 0);
|
||||
while (obj) do begin
|
||||
if (obj_item_subtype(obj) == item_type_weapon) then begin
|
||||
if (unWieldWeapon == 0 or unWieldWeapon != obj_pid(obj)) then begin
|
||||
res := check_weapon_change(critter, obj, 1);
|
||||
if (res == -1) then begin
|
||||
altWeapon := obj;
|
||||
wield_obj_critter(critter, obj);
|
||||
altWeapon := 0;
|
||||
break;
|
||||
end
|
||||
end
|
||||
end
|
||||
i++;
|
||||
obj := inven_ptr(critter, i);
|
||||
end
|
||||
unWieldWeapon := 0;
|
||||
end
|
||||
|
||||
// for NPCs when they change armor/weapon themselves
|
||||
procedure invenwield_handler begin
|
||||
variable critter, item, fid, slot, isWorn, canWield;
|
||||
critter := get_sfall_arg;
|
||||
item := get_sfall_arg;
|
||||
slot := get_sfall_arg;
|
||||
isWorn := get_sfall_arg;
|
||||
|
||||
if (critter and item and slot == INVEN_TYPE_WORN) then begin
|
||||
fid := check_armor_change(critter, item, isWorn);
|
||||
if (fid != -1) then begin
|
||||
art_change_fid_num(critter, fid);
|
||||
end
|
||||
return;
|
||||
end
|
||||
|
||||
if (critter and item and slot == INVEN_TYPE_RIGHT_HAND) then begin
|
||||
if (altWeapon == item) then return;
|
||||
canWield := check_weapon_change(critter, item, isWorn);
|
||||
set_sfall_return(canWield);
|
||||
if (canWield != -1) then begin
|
||||
call search_alt_weapon(critter);
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
// when changing armor from inventory while controlling other NPCs
|
||||
procedure adjustfid_handler begin
|
||||
variable fid, armor;
|
||||
if (dude_obj != real_dude_obj) then begin
|
||||
armor := critter_inven_obj(dude_obj, INVEN_TYPE_WORN);
|
||||
fid := check_armor_change(dude_obj, armor, armor != 0);
|
||||
if (fid != -1) then begin
|
||||
set_sfall_return(fid);
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
// when changing weapon from inventory while controlling other NPCs
|
||||
procedure inventorymove_handler begin
|
||||
variable slot, item, canWield;
|
||||
slot := get_sfall_arg;
|
||||
item := get_sfall_arg;
|
||||
if (dude_obj != real_dude_obj) then begin
|
||||
if (IS_WEAPON(item) and (slot == INVEN_TYPE_RIGHT_HAND or slot == INVEN_TYPE_LEFT_HAND)) then begin
|
||||
canWield := check_weapon_change(dude_obj, item, item != 0);
|
||||
set_sfall_return(canWield);
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
procedure start begin
|
||||
variable sect, sects, armorTypes, armorType, npc, pid, pids, i;
|
||||
if game_loaded and (sfall_ver_major >= 4) then begin
|
||||
register_hook_proc(HOOK_INVENWIELD, invenwield_handler);
|
||||
register_hook_proc(HOOK_ADJUSTFID, adjustfid_handler);
|
||||
register_hook_proc(HOOK_INVENTORYMOVE, inventorymove_handler);
|
||||
|
||||
defaultFids := get_ini_section(modIni, "Default");
|
||||
fix_array(defaultFids);
|
||||
foreach (armorType: i in defaultFids) begin
|
||||
defaultFids[armorType] := atoi(i);
|
||||
end
|
||||
|
||||
armorPidMap := create_array_map;
|
||||
armorTypes := get_ini_section(modIni, "ArmorTypes");
|
||||
foreach (armorType: pids in armorTypes) begin
|
||||
pids := string_split(pids, ",");
|
||||
foreach (pid in pids) begin
|
||||
armorPidMap[atoi(pid)] := armorType;
|
||||
end
|
||||
end
|
||||
|
||||
npcMap := create_array_map;
|
||||
|
||||
i := 1;
|
||||
sect := get_ini_section(modIni, ""+i);
|
||||
while (sect.PID) do begin
|
||||
npc := create_array_map;
|
||||
npc["WeaponAnims"] := sect["WeaponAnims"];
|
||||
npc["Default"] := atoi(sect["Default"]);
|
||||
foreach (armorType: pids in armorTypes) begin
|
||||
if (sect[armorType]) then begin
|
||||
npc[armorType] := atoi(sect[armorType]);
|
||||
end
|
||||
end
|
||||
npcMap[atoi(sect.PID)] := npc;
|
||||
|
||||
i += 1;
|
||||
sect := get_ini_section(modIni, ""+i);
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
Binary file not shown.
@@ -1,94 +0,0 @@
|
||||
/*
|
||||
|
||||
NPC Combat Control
|
||||
|
||||
Allows to take control of your party member or other NPCs during combat
|
||||
|
||||
NOTE: this script requires compiler from sfall modderspack with -s option
|
||||
(short circuit evaluation)
|
||||
|
||||
version 1.0
|
||||
|
||||
*/
|
||||
|
||||
#include "..\headers\define.h"
|
||||
#include "..\headers\command.h"
|
||||
#include "main.h"
|
||||
|
||||
variable
|
||||
configSection := "CombatControl",
|
||||
controlMode,
|
||||
pidList,
|
||||
displayName,
|
||||
displayNameColor,
|
||||
maxBoxCount,
|
||||
inControl := false,
|
||||
hasGeckoSkinning := false;
|
||||
|
||||
|
||||
procedure combatturn_handler begin
|
||||
variable
|
||||
status := get_sfall_arg,
|
||||
critter := get_sfall_arg,
|
||||
arg3 := get_sfall_arg,
|
||||
pid;
|
||||
|
||||
// display_msg("Combat Turn: " + status + ", by " + obj_name(critter) + ", arg3: " + arg3);
|
||||
pid := obj_pid(critter);
|
||||
if (status == 1
|
||||
and (len_array(pidList) == 0 or scan_array(pidList, pid bwand 0xFFFFFF) != -1)
|
||||
and (controlMode == 1 or party_member_obj(pid))) then begin
|
||||
if not(critter == real_dude_obj) then begin
|
||||
set_dude_obj(critter);
|
||||
if hasGeckoSkinning then critter_add_trait(critter, TRAIT_PERK, PERK_gecko_skinning_perk, 1);
|
||||
inControl := true;
|
||||
end
|
||||
if inControl then begin
|
||||
// center the screen on the controlled critter and remove roof tiles
|
||||
move_to(dude_obj, dude_tile, dude_elevation);
|
||||
if (displayName and critter != real_dude_obj) then begin
|
||||
set_iface_tag_text(displayName, obj_name(critter), displayNameColor);
|
||||
show_iface_tag(displayName);
|
||||
end
|
||||
end
|
||||
end else if inControl then begin
|
||||
set_dude_obj(real_dude_obj);
|
||||
if displayName then hide_iface_tag(displayName);
|
||||
end
|
||||
end
|
||||
|
||||
procedure gamemodechange_handler begin
|
||||
if has_trait(TRAIT_PERK, real_dude_obj, PERK_gecko_skinning_perk) then hasGeckoSkinning := true;
|
||||
if not(get_game_mode BWAND COMBAT) then inControl := false;
|
||||
end
|
||||
|
||||
procedure inventorymove_handler begin
|
||||
if (inControl and get_sfall_arg == 3) then begin // armor slot
|
||||
if (obj_pid(dude_obj) == PID_MARCUS or proto_data(obj_pid(dude_obj), cr_body_type) != CR_BODY_BIPED) then begin
|
||||
display_msg(message_str_game(GAME_MSG_PROTO, 675));
|
||||
set_sfall_return(true);
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
procedure start begin
|
||||
if (game_loaded and sfall_ver_major >= 4) then begin
|
||||
set_perk_ranks(PERK_gecko_skinning_perk, 1);
|
||||
set_perk_level(PERK_gecko_skinning_perk, 999); // prevent it from appearing in the perk selection window
|
||||
controlMode := GetConfig("CombatControl", "Mode", 0);
|
||||
if (controlMode > 2) then controlMode := 0;
|
||||
if (controlMode > 0) then begin
|
||||
pidList := GetConfigListInt("CombatControl", "PIDList");
|
||||
fix_array(pidList);
|
||||
maxBoxCount := get_ini_setting("ddraw.ini|Misc|BoxBarCount") + 4;
|
||||
displayName := GetConfig("CombatControl", "DisplayName", 0);
|
||||
displayNameColor := GetConfig("CombatControl", "DisplayNameColor", 0);
|
||||
if (maxBoxCount < 9) then maxBoxCount := 9;
|
||||
if (displayName < 5 or displayName > maxBoxCount) then displayName := 0;
|
||||
|
||||
register_hook_proc(HOOK_COMBATTURN, combatturn_handler);
|
||||
register_hook_proc(HOOK_GAMEMODECHANGE, gamemodechange_handler);
|
||||
register_hook_proc(HOOK_INVENTORYMOVE, inventorymove_handler);
|
||||
end
|
||||
end
|
||||
end
|
||||
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Reference in New Issue
Block a user