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37 Commits
Author SHA1 Message Date
NovaRain ec4ba13a28 Fixed add_mult_objs_to_inven only adding 500 of an object when the value of "count" argument is over 99999. #129 2018-01-17 07:37:03 +08:00
NovaRain 14a6ef7fc6 Made sure the value of player's base EMP DR is set correctly. 2018-01-02 23:25:27 +08:00
NovaRain c3a74070ca Updated version number and the year.
Set the copyright string in the same way as 4.0 build.
2018-01-02 10:26:32 +08:00
NovaRain 302fd4bb51 Condensed the code in ApplyHeaveHoFix a bit. 2018-01-02 10:02:04 +08:00
NovaRain c7520c71cf Fixed player's base EMP DR isn't properly initialized when creating a new character and then starting the game. 2017-12-15 07:34:10 +08:00
NovaRain 45632d6887 Changed sneak_success to call is_pc_sneak_working_ engine function, which takes player's current sneaking status into account as well, instead of only returning the result of last sneak attempt. 2017-12-05 10:25:11 +08:00
NovaRain 866c9165c0 Replaced hex values with proper VAR_TYPE_* defines for code readability. 2017-12-03 23:29:28 +08:00
NovaRain 813abbf452 Added missing entry of block_combat script function in opcode list. 2017-12-03 02:40:36 +08:00
NovaRain c6864e01f6 Added the damage type offset of weapon proto to define_extra.h.
Fixed a typo in hookscripts.txt.
Added a new example mod gl_autodoors (by Mr.Stalin) to modderspack. #19
2017-11-28 00:30:29 +08:00
NovaRain 0eab48932a Tweaked the way DebugMode works, now only DebugMode=2 sends debug output to a debug.log file. Any other non-0 value sends debug output to the screen. #123 2017-11-07 10:44:57 +08:00
NovaRain 6c3efc5b84 Replaced some SafeWrite* usages in old code with corresponding HookCall/MakeCall/MakeJump for code readability.
Edited code style in Perks.cpp.
2017-11-06 15:21:08 +08:00
NovaRain cb8d7dc94a Enabled mouse scroll control in barter and loot screens when the cursor is hovering over other lists, also enabled scrolling through the display monitor (from Crafty) #120
Rearraged the code style in dinput.cpp.
Updated version number.
2017-10-25 11:40:46 +08:00
NovaRain 5786cfb267 Fix crash when calling partyMemberGetCurLevel_ on a critter that has no data in party.txt.
Updated version number.
2017-10-18 14:56:38 +08:00
NovaRain 78dfb530a9 Moved LoadHeroAppearance() from MainMenuHook to NewGame2. No reason to run it on the main menu where player appearance can't display. 2017-09-19 15:27:08 +08:00
NovaRain d588f2e691 Edited code style in HeroAppearance.cpp/h, also removed some redundant blank lines. 2017-09-19 10:43:31 +08:00
NovaRain daf7a82997 Added descriptions for the variables in Perks.ini.
(cherry picked from commit 848f29b468)
2017-09-12 15:39:39 +08:00
NovaRain 9ad2b19e1a Removed the redundant LoadHeroAppearance calling.
(now it's called during LoadGame_, which is earlier than LoadGame2_After)
2017-09-09 18:59:21 +08:00
NovaRain 4b66dd3682 Reverted LoadGame to previous revision, but also kept EndLoadHook and changed it to only call LoadHeroAppearance.
(attempted to fix issue #117 and #94)
2017-09-05 09:21:22 +08:00
NovaRain 4899aeece1 Changed new function names in the previous commit to PascalCase style. 2017-09-01 09:45:33 +08:00
NovaRainandGitHub 946266e367 Merge pull request #107 from FakelsHub/crafty_features/combat_proc
Added calls to unimplemented script procedures: combat_is_starting_p_proc/combat_is_over_p_proc (from Crafty)
2017-09-01 09:40:47 +08:00
NovaRain 438ea071fc Removed the backported new modes for get_game_mode in commit a93ad5a9ba. 2017-08-24 21:46:42 +08:00
NovaRain 89760235c7 Removed unimplemented HEROWIN game mode from header files.
Cleared some obsoleted/unused code from main.cpp & LoadGameHook.cpp.
2017-08-23 13:42:58 +08:00
NovaRain 321f1c6034 Fixed the double damage effect of Silent Death perk not being applied to critical hits (from Crafty) 2017-08-21 23:18:32 +08:00
NovaRain 513338f160 Fixed incorrect argument description for get/set_proto_data in sfall opcode list.txt.
Removed incorrect PROTO_CR_FLAGS value in define_extra.h (was actually critter's IN), and renamed PROTO_CR_ACTION_FLAGS to its correct name #112

(cherry picked from commit ad17773ace)
2017-08-21 11:33:37 +08:00
NovaRain 08b92542f4 Fixed the incorrect description in HOOK_COMBATDAMAGE.
(cherry picked from commit 85cdd8973e)
2017-08-19 08:49:56 +08:00
NovaRain 46013c94b0 Added SSL library files and define_lite.h (from 4.0 development branch) 2017-08-18 15:52:14 +08:00
NovaRain 7a4ab59089 Added missing description for set_car_current_town.
Removed trailing spaces in MetaruleOp.hpp.
2017-08-13 11:38:18 +08:00
NovaRain e505e204cb Two bug fixes from Crafty:
1. Fixed the displayed message when the attack randomly hits a target that is not a critter and has a script attached.
2. Fixed damage_p_proc being called for misses if the target is not a critter.
2017-08-07 13:24:11 +08:00
NovaRain 7343754d53 Fixed Bonus Move APs being replenished when you save and load the game in combat (from Crafty)
Replaced all usages of MakeCall with 3 arguments with either MakeJump or MakeCall (2 arguments) to improve code readability (ref. commit 96fa2668cc)
2017-07-26 23:13:40 +08:00
NovaRain ae1e17d359 Added a note for argnum in set_sfall_arg().
Fixed incorrect set_sfall_arg usage in the example.
Removed a redundant line in sfall opcode list.txt.
2017-07-25 23:14:50 +08:00
NovaRain 32dbe5581d Replaced hs_*.int scripts in example mods with normal global scripts with register_hook.
(cherry picked from commit e7e286013f)
2017-07-06 21:04:51 +08:00
NovaRain a93ad5a9ba Added new modes for get_game_mode to match Crafty's (backported from 4.0 development branch, commit c32dc7664e) 2017-06-22 09:41:05 +08:00
NovaRain 874b047ce1 Added Attack Type argument for HOOK_COMBATDAMAGE (from Crafty) #100 2017-06-14 12:45:13 +08:00
NovaRain afa590c5a8 Minor edits to ddraw.ini. 2017-06-02 11:49:02 +08:00
NovaRain b89c52fcec Added DontTurnOffSneakIfYouRun option to prevent the player from running while sneaking without Silent Running perk (from Crafty)
Added sfall log text for DisablePipboyAlarm.
2017-05-26 10:10:16 +08:00
NovaRain ec2d323f75 Changed LoadGame2_After to be called before LoadGame state is ended (backported from 4.0 development branch, commit c2e6d743a3)
Updated version number.
Minor edits to scripting documents.
2017-05-23 21:05:04 +08:00
Mr.Stalin 586679b07f Added scripting procedure handlers combat_is_starting_p_proc/combat_is_over_p_proc from Crafry. 2017-05-12 18:28:46 +03:00
271 changed files with 29243 additions and 42256 deletions
-2
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@@ -46,8 +46,6 @@ nb-configuration.xml
*.user
*.userosscache
*.sln.docstates
*.VC.db
*.VC.opendb
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs
+5 -6
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@@ -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
-30
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@@ -1,30 +0,0 @@
; Allows you to configure advanced settings for drugs.
; Maximum 50 drugs are allowed
; Note: for vanilla drugs, you can only override the values of NumEffect and AddictTime parameters
[main]
; set to 1 to change Jet addiction to be removed after the time expires
JetWithdrawal=0
; total number of drugs in this file
Count=0
; count starts from 1
[1]
; drug item PID
PID=0
; set a limit on the count of first and second delayed effects when using the drug, i.e. if the queue has delayed effects from the drug,
; and their count is greater or equal to NumEffects, it is not possible to obtain new effects from using the drug
; this count is 4 for Buffout/Mentats/Psycho/Jet
; set -1 to leave this parameter unchanged
NumEffects=-1
; the duration of the addiction effect in game minutes (i.e. 1440 = 24 game hours)
; set to 0 to use the default time (7 days for all drugs except Jet)
AddictTime=0
; the number of the global variable from vault13.gam responsible for displaying addiction in the character screen
; set to 0 if the addiction is not required
GvarID=0
; the index number from editor.msg to display the title of the addiction (the description uses the index number of TextID + 100)
TextID=-1
; the line number (0-indexed) of the corresponding FRM in skilldex.lst
FrmID=-1
+5 -46
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@@ -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 255 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
@@ -35,18 +35,10 @@
;If the value is set to -99999, the variable will be ignored (similar to comment out that line)
;You can add simple extra perks with ID numbers from 119 to 255
; that do not require using scripting functions to change player stats, and can also be used for Armor perks
;These parameters are only for extra perks
;Stat1-Stat2 = same as Stat
;Stat1Mag-Stat2Mag = same as StatMag
;Skill3-Skill5 = The skill to be modified (or -1 for none)
;Skill3Mod-Skill5Mod = The increased/decreased value to the modified skill
;This is a modification to vanilla perk 0
[0]
;This is a modification to perk 119
[119]
Name=Example
Desc=This is an example perk description
Desc=This is an example perk~Second line
Image=72
Ranks=1
Level=1
@@ -65,39 +57,6 @@ INT=0
AGL=0
LCK=0
;Example for creating extra perks
[119]
Name=Extra Perk
Desc=This perk can change player stats and skills
Image=72
Ranks=1
Level=2
Type=0
Stat=-1
StatMag=0
Skill1=-1
Skill1Mag=0
Skill2=-1
Skill2Mag=0
STR=0
PER=0
END=0
CHR=0
INT=0
AGL=0
LCK=0
; for extra perks only
Stat1=-1
Stat1Mag=0
Stat2=-1
Stat2Mag=0
Skill3=-1
Skill3Mod=0
Skill4=-1
Skill4Mod=0
Skill5=-1
Skill5Mod=0
;This is a modification to trait 0
[t0]
NoHardcode=0
+2 -5
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@@ -1,5 +1,5 @@
[sfall]
SaveInCombat=Cannot save at this time.
SaveInCombat=Cannot save at this time
KarmaGain=You gained %d karma.
KarmaLoss=You lost %d karma.
HighlightFail1=You aren't carrying a motion sensor.
@@ -7,11 +7,8 @@ HighlightFail2=Your motion sensor is out of charge.
SuperStimExploitMsg=You cannot use a super stim on someone who is not injured!
BlockedCombat=You cannot enter combat at this time.
SaveSfallDataFail=ERROR saving extended savegame information! Check if other programs interfere with savegame files/folders and try again.
PartyLvlMsg=Lvl:
PartyACMsg=AC:
PartyAddictMsg=Addict
[AppearanceMod]
RaceText=Race
StyleText=Style
MainButtonText=Appearance
MainButtonText=Appearance
+5 -6
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@@ -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
+4 -24
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@@ -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
-91
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@@ -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
-57
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@@ -1,57 +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)
;For sfall 4.1.6+ the number for the notification box is set automatically, so just use any value
;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
;7 - dull pink
DisplayNameColor=0
+72 -193
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@@ -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
+2 -2
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@@ -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
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@@ -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 1.1
**/
#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 bwor BARTER)) 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 bwor BARTER)) 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
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/*
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
if art_exists(fid) then begin
art_change_fid_num(critter, fid);
end else begin
debug_msg("Error: NPC Armor mod: missing FID.");
end
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
variable weapAnim := get_sfall_arg bwand 0xF000;
variable newFid := fid bwand 0xFFFF0FFF bwor weapAnim;
if art_exists(newFid) then begin
set_sfall_return(newFid);
end else begin
debug_msg("Error: NPC Armor mod: missing FID.");
end
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
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