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73 Commits
Author SHA1 Message Date
NovaRain 5200be19c9 Merge branch 'develop' 2019-12-25 09:29:35 +08:00
NovaRain b984568b32 Added StrNormalizePath() to Utils.cpp. 2019-12-25 09:15:35 +08:00
NovaRain 71803ff06c Added a comment to Handlers\Utils.cpp 2019-12-24 20:50:52 +08:00
NovaRain 7cef7e8e54 Some edits to hookscripts.txt & function notes.txt 2019-12-24 00:55:31 +08:00
NovaRain 7990d230f2 Fixed the return value/object for HOOK_TARGETOBJECT 2019-12-23 23:41:11 +08:00
NovaRain cb9f759d71 Replaced _stricmp in previous commit with strcmp.
Minor edits to some code.
2019-12-16 15:31:50 +08:00
NovaRain 7ed8dd286c Fixed the path to load global shaders in the previous commit
* when DataLoadOrderPatch is disabled, the path was set to
"sfall.dat\shaders\".
2019-12-15 09:56:47 +08:00
NovaRain 9f3299b47a Restored loading global shaders at game start from pre-3.0
Added GlobalShaderFile option to ddraw.ini.
Added an example global shader file to modderspack.
2019-12-14 10:49:08 +08:00
NovaRain a68498453c Edited the description of hook/functions in the previous commit
Rewrote ASM code for tile_under_cursor script function.
2019-12-14 00:43:09 +08:00
NovaRain 0bf9a322c1 Corrected code and renamed hook/functions from the previous commit 2019-12-13 10:49:24 +08:00
NovaRain a325dd18ea WIP - Added a new hook: HOOK_TARGETOBJ
Added "get_tile" and "get_objects_at_radius" script functions.

* their names are not final and documents are missing.
2019-12-11 15:52:03 +08:00
NovaRain 439de4aecc Re-fixed the return value of get_script function 2019-12-09 10:18:29 +08:00
NovaRain 702e62e610 Rewrote remove_script/set_script functions in C++
Fixed the return value of get_script function.
2019-12-08 23:16:56 +08:00
NovaRain ddf0ec7085 Added missing code for commit b149aaa
Some edits to script related namesapce in Enums.h.
2019-12-08 07:30:14 +08:00
NovaRain b539cab67d Change container from Map to Array for sfall opcodes 2019-12-07 09:54:40 +08:00
NovaRain b149aaa00c Changed the behavior of IniConfigFolder option 2019-12-07 09:41:06 +08:00
NovaRain a5bcfa8a6b Re-fixed the previous commit 2019-12-05 09:38:37 +08:00
NovaRain 80cf1a9ca7 Fix for printing game messages to debug log 2019-12-04 13:04:57 +08:00
NovaRain 4cffc455e2 Code refactoring for opcodes/functions 2019-12-04 10:39:35 +08:00
NovaRain 1bb04a6d45 Improved handling of incorrect formatting for "string_format" script function
Rewrote ASM code of opcode handlers in Memory.cpp.
2019-12-03 10:48:30 +08:00
NovaRain 2a2849537c Added "string_format" script function
Some code refactoring.
2019-12-01 12:09:58 +08:00
NovaRain 84076a2586 Refactored the code for "substr" script function
* fixed the crashing bug and added a new behavior.

Changed the error message due to missing critter frame (again):
* replaced the interruption with printing the error message to in-game
message window.
2019-11-29 11:52:35 +08:00
NovaRain 11fee91f2f Changed the error msg due to missing critter frame
* now the game only "crashes" when both Enable and DebugMode are
enabled in [Debugging] in ddraw.ini.
2019-11-28 14:17:22 +08:00
NovaRain 6d12481754 Refactored script function handlers 2019-11-28 14:05:36 +08:00
NovaRain 04d4a8dc5b Minor code refactoring for opcodes/metarules
Added separate settable value of return error for invalid arguments of
script functions.
2019-11-27 12:31:45 +08:00
NovaRain d1851cbde1 Added set/unset Special game mode flag when a party member joins/leaves in dialog
Re-fixed commit 227a062 (correct variant)
2019-11-26 07:43:58 +08:00
NovaRain accf564e6e Re-fixed GAMEMODECHANGE hook being triggered unexpectedly in dialog
(undo fix in commit 5053ab5)

Restored calling original engine functions from HRP hacks.
2019-11-25 07:28:08 +08:00
NovaRain 977e6a5ad7 Added "get_text_width" and "string_compare" script functions
Fixed the return value of charcode script function for characters in
the extended ASCII character set.

Rewrote set_dm/df_model, set_movie_path functions in C++.
2019-11-23 20:18:06 +08:00
NovaRain 0c42f6447d Restored and fixed RemoveWindowRounding option
Reorganized ddraw.ini a bit.
2019-11-21 00:58:10 +08:00
NovaRain 5053ab564d Added a new argument to HOOK_GAMEMODECHANGE
* now the previous game mode can be checked with arg2 (#211)

Fixed GAMEMODECHANGE hook being triggered even when the game mode is not
changed.

Added 'SPECIAL' flag to the game mode functions (when switching from
DIALOG mode to BARTER).
2019-11-20 10:41:21 +08:00
NovaRain f0f134d077 Fixed a crash bug in CorpseLineOfFireFix (from commit 521b6c7) 2019-11-19 14:19:58 +08:00
NovaRain 199502782b Fixed a crash bug in CorpseLineOfFireFix (from commit 521b6c7, #270)
Updated version number for hotfix.
2019-11-19 14:02:17 +08:00
NovaRain e93d878d1d Added a new hook: HOOK_STDPROCEDURE_END
* as an extension to HOOK_STDPROCEDURE hook script.

Updated documents.
2019-11-17 08:32:03 +08:00
NovaRain 18c10d8911 Added four new script functions:
"get_sfall_arg_at", "show_window", "hide_window", "set_window_flag"

Improved the functionality of "inventory_redraw" function.
2019-11-16 22:36:53 +08:00
NovaRain 996dd293c0 Tweaked/fixed reg_anim_callback function 2019-11-15 09:57:31 +08:00
NovaRain 9904423641 Added "reg_anim_callback" script function(opcode) (#257)
Updated documents.
2019-11-14 12:49:06 +08:00
NovaRain 534bc3e5cd Implemented executing timed_event_p_proc in sfall global scripts
Added "add_g_timer_event" and "remove_timer_event" script functions
for timed_event_p_proc in global scripts.

Fixed the check on the 'hidden' flag for previous commit.
2019-11-11 10:00:22 +08:00
NovaRain 227a062fa6 Added a fix for scripted interface windows (#25)
* prevents player's movement when clicking on the window.

* the mouse cursor will not be toggled when the cursor hovers over
a hidden window.

Updated version number.
2019-11-10 18:11:33 +08:00
NovaRain 09d97464c8 Merge branch 'develop' 2019-11-07 09:50:16 +08:00
NovaRain b8de20d455 Fixed gl_partycontrol change in commit 9fab4b3 2019-11-07 09:45:57 +08:00
NovaRain 4ae09522f0 Merge branch 'develop' 2019-11-05 09:28:03 +08:00
NovaRain 76cc0471d6 Minor edits to Structs.h and HookScripts.cpp
Fixed Debug build configuration in project file.
2019-11-05 09:18:46 +08:00
NovaRain 2e39325521 Updated define_extra.h
Added define of OBJ_DATA_SCRIPT_INDEX to define_extra.h.
2019-11-04 21:23:11 +08:00
NovaRain f3abea3462 Updated script mods. 2019-11-03 10:05:55 +08:00
NovaRain d0c4bc3b78 Added "get_inven_ap_cost" script function
Added grey outline to controlled critters at the beginning of the turn.
2019-11-02 10:24:05 +08:00
NovaRain 2e655945c0 Added support for displaying item AP cost up to 19 (#228)
* Requires an extended MVENUM.frm in the art\intrface\ directory to
display properly (included in sfal.dat).
2019-10-31 12:46:42 +08:00
NovaRain 521b6c7e08 Fixed the previous commit (conflict with INVENWIELD hook)
Moved some option codes from MiscPatches.cpp to other modules.

Removed CorpseLineOfFireFix from ddraw.ini (always enabled).
2019-10-31 11:28:05 +08:00
NovaRain c348925c95 Fixed PM's weapon being misplaced after level up 2019-10-30 21:13:46 +08:00
NovaRain 0d023c32db Improved and moved the address conflict checking to CheckAddress.cpp/h
Added ddraw_CheckAddr.ini file to check conflicts properly.
Some code fixes/edits.
2019-10-29 10:41:03 +08:00
NovaRain 0570062123 Renamed AnimationsAtOnceLimit module to Animations 2019-10-28 09:44:32 +08:00
NovaRain a6c09d4d5c Added a debug message about missing art file for critters
Minor edit to sfall.h.
2019-10-25 10:21:01 +08:00
NovaRain 20119daf3d Minor code edit to previous commit 2019-10-23 09:36:13 +08:00
NovaRain 3553d45e5c Engine now uses 'English' as the fallback language for all msg files (#256) 2019-10-22 15:42:25 +08:00
NovaRain fc9c260a9f Cleanup in solution files 2019-10-22 09:44:17 +08:00
NovaRain 9f27c160ff Added "add_trait" script function 2019-10-20 19:29:19 +08:00
NovaRain 1f156d39ae Fixed amount argument for critter_add/rm_trait functions 2019-10-17 09:38:28 +08:00
NovaRain 3d9febecb9 Replaced GetPrivateProfileInt/String with wrapper functions
Fixed crash when a name in PremadePaths exceeds 11 characters.
2019-10-16 13:09:02 +08:00
NovaRain 9fab4b32ee Fixed inherited perks in gl_partycontrol 2019-10-15 22:17:08 +08:00
NovaRain d762f57cbc Added a new flag to MainMenuFontColour option
* set bit 1 of the first byte to only change the color of version text
(old behavior)
2019-10-15 11:40:59 +08:00
NovaRain e13a27469f Refactored CritterStats.cpp
Minor edits to to some code.
2019-10-15 10:55:07 +08:00
NovaRain ab2283f0e3 Rewrote set_xp_mod, get_sfall_args, set_sfall_arg functions in C++
Cleanup in ASM scripting handlers code.
2019-10-14 15:29:03 +08:00
NovaRain 882a601b0c Added optional options to the perks ini file
* to toggle modification sections for perks and traits.

Reorganized ini reading functions in main.cpp, and edited related code
in Perks/Stats modules.

Added error/warning icons to message boxes.
2019-10-14 10:19:11 +08:00
NovaRain 85dfb35f01 Updated NPC armor appearance mod script
Added command_lite.h header file (from EcCo mod).
Added alternative npcarmor.ini for vanilla Fallout 2.
2019-10-11 00:49:15 +08:00
NovaRain 614caded92 Fixed art_change_fid_num when the hero appearance mod is enabled
* before it set player's FID incorrectly if PC is in other appearance.

Prevented the player from equipping a weapon when player's current
appearance doesn't have the animation for it.

Fixed the player name while controlling other critters.

Edited texts for some error message boxes.
2019-10-10 11:48:33 +08:00
NovaRain 1b6d6179a1 Added "unwield_slot" script function
Re-fixed obj_art_fid for player's FID (commit 50f4885)
2019-10-08 10:53:47 +08:00
NovaRain 6ede19ceec Fixed inven_unwield script function
* now it updates the interface slot for the player properly.

Fixed some code in PartyControl module.
2019-10-07 13:30:49 +08:00
NovaRain 172495bdc5 Fixed arg1 of HOOK_INVENWIELD when calling move_obj_inven_to_obj
Moved critter stats code from Stats.cpp to a new CritterStats module.
Moved CRC files from Modules folder to the root folder of the project.
Moved get/set_proto_data functions from Misc to Objects handler.
2019-10-05 07:47:17 +08:00
NovaRain 2187854bf2 Improved the implementation of HOOK_INVENWIELD (#266)
* it now runs for the player and NPCs when removing equipped items.
* added an additional argument.

Fixed drop_obj script function not removing the equipped armor properly
for the player and party members.

Fixed incorrect PIDs for RP new party members in npcarmor.ini.
2019-10-04 20:23:49 +08:00
NovaRain 8d29e04712 Fixed move_obj_inven_to_obj script function
* it didn't remove the equipped armor properly for the player and party
members, resulting in broken armor stats.

Added a check for valid objects to get/set_object_data functions.

Some code edits to HeroAppearance.cpp.
2019-09-30 07:45:49 +08:00
NovaRain 8468fee7b4 Improved file searching for hero appearance mod (#251)
* now it will search files in .dat files and folders simultaneously.

* files in folders have higher priority than .dat files.
2019-09-28 10:45:36 +08:00
NovaRain 000b116895 Removed NPCStage6Fix from ddraw.ini (always enabled)
Moved the code of NPCStage6Fix to BugFixes module.
(to its original relative location, right above MultiHexPathingFix)

Reorganized some code in BugFixes.cpp.
2019-09-27 20:50:20 +08:00
NovaRain 98199b4e7e Refactored code in Arrays.cpp and fixed save_array() script function.
* related to "corrupted" savegames in #265.
2019-09-24 12:30:02 +08:00
NovaRain a17471b624 Some minor changes:
* Improved the display of the car fuel gauge on the world map interface.

* Expanded set_critter_stat function to allow changing STAT_unused and
STAT_dmg_* stats for the player, and STAT_unused for other critters.

* Changed AllowUnsafeScripting to not require sfall debugging mode.

* Changed NPCStage6Fix to be enabled by default.

* Added a new value to AIBestWeaponFix to change the priority multiplier
for having weapon perk to 3x.

* Added RP's extra weapon anim codes to vanilla PMs in npcarmor.ini.

Updated version number.
2019-09-24 12:20:16 +08:00
135 changed files with 6527 additions and 3364 deletions
+9
View File
@@ -27,6 +27,10 @@ WeaponAccurateBonus=20
WeaponHandlingBonus=3
;##############################################################################
[Perks]
;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
@@ -119,6 +123,11 @@ Skill4Mod=0
Skill5=-1
Skill5Mod=0
;##############################################################################
[Traits]
;Set to 1 to enable the modifications for traits
Enable=0
;This is a modification to trait 0
[t0]
NoHardcode=0
@@ -0,0 +1,82 @@
;NPC armor appearance configuration for vanilla Fallout 2. Does not require any new graphics
;Party members will use player's armor appearance just like old B-Team mod
;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]
Jacket = 16777229
Leather = 16777228
Metal = 16777230
Combat = 16777226
Power = 16777217
AdvPower = 16777287
Robe = 16777218
; Sulik
[1]
PID=16777313
WeaponAnims=1,3,4,6
Default=16777280
; Vic
[2]
PID=16777278
WeaponAnims=1,5,7
Default=16777307
; Cassidy
[3]
PID=16777305
WeaponAnims=4,5,7
Default=16777260
Leather=16777260
; Myron
[4]
PID=16777376
WeaponAnims=1,5
Default=16777304
; Lenny
[5]
PID=16777323
WeaponAnims=1,5,6
Default=16777295
; Davin
[6]
PID=16777379
WeaponAnims=1,2,5
Default=16777264
; Miria
[7]
PID=16777380
WeaponAnims=1,6
Default=16777252
Jacket=16777222
Leather=16777221
Metal=16777223
Combat=16777219
+23 -25
View File
@@ -23,69 +23,67 @@ Robe = 113,524
; Default armor FIDs (the same for all NPCs)
[Default]
Power=16777217
AdvPower=16777287
Robe=16777218
Power = 16777217
AdvPower = 16777287
Robe = 16777218
; Sulik
[1]
PID=16777313
WeaponAnims=1,3,4,6
WeaponAnims=1,3,4,6,14
Default=16777280
Leather=16777325
Power=16777324
Metal=16777323
Jacket=16777321
Leather=16777325
Metal=16777323
Combat=16777322
Power=16777324
; Vic
[2]
PID=16777278
WeaponAnims=1,5,7
WeaponAnims=1,5,7,13,14
Default=16777307
Jacket=16777329
Combat=16777330
Metal=16777331
Power=16777332
Leather=16777333
Metal=16777331
Combat=16777330
Power=16777332
; Cassidy
[3]
PID=16777305
WeaponAnims=4,5,7
WeaponAnims=4,5,7,13
Default=16777354
Leather=16777260
Power=16777328
Metal=16777327
Jacket=16777351
Leather=16777260
Metal=16777327
Combat=16777326
Power=16777328
; Myron
[4]
PID=16777376
WeaponAnims=1,5
WeaponAnims=1,5,14
Default=16777304
Leather=
Power=16777349
Combat=16777350
Power=16777349
; Cat Jules
; Cat Jules (RP)
[5]
PID=16777734
PID=16777720
WeaponAnims=1,2,3,4,5,6,7,8,9,10,11,12,13,14,15
Default=16777353
Jacket=16777346
Leather=16777347
Metal=16777348
Jacket=16777346
Combat=16777226
; Kitsune
; Kitsune (RP)
[6]
PID=16777724
PID=16777718
WeaponAnims=1,2,3,4,5,6,7,8,9,10,11,12,13,14,15
Default=16777222
Jacket=16777222
Leather=16777221
Metal=16777223
Jacket=16777222
Combat=16777219
+62 -54
View File
@@ -1,12 +1,12 @@
;sfall configuration settings
;v4.2
;v4.2.2
[Main]
;Change to 1 if you want to use command line args to tell sfall to use another ini file.
UseCommandLine=0
;Uncomment and point to a file to get alternate translations for some sfall messages
;TranslationsINI=.\Translations.ini
;TranslationsINI=sfall\Translations.ini
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[ExtraPatches]
@@ -80,6 +80,10 @@ Mode=0
GraphicsWidth=0
GraphicsHeight=0
;Uncomment the option to use a hardware shader (requires DX9 graphics mode 4 or 5)
;The shader file <name>.fx must be placed in <GameRoot>\<master_patches>\shaders\ and must contain one technique with one or more passes
;GlobalShaderFile=global.fx
;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
@@ -94,7 +98,7 @@ GPUBlt=0
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
;Requires DX9 graphics mode 4 or 5
AllowDShowMovies=0
;Fade effect time percentage modifier
@@ -186,7 +190,7 @@ FastMoveFromContainer=0
;A key to press to open a debug game editor
;Set to 0 to disable, or a DX scancode otherwise
;Requires sfall debugging mode to be enabled and FalloutClient.exe from the modders pack
;Requires sfall debugging mode and FalloutClient.exe from the modders pack
DebugEditorKey=0
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
@@ -288,9 +292,6 @@ Movie17=credits.mve
;LocalMapXLimit=480
;LocalMapYLimit=400
;To add additional perks to the game, uncomment the next line and set it to point to a file containing perk information
;PerksFile=Perks.ini
;Set to 1 if you want the pipboy to be available at the start of the game
;Set to 2 to make the pipboy available by only skipping the vault suit movie check
PipBoyAvailableAtGameStart=0
@@ -341,9 +342,6 @@ OverrideArtCacheSize=0
;Set to 2 to block all saving in combat
SaveInCombatFix=1
;Point to an ini file containing elevator data
;ElevatorsFile=Elevators.ini
;Uncomment and set a comma delimited list of numbers to use a custom xp table.
;Player's level is capped once the highest specified level is reached
;XPTable=50,100,200
@@ -372,8 +370,6 @@ AdditionalWeaponAnims=1
;If the ExtraKillTypes option is enabled, this should be set to 3, with containing entries for any new types
;Must be non-zero to use the edit/get/reset_critical script functions
OverrideCriticalTable=2
;To change the path and filename of the critical table file, uncomment the next line
;OverrideCriticalFile=CriticalOverrides.ini
;Set to 1 to get notification of karma changes in the notification window
DisplayKarmaChanges=0
@@ -384,9 +380,6 @@ AlwaysReloadMsgs=0
;Set to 1 to force the player to play the idle animation when reloading their weapon
PlayIdleAnimOnReload=0
;Set to 1 to prevent corpses from blocking line of fire
CorpseLineOfFireFix=1
;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
;Default is 6. Set to 0 for a 12-hour timer
@@ -399,7 +392,7 @@ CorpseDeleteTime=6
ProcessorIdle=-1
;Set to 1 if using the hero appearance mod
;Set to 2 for backward compatibility with old scripts that manually fix obj_art_fid script function for dude_obj
;Set to 2 for backward compatibility with scripts that manually fix obj_art_fid/art_change_fid_num script functions for dude_obj
;You can add AppChCrt.frm and AppChEdt.frm files to art\intrface\ to set a custom background for the character screen
EnableHeroAppearanceMod=0
@@ -412,8 +405,9 @@ SkipOpeningMovies=0
;Set to 0 to disable
NPCsTryToSpendExtraAP=0
;Set to 1 to fix NPCs not checking weapon perks properly when searching for the best weapon
;Note that enabling this option can significantly affect the weapon choice of some NPCs in combat
;Set to 1 to fix NPCs not checking weapon perks properly when choosing the best weapon in combat
;Set to 2 to change the priority multiplier for having weapon perk to 3x (the original is 5x)
;Note that enabling this option can significantly affect the weapon of choice for some NPCs
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
@@ -437,6 +431,9 @@ Doctor=293
Science=293
Repair=293
;Set to 1 to remove window position rounding for script-created windows
RemoveWindowRounding=1
;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
@@ -448,6 +445,7 @@ 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
;Each name in PremadePaths is limited to 11 characters
;PremadePaths=combat,diplomat,stealth
;PremadeFIDs=201,203,202
@@ -456,7 +454,7 @@ UseScrollingQuestsList=1
;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
;ConsoleOutputPath="bingle.txt"
;ConsoleOutputPath=console.txt
;Set to 1 to add additional pages of save slots
ExtraSaveSlots=0
@@ -508,9 +506,6 @@ AnimationsAtOnceLimit=120
;Set to 1 to remove the limits that stop the player rolling critical successes/misses in the first few days of game time
RemoveCriticalTimelimits=0
;Set to 1 to enable party members with level 6 protos to reach level 6
NPCStage6Fix=0
;Change the colour of the font used on the main menu for the Fallout/sfall version number and copyright text
;It's the last byte ('3C' by default) that picks the colour used. The first byte supplies additional flags for this option
;MainMenuFontColour=0x00003C
@@ -526,18 +521,6 @@ FastShotFix=1
;Set to 1 to boost the maximum number of script names from 1450 to 10000
BoostScriptDialogLimit=0
;Allows you to edit the skill tables
;Point the next line to an ini file containing the replacement skill data
;SkillsFile=Skills.ini
;To change the relationship between SPECIAL stats and derived stats, uncomment the next line
;See the Stats.ini in the modders pack for an example file
;DerivedStats=Stats.ini
;Allows you to change some parameters for drugs and their addictions
;See the Drugs.ini in the modders pack for an example file
;DrugsFile=Drugs.ini
;These options modify the checks to see if a critter can carry an additional item, changing which items are counted towards the weight limit and adding an additional size check
;Set the mode to 0 to disable the size check, 1 to apply to the PC only, 2 to apply to the PC and party members, or 3 to apply to all critters
;Only the PC uses CritterInvSizeLimit. Other critters will use the unused stat (STAT_unused = 10) or have the size limit of 100 if the stat is not set
@@ -618,17 +601,13 @@ ExplosionsEmitLight=0
;MovieTimer_artimer3=270
;MovieTimer_artimer4=360
;Set to 1 to enable the new arrays behavior
;Set to 1 to enable the new arrays behavior (default behavior)
;Set to 0 for backward compatibility with pre-3.4 scripts
arraysBehavior=1
;Set to 1 to add proper checks if there is enough ammo to use weapons that use multiple ammo per shot
CheckWeaponAmmoCost=0
;To add additional books to the game, uncomment the next line and point to a file containing book information
;See the Books.ini in the modders pack for an example file
;BooksFile=Books.ini
;Controls the speed of combat panel animations (lower - faster; valid range: 0..65535)
CombatPanelAnimDelay=1000
;Controls the speed of dialog panel animations (lower - faster; valid range: 0..255)
@@ -646,7 +625,7 @@ StackEmptyWeapons=0
;If the amount of ammo boxes in the inventory is less than or equal to the reserve, only one box will be used
ReloadReserve=-1
;Set to 1 to change the counter in the 'Move Items' window to start with maximum number except in the barter screen
;Set to 1 to change the counter in the 'Move Items' window to start with maximum number, except in the barter screen
ItemCounterDefaultMax=0
;Set to 1 to leave the music playing in dialogue with talking heads
@@ -727,6 +706,35 @@ KnockoutTime=35
;Set to 1 to display sfall built-in credits at the bottom of credits.txt contents instead of at the top
CreditsAtBottom=0
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
; Configuration ini files
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
;To change the path and filename of the critical table file, uncomment the next line
;OverrideCriticalFile=sfall\CriticalOverrides.ini
;To change the relationship between SPECIAL stats and derived stats, uncomment the next line
;See the Stats.ini in the modders pack for an example file
;DerivedStats=sfall\Stats.ini
;Allows you to edit the skill tables
;Point the next line to an ini file containing the replacement skill data
;SkillsFile=sfall\Skills.ini
;To add additional perks to the game, uncomment the next line and set it to point to a file containing perk information
;PerksFile=sfall\Perks.ini
;To add additional books to the game, uncomment the next line and point to a file containing book information
;See the Books.ini in the modders pack for an example file
;BooksFile=sfall\Books.ini
;Allows you to change some parameters for drugs and their addictions
;See the Drugs.ini in the modders pack for an example file
;DrugsFile=sfall\Drugs.ini
;Point to an ini file containing elevator data
;ElevatorsFile=sfall\Elevators.ini
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Scripts]
;Comma-separated list of masked paths to load global scripts from
@@ -734,10 +742,11 @@ CreditsAtBottom=0
;Paths outside of scripts folder are supported
GlobalScriptPaths=scripts\gl*.int,scripts\sfall\gl*.int
;Uncomment the option to specify a common folder path for all ini files used by scripts
;You will have to put all the available ini files of the mods in this directory
;Uncomment the option to specify an additional folder path for ini files used by scripts
;The game will search for the ini files relative to this directory
;If the file is not found, the search will proceed relative to the root directory of the game
;The maximum length of the specified path is 61 characters
;IniConfigFolder=IniConfig
;IniConfigFolder=mods\iniConfigs
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Debugging]
@@ -748,8 +757,8 @@ 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
;Does not require enabling sfall debugging mode
;Set to 1 to send debug output to the screen, 2 to a debug.log file, or 3 to both the screen and debug.log
;Does not require sfall debugging mode
;While you don't need to create an environment variable, you do still need to set the appropriate lines in fallout2.cfg:
;-------
;[debug]
@@ -759,25 +768,24 @@ Enable=0
;show_script_messages=1
;show_tile_num=1
;[sound]
;debug=1
;debug_sfxc=1
;debug=0
;debug_sfxc=0
;-------
DebugMode=0
;Set to 1 to hide error messages in debug output when a null value is passed to the function as an object
;Requires DebugMode to be enabled
HideObjIsNullMsg=0
;Change to 1 to skip the compatibility mode check
SkipCompatModeCheck=0
;Set to 1 to skip the executable file size check
;Does not require enabling sfall debugging mode
;Does not require sfall debugging mode
SkipSizeCheck=0
;If you're testing changes to the Fallout exe, you can override the CRC that sfall looks for here
;You can use several hex values, separated by commas
;Does not require enabling sfall debugging mode
;Does not require sfall debugging mode
;ExtraCRC=0x00000000,0x00000000
;Set to 1 to stop Fallout from deleting non read-only protos at startup
@@ -785,20 +793,20 @@ SkipSizeCheck=0
DontDeleteProtos=0
;Set to 1 to give scripts direct access to Fallout's address space, and to make arbitrary calls into Fallout's code
;Does not require sfall debugging mode
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 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 critters to display combat float messages
;Requires AllowSoundForFloats to be enabled
Test_ForceFloats=0
;These options control what output is saved in the debug log (sfall-log.txt)
;Prints messages duing sfall initialization
Init=0
;Prints messages relating to hook scripts
@@ -0,0 +1,116 @@
// Status: WIP
texture bloomMap;
sampler s0;
sampler BloomSampler : samplerstate
{
Texture = bloomMap;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
// pseudo gauss blur
static const float2 offsets[12] = {
-0.326212, -0.405805,
-0.840144, -0.073580,
-0.695914, 0.457137,
-0.203345, 0.620716,
0.962340, -0.194983,
0.473434, -0.480026,
0.519456, 0.767022,
0.185461, -0.893124,
0.507431, 0.064425,
0.896420, 0.412458,
-0.321940, -0.932615,
-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) {
float grey = dot(color, float3(0.3, 0.59, 0.11));
return lerp(grey, color, saturation);
}
float Brightness(float3 color)
{
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;
sum = saturate((sum - BloomThreshold) / (1 - BloomThreshold));
return sum + original;
// return sum;
}
technique Blur
{
// 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)); }
}
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@@ -45,6 +45,7 @@ procedure start begin
tap_key(DIK_A);
tap_key(DIK_CAPITAL);
end else if (mode bwand BARTER) then begin
play_sfx("IB2P1XX1");
tap_key(DIK_M);
end
end
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+78 -50
View File
@@ -15,9 +15,13 @@
#include "main.h"
#define IS_ARMOR(item) (obj_type(item) == OBJ_TYPE_ITEM and obj_item_subtype(item) == item_type_armor)
#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)
#define FID_OBJ_CRITTER (0x01000000)
procedure update_armor_apperance;
variable
modIni := "npcarmor.ini",
defaultFids,
@@ -26,44 +30,55 @@ variable
altWeapon,
unWieldWeapon;
procedure check_armor_change(variable critter, variable item, variable isWorn) begin
/*
Returns the FID value set in the config settings for party member armor: Jacket, Leather, etc.
*/
procedure check_armor_change(variable critter, variable armor, variable isWield) begin
variable npc, armorType, fid;
if (npcMap[obj_pid(critter)]) then begin
npc := npcMap[obj_pid(critter)];
if (not isWorn) then begin
npc := npcMap[obj_pid(critter)];
if (npc) then begin
if (isWield == false) then begin
// display_msg("No armor fid: " + npc["Default"]);
return npc["Default"];
end else if (item) then begin
armorType := armorPidMap[obj_pid(item)];
end else if (armor) then begin
armorType := armorPidMap[obj_pid(armor)];
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;
return -1; // engine default
end
procedure check_weapon_change(variable critter, variable item, variable isWield) begin
/*
Checks if a party member can use the offered weapon
*/
procedure check_weapon_change(variable critter, variable weapon, 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"], ",");
npc := npcMap[obj_pid(critter)];
if (npc) then begin
if (isWield) then begin
newWeaponAnim := get_proto_data(obj_pid(weapon), PROTO_WP_ANIM);
if newWeaponAnim then begin // anim code 0 - none/unarmed
foreach (i in weaponAnimList) begin
if (newWeaponAnim == atoi(i)) then return -1;
weaponAnimList := npc["WeaponAnims"];
if (weaponAnimList != 0) then begin
foreach (i in string_split(weaponAnimList, ",")) begin
if (newWeaponAnim == atoi(i)) then return -1; // can use (engine default)
end
end
return 0;
return 0; // can't use
end
end else begin
unWieldWeapon := obj_pid(item);
unWieldWeapon := obj_pid(weapon);
end
end
return -1;
return -1; // engine default
end
/*
Finds the first weapon which can be used by the party member in the inventory
*/
procedure search_alt_weapon(variable critter) begin
variable obj, res, i := 0;
obj := inven_ptr(critter, 0);
@@ -87,48 +102,47 @@ end
// for NPCs when they change armor/weapon themselves
procedure invenwield_handler begin
variable critter, item, fid, slot, isWorn, canWield;
variable critter, item, fid, slot, isWield, canWield;
critter := get_sfall_arg;
item := get_sfall_arg;
slot := get_sfall_arg;
isWorn := get_sfall_arg;
item := get_sfall_arg;
slot := get_sfall_arg;
isWield := get_sfall_arg;
if (critter and item and slot == INVEN_TYPE_WORN) then begin
fid := check_armor_change(critter, item, isWorn);
if (/*critter and*/ item and slot == INVEN_TYPE_WORN) then begin
fid := check_armor_change(critter, item, isWield);
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.");
debug_msg("[Error] NPC armor mod: Invenwield missing FID: " + fid);
end
end
return;
end
if (critter and item and slot == INVEN_TYPE_RIGHT_HAND) then begin
end else if (/*critter and*/ item and slot == INVEN_TYPE_RIGHT_HAND) then begin
if (altWeapon == item) then return;
canWield := check_weapon_change(critter, item, isWorn);
canWield := check_weapon_change(critter, item, isWield);
set_sfall_return(canWield);
if (canWield != -1) then begin
call search_alt_weapon(critter);
call search_alt_weapon(critter); // wield weapon by script
end
end
end
// when changing armor from inventory while controlling other NPCs
procedure adjustfid_handler begin
variable fid, armor;
variable fid, armor, weapAnim, currFid, newFid;
if (dude_obj != real_dude_obj) then begin
currFid := get_sfall_arg;
if ((currFid bwand 0x0F000000) != FID_OBJ_CRITTER) then return;
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;
weapAnim := currFid bwand 0xF000;
newFid := fid bwand 0xFFFF0FFF bwor weapAnim;
if art_exists(newFid) then begin
set_sfall_arg(0, newFid);
set_sfall_return(newFid);
end else begin
debug_msg("Error: NPC Armor mod: missing FID.");
debug_msg("[Error] NPC armor mod: Adjust FID missing: " + newFid);
end
end
end
@@ -140,29 +154,18 @@ procedure inventorymove_handler begin
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
if ((slot == INVEN_TYPE_RIGHT_HAND or slot == INVEN_TYPE_LEFT_HAND) and IS_WEAPON(item)) 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");
armorPidMap := create_array_map;
foreach (armorType: pids in armorTypes) begin
pids := string_split(pids, ",");
foreach (pid in pids) begin
@@ -170,6 +173,12 @@ procedure start begin
end
end
defaultFids := get_ini_section(modIni, "Default");
fix_array(defaultFids);
foreach (armorType: i in defaultFids) begin
defaultFids[armorType] := atoi(i);
end
npcMap := create_array_map;
i := 1;
@@ -188,7 +197,26 @@ procedure start begin
i += 1;
sect := get_ini_section(modIni, ""+i);
end
end
call update_armor_apperance;
register_hook_proc(HOOK_INVENWIELD, invenwield_handler);
register_hook_proc(HOOK_ADJUSTFID, adjustfid_handler);
register_hook_proc(HOOK_INVENTORYMOVE, inventorymove_handler);
debug_msg("NPC armor appearance mod: Done.");
end
end
procedure update_armor_apperance begin
variable npc, arItem, fid;
foreach (npc in party_member_list_critters) begin
if (npc == dude_obj) then continue;
arItem := critter_inven_obj(npc, INVEN_TYPE_WORN);
if (arItem) then begin
fid := check_armor_change(npc, arItem, true);
if (fid == -1 or art_exists(fid) == false) then continue;
art_change_fid_num(npc, fid);
end
end
end
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+11 -4
View File
@@ -38,7 +38,7 @@ procedure combatturn_handler begin
critter := get_sfall_arg,
pid, perkID, level;
//display_msg("Combat Turn: " + status + ", by " + obj_name(critter) + ", arg3: " + get_sfall_arg);
//display_msg("Combat Turn: " + status + ", by " + obj_name(critter) + "/" + critter + ", arg3: " + get_sfall_arg);
if npcControl then begin
if lightInt then lightInt := round((lightInt / 65536.0) * 100); // calc percent of intensity
obj_set_light_level(npcControl, lightInt, lightDist); // restore light for prev. controlled NPC
@@ -54,9 +54,7 @@ procedure combatturn_handler begin
// set perks (only work with 4.1.8+)
foreach (perkID in perksList) begin
level := has_trait(TRAIT_PERK, real_dude_obj, perkID);
if (level) then begin
critter_add_trait(critter, TRAIT_PERK, perkID, level);
end
if (level) then critter_add_trait(critter, TRAIT_PERK, perkID, level);
end
intface_redraw;
lightDist := get_object_data(critter, OBJ_DATA_LIGHT_DISTANCE);
@@ -68,6 +66,8 @@ procedure combatturn_handler begin
npcControl := 0; // dude control
end
if inControl then begin
// check preference setting _combat_highlight
if (read_byte(0x56D38C)) then set_outline(critter, OUTLINE_GREY);
// center the screen on the controlled critter/dude and remove roof tiles
move_to(dude_obj, dude_tile, dude_elevation);
if (displayName and critter != real_dude_obj) then begin
@@ -77,6 +77,13 @@ procedure combatturn_handler begin
end
end
end else if inControl then begin
// remove perks before switching control (only work with 4.1.8+)
if (dude_obj != real_dude_obj) then begin
foreach (perkID in perksList) begin
level := has_trait(TRAIT_PERK, real_dude_obj, perkID);
if (level) then critter_rm_trait(critter, TRAIT_PERK, perkID, level);
end
end
if isShowTag then begin
hide_iface_tag(displayName);
isShowTag := false;
+4 -2
View File
@@ -2,10 +2,12 @@
#include "..\scripting\headers\sfall.h"
#include "..\scripting\headers\define_lite.h"
#include "..\scripting\headers\define_extra.h"
#include "..\scripting\headers\dik.h"
/*
#include "..\scripting\headers\lib.arrays.h"
#include "..\scripting\headers\lib.strings.h"
// #include "..\scripting\headers\lib.inven.h"
#include "..\scripting\headers\lib.inven.h"
*/
variable ini := "sfall-mods.ini";
variable translationIni;
+2
View File
@@ -212,9 +212,11 @@ use macros sort_array, sort_array_reverse, reverse_array, shuffle_array from sfa
- always returns 0
> void save_array(mixed key, int arrayID):
- makes the array saveable; it will be saved in sfallgv.sav file when saving the game
- arrayID is associated with given "key"
- array becomes permanent (if it was temporary) and "saved"
- key can be of any type (int, float or string)
- if you specify 0 as the key for the array ID, it will make the array "unsaved"
> int load_array(mixed key):
- load array from savegame data by the same key provided in "save_array"
File diff suppressed because it is too large Load Diff
+12 -5
View File
@@ -87,7 +87,6 @@
#define FLAG_SEEN (0x40000000)
#define FLAG_SHOOTTHRU (0x80000000)
/* Critter Flags */
#define CFLG_BARTER 2 // 0x00000002 - Barter (can trade with)
#define CFLG_NOSTEAL 32 // 0x00000020 - Steal (cannot steal from)
@@ -101,6 +100,13 @@
#define CFLG_RANGED 8192 // 0x00002000 - Range (melee attack is possible at a distance)
#define CFLG_NOKNOCKDOWN 16384 // 0x00004000 - Knock (cannot be knocked down)
/* Window Flags */
#define WIN_FLAG_MOVEONTOP (0x4)
#define WIN_FLAG_HIDDEN (0x8)
#define WIN_FLAG_EXCLUSIVE (0x10)
#define WIN_FLAG_TRANSPARENT (0x20)
//remove inven obj defines
#define RMOBJ_CONSUME_DRUG 4666772
#define RMOBJ_CONTAINER 4683293 // same as RMOBJ_TRADE
@@ -120,7 +126,7 @@
#define RMOBJ_RM_MULT_OBJS 4563866
#define RMOBJ_REPLACE_WEAPON 4658526
#define RMOBJ_THROW 4266040
#define RMOBJ_SUB_CONTAINER 4683191 // search and remove the item from a container inside of an inventory
#define RMOBJ_SUB_CONTAINER 4683191 // search and remove the item from nested containers in the inventory
// common prototype offsets for get/set_proto_data
#define PROTO_PID (1)
@@ -385,10 +391,11 @@
#define OBJ_DATA_FID (0x20)
#define OBJ_DATA_ELEVATION (0x28)
#define OBJ_DATA_PID (0x64)
#define OBJ_DATA_CID (0x68) // combat id, used for savegame
#define OBJ_DATA_SID (0x78)
#define OBJ_DATA_CID (0x68) // combat ID, used for savegame
#define OBJ_DATA_SID (0x78) // script ID
#define OBJ_DATA_SCRIPT_INDEX (0x80) // script index number in scripts.lst
// items
#define OBJ_DATA_CUR_CHARGES (0x3C)
#define OBJ_DATA_CUR_CHARGES (0x3C) // for key items it's the key code
// critters
#define OBJ_DATA_COMBAT_STATE (0x3C) // flags: 1 - combat, 2 - target is out of range, 4 - flee
#define OBJ_DATA_CUR_ACTION_POINT (0x40)
+29 -10
View File
@@ -1,6 +1,5 @@
//Recognised modes for set_shader_mode and get_game_mode
#define WORLDMAP (0x1)
#define LOCALMAP (0x2) //No point hooking this: would always be 1 at any point at which scripts are running
#define DIALOG (0x4)
#define ESCMENU (0x8)
#define SAVEGAME (0x10)
@@ -20,6 +19,7 @@
#define HEROWIN (0x40000)
#define DIALOGVIEW (0x80000)
#define COUNTERWIN (0x100000) // counter window for moving multiple items or setting a timer
#define SPECIAL (0x80000000)
//Valid arguments to register_hook
#define HOOK_TOHIT (0)
@@ -63,6 +63,8 @@
#define HOOK_SETLIGHTING (38)
#define HOOK_SNEAK (39)
#define HOOK_STDPROCEDURE (40)
#define HOOK_STDPROCEDURE_END (41)
#define HOOK_TARGETOBJECT (42)
//Valid arguments to list_begin
#define LIST_CRITTERS (0)
@@ -249,7 +251,9 @@
// sfall_funcX macros
#define add_extra_msg_file(name) sfall_func1("add_extra_msg_file", name)
#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")
@@ -259,8 +263,8 @@
#define dialog_message(text) sfall_func1("dialog_message", text)
#define dialog_obj sfall_func0("dialog_obj")
#define display_stats sfall_func0("display_stats")
#define draw_image(frmFile, frame, x, y, noTransparent) sfall_func5("draw_image", frmFile, frame, x, y, noTransparent)
#define draw_image_scaled(frmFile, frame, x, y, w, h) sfall_func6("draw_image_scaled", frmFile, frame, x, y, w, h)
#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_can_rest_on_map(map, elev) sfall_func2("get_can_rest_on_map", map, elev)
@@ -269,35 +273,40 @@
#define get_flags(obj) sfall_func1("get_flags", obj)
#define get_ini_section(file, sect) sfall_func2("get_ini_section", file, sect)
#define get_ini_sections(file) sfall_func1("get_ini_sections", file)
#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_ai_data(obj, aiParam) sfall_func2("get_object_ai_data", obj, aiParam)
#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_string_pointer(text) sfall_func1("get_string_pointer", text)
#define get_text_width(text) sfall_func1("get_text_width", text)
#define has_fake_perk_npc(npc, perk) sfall_func2("has_fake_perk_npc", npc, perk)
#define has_fake_trait_npc(npc, trait) sfall_func2("has_fake_trait_npc", npc, trait)
#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_redraw sfall_func0("intface_redraw")
#define intface_show sfall_func0("intface_show")
#define inventory_redraw(invSide) sfall_func1("inventory_redraw", invSide)
#define item_make_explosive(pid, aPid, min, max) sfall_func4("item_make_explosive", pid, aPid, min, max)
#define item_make_explosive(pid, activePid, min, max) sfall_func4("item_make_explosive", pid, activePid, min, max)
#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 metarule_exist(metarule) sfall_func1("metarule_exist", metarule)
#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(crSwitch, inclDude) sfall_func2("obj_under_cursor", crSwitch, inclDude)
#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_can_rest_on_map(map, elev, value) sfall_func3("set_can_rest_on_map", map, elev, value)
#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_drugs_data(type, pid, value) sfall_func3("set_drugs_data", type, pid, value)
#define set_dude_obj(critter) sfall_func1("set_dude_obj", critter)
#define set_fake_perk_npc(npc, perk, level, image, desc) sfall_func5("set_fake_perk_npc", npc, perk, level, image, desc)
#define set_fake_trait_npc(npc, trait, active, image, desc) sfall_func5("set_fake_trait_npc", npc, trait, active, image, desc)
#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)
@@ -306,10 +315,20 @@
#define set_outline(obj, color) sfall_func2("set_outline", obj, color)
#define set_rest_heal_time(time) sfall_func1("set_rest_heal_time", time)
#define set_rest_mode(mode) sfall_func1("set_rest_mode", mode)
#define set_selectable_perk_npc(npc, perk, active, image, desc) sfall_func5("set_selectable_perk_npc", npc, perk, active, image, desc)
#define set_unique_id(obj) sfall_func1("set_unique_id", obj)
#define unset_unique_id(obj) sfall_func2("set_unique_id", obj, -1)
#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 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)
#define set_fake_perk_npc(npc, perk, level, image, desc) sfall_func5("set_fake_perk_npc", npc, perk, level, image, desc)
#define set_fake_trait_npc(npc, trait, active, image, desc) sfall_func5("set_fake_trait_npc", npc, trait, active, image, desc)
#define set_selectable_perk_npc(npc, perk, active, image, desc) sfall_func5("set_selectable_perk_npc", npc, perk, active, image, desc)
+52 -33
View File
@@ -30,6 +30,7 @@ The hook script equivalent of game_loaded; it returns 2 when the script is first
> mixed get_sfall_arg()
Gets the next argument from sfall. Each time it's called it returns the next argument, or otherwise it returns 0 if there are no more arguments left.
You can arbitrarily get the value of any argument using the sfall_func1("get_sfall_arg_at", argNum) function.
> array get_sfall_args()
Returns all hook arguments as a new temp array.
@@ -37,16 +38,16 @@ Returns all hook arguments as a new temp array.
> void set_sfall_return(int value)
Used to return the new values from the script. Each time it's called it sets the next value, or if you've already set all return values it does nothing.
> void set_sfall_arg(int argnum, int value)
Changes argument value. The argument number (argnum) is 0-indexed. This is useful if you have several hook scripts attached to one hook point (see below).
> void set_sfall_arg(int argNum, int value)
Changes argument value. The argument number (argNum) is 0-indexed. This is useful if you have several hook scripts attached to one hook point (see below).
> void register_hook(int hooktype)
> void register_hook(int hookID)
Used from a normal global script if you want to run it at the same point a full hook script would normally run. In case of this function, "start" proc will be executed in a current global script. You can use all above functions like normal.
> void register_hook_proc(int hook, procedure proc)
> void register_hook_proc(int hookID, procedure proc)
The same as register_hook, except that you specifically define which procedure in the current script should be called as a hook (instead of "start" by default). Pass procedure the same as how you use dialog option functions. This IS the recommended way to use hook scripts, as it gives both modularity (each mod logic in a separate global script, no conflicts if you don't use "hs_*.int" scripts) and flexibility (you can place all related hook scripts for specific mod in a single script!).
> void register_hook_proc_spec(int hook, procedure proc)
> void register_hook_proc_spec(int hookID, procedure proc)
Works very similar to register_hook_proc, except that it registers the current script at the end of the hook script execution chain (i.e. the script will be executed after all previously registered scripts for the same hook, including the hs_*.int script). All scripts hooked to a single hook point with this function are executed in exact order of how they were registered, as opposed to the description below, which refers to using register_hook/register_hook_proc functions.
NOTE: you can hook several scripts to a single hook point, for example if it's different mods from different authors or just some different aspects of one larger mod. In this case scripts are executed in reverse order of how they were registered. When one of the scripts in a chain returns value with "set_sfall_return", the next script may override this value if calls "set_sfall_return" again. Sometimes you need to multiply certain value in a chain of hook scripts.
@@ -68,7 +69,7 @@ This basically changes hook argument for the next script. Mod B code:
So if you combine both mods together, they will run in chain and the end result will be a 75% from original hit chance (hook register order doesn't matter in this case, if you use "set_sfall_arg" in both hooks).
The defines to use for the hooktype are in sfall.h.
The defines to use for the hookID are in sfall.h.
-------------------------------------------
----------- HOOK SCRIPT TYPES -------------
@@ -188,9 +189,11 @@ 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. This hook replaces that sorting function, allowing you to sort the targets in some arbitrary way. Use sfall_return to give the 4 targets, in order of preference. If you want to specify less than 4 targets, fill in the extra spaces with 0's. Pass -1 to skip the return value.
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.
Use sfall_return to give the 4 targets, in order of preference. If you want to specify less than 4 targets, fill in the extra spaces with 0's or pass -1 to skip the return value.
critter arg1 - The attacker
critter arg2 - A possible target
@@ -285,10 +288,10 @@ int ret1 - the new AP cost
-------------------------------------------
(DEPRECATED)
hs_hexmoveblocking.int
hs_hexaiblocking.int
hs_hexshootblocking.int
hs_hexsightblocking.int
HOOK_HEXMOVEBLOCKING (hs_hexmoveblocking.int)
HOOK_HEXAIBLOCKING (hs_hexaiblocking.int)
HOOK_HEXSHOOTBLOCKING (hs_hexshootblocking.int)
HOOK_HEXSIGHTBLOCKING (hs_hexsightblocking.int)
Runs when checking to see if a hex blocks movement or shooting. (or ai-ing, presumably...)
@@ -431,7 +434,7 @@ int ret1 - Override setting (-1 - use engine handler, any other value - prev
HOOK_INVENWIELD (hs_invenwield.int)
Runs before wielding or unwielding an armor or a weapon by a critter (except when using inventory by PC).
Runs before causing a critter or the player to wield/unwield an armor or a weapon (except when using the inventory by PC).
An example usage would be to change critter art depending on armor being used or to dynamically customize weapon animations.
NOTE: when replacing a previously wielded armor or weapon, the unwielding hook will not be executed.
If you need to rely on this, try checking if armor/weapon is already equipped when wielding hook is executed.
@@ -440,6 +443,7 @@ Critter arg1 - critter
Obj arg2 - item being wielded or unwielded (weapon/armor)
int arg3 - slot (INVEN_TYPE_*)
int arg4 - 1 when wielding, 0 when unwielding
int arg5 - 1 when removing an equipped item from inventory, 0 otherwise
int ret1 - overrides hard-coded handler (-1 - use engine handler, any other value - override) - NOT RECOMMENDED
@@ -512,6 +516,7 @@ HOOK_GAMEMODECHANGE (hs_gamemodechange.int)
Runs once every time when the game mode was changed, like opening/closing the inventory, character screen, pipboy, etc.
int arg1 - event type: 1 - when the player exits the game, 0 - otherwise
int arg2 - the previous game mode
-------------------------------------------
@@ -556,8 +561,8 @@ HOOK_USESKILLON (hs_useskillon.int)
Runs before using any skill on any object. Lets you override the critter that uses the skill.
NOTE: the user critter can't be overridden when using Steal skill.
Critter arg1 - The user critter (usually dude_obj)
Obj arg2 - The target object/critter
Critter arg1 - the user critter (usually dude_obj)
Obj arg2 - the target object/critter
int arg3 - skill being used
int ret1 - a new critter to override the user critter. Pass -1 to cancel the skill use, pass 0 to skip this return value
@@ -571,11 +576,11 @@ Runs when Fallout is checking all the tiles within the explosion radius for targ
The tile checking will be interrupted when 6 additional targets (critters) are received.
int arg1 - event type: 1 - when checking objects within the explosion radius without causing damage (e.g. the player drops an active explosive), 0 - otherwise
Critter arg2 - The attacker
int arg3 - The tile on which the explosion occurs
Critter arg2 - the attacker
int arg3 - the tile on which the explosion occurs
int arg4 - checked tile within the explosion radius
Obj arg5 - first found object on the checked tile as an additional target
Critter arg6 - The target critter, may be 0 or equal to the attacker
Critter arg6 - the target critter, may be 0 or equal to the attacker
int arg7 - 1 when using throwing weapons (e.g. grenades), 0 otherwise
int ret1 - overrides the found object on the checked tile, pass 0 to skip the object
@@ -590,20 +595,20 @@ Runs when:
2) AI decides whether it is safe to use area attack (burst, grenades), if he might hit friendlies.
Does not run for misses, non-combat damage like dynamite explosions, or if one of the damage formulas is selected in ddraw.ini.
Critter arg1 - The attacker
Critter arg2 - The target
Obj arg3 - The weapon used in the attack
int arg4 - Attack Type (see ATKTYPE_* constants)
int arg5 - Number of bullets actually hit the target (1 for melee attacks)
int arg6 - Target's Damage Resistance (DR) value (affected by critical hit effects, perks, traits, and special unarmed attacks)
int arg7 - Target's Damage Threshold (DT) value (affected by critical hit effects, perks, traits, and special unarmed attacks)
int arg8 - Bonus ranged damage from the perk
int arg9 - Damage Multiplier (this is divided by 2, so a value of 3 does 1.5x damage, and 8 does 4x damage. Usually it's 2; for critical hits, the value is taken from the critical table; with Silent Death perk and the corresponding attack conditions, the value will be doubled)
int arg10 - Combat Difficulty multiplier (125 - rough, 100 - normal, 75 - wimpy; for player or party members it's always 100)
int arg11 - The calculated amount of damage (usually 0, required when using multiple hook scripts to calculate damage and using the set_sfall_arg function)
mixed arg12 - Computed attack results (see C_ATTACK_* for offsets and use get/set_object_data functions to get/set the data)
Critter arg1 - the attacker
Critter arg2 - the target
Obj arg3 - the weapon used in the attack
int arg4 - attack type (see ATKTYPE_* constants)
int arg5 - number of bullets actually hit the target (1 for melee attacks)
int arg6 - target's Damage Resistance (DR) value (affected by critical hit effects, perks, traits, and special unarmed attacks)
int arg7 - target's Damage Threshold (DT) value (affected by critical hit effects, perks, traits, and special unarmed attacks)
int arg8 - bonus ranged damage from the perk
int arg9 - damage multiplier (this is divided by 2, so a value of 3 does 1.5x damage, and 8 does 4x damage. Usually it's 2; for critical hits, the value is taken from the critical table; with Silent Death perk and the corresponding attack conditions, the value will be doubled)
int arg10 - combat difficulty multiplier (125 - rough, 100 - normal, 75 - wimpy; for player or party members it's always 100)
int arg11 - the calculated amount of damage (usually 0, required when using multiple hook scripts to calculate damage and using the set_sfall_arg function)
mixed arg12 - computed attack results (see C_ATTACK_* for offsets and use get/set_object_data functions to get/set the data)
int ret1 - The returned amount of damage
int ret1 - the returned amount of damage
-------------------------------------------
@@ -634,13 +639,27 @@ int ret2 - overrides the duration time for the current result
-------------------------------------------
HOOK_STDPROCEDURE (hs_stdprocedure.int)
HOOK_STDPROCEDURE, HOOK_STDPROCEDURE_END (hs_stdprocedure.int)
Runs before Fallout executes a standard procedure (handler) in any script of any object.
Runs before or after Fallout engine executes a standard procedure (handler) in any script of any object.
NOTE: this hook will not be executed for "start", critter_p_proc, timed_event_p_proc, and map_update_p_proc procedures.
int arg1 - the number of the standard script handler (see define.h)
Obj arg2 - the object that owns this handler (self_obj)
Obj arg3 - the object that called this handler (source_obj, can be 0)
int arg4 - 1 after procedure execution (for HOOK_STDPROCEDURE_END), 0 otherwise
int ret1 - pass -1 to cancel the execution of the handler
int ret1 - pass -1 to cancel the execution of the handler (only for HOOK_STDPROCEDURE)
-------------------------------------------
HOOK_TARGETOBJECT (hs_targetobject.int)
Runs when the targeting cursor hovers over an object, or when the player tries to attack the target object.
You can override the target object or prevent the player from attacking the chosen target.
int arg1 - event type: 0 - when the targeting cursor hovers over the object, 1 - when trying to attack the target object
int arg2 - 1 when the target object is valid to attack, 0 otherwise
Obj arg3 - the target object
mixed ret1 - overrides the target object, or pass -1 to prevent the player from attacking the object
+85 -10
View File
@@ -24,7 +24,7 @@ The input functions are only available if the user has the input hook turned on
The graphics functions are only available if the user is using graphics mode 4 or 5. Use graphics_funcs_available to check; it returns 1 if you can use them or 0 if you can't. Calling graphics functions when graphics_funcs_available returns 0 will do nothing.
load_shader takes a path relative to the data\shaders\ directory as an argument and returns a shader ID. That ID should be passed as the first argument to all other shader functions, and is valid until free_shader is called on the ID, the player loads a saved game or the player quits to the main menu.
load_shader takes a path relative to the <GameRoot>\<master_patches>\shaders\ directory as an argument and returns a shader ID. That ID should be passed as the first argument to all other shader functions, and is valid until free_shader is called on the ID, the player loads a saved game or the player quits to the main menu.
get_shader_version gives you the highest shader version supported by the player's graphics cards. Possible return values are 11, 12, 13, 14, 20, 21 and 30.
@@ -153,12 +153,13 @@ array - array ID to be used with array-related functions (actually an integer)
- accepts a pointer to an object and will remove the script from that object.
> void set_script(object, int scriptid)
- accepts a pointer to an object and scriptID, and applies the given script to an object (scriptID accept the same values as create_object_sid from sfall 3.6)
- accepts a pointer to an object and scriptID, and applies the given script to an object (scriptID accepts the same values as create_object_sid)
- If used on an object that is already scripted, it will remove the existing script first; you cannot have multiple scripts attached to a single object. Calling set_script on self_obj will have all sorts of wacky side effects, and should be avoided.
- if you add 0x80000000 to the sid when calling set_script, map_enter_p_proc will be SKIPPED. The start proc will always be run.
> int get_script(object)
- accepts a pointer to an object and returns its scriptID (line number in scripts.lst), or -1 if the object is unscripted.
- accepts a pointer to an object and returns its scriptID (line number in scripts.lst), or 0 if the object is unscripted.
- returns -1 on argument error.
> void set_self(int obj)
- overrides the scripts self_obj for the next function call.
@@ -218,6 +219,9 @@ Some additional reg_anim_* functions were introduced. They all work in the same
> void reg_anim_turn_towards(object, tile/target, delay)
- makes object change its direction to face given tile num or target object.
> void reg_anim_callback(procedure proc)
- adds the given procedure to an animation sequence-list and executes it in the registered sequence.
> int/array metarule2_explosions(int arg1, int arg2, int arg3)
was made as a dirty easy hack to allow dynamically change some explosion parameters (ranged attack). All changed parameters are reset to vanilla state automatically after each attack action. Following macros are available in sfall.h:
@@ -259,7 +263,10 @@ Some utility/math functions are available:
- you can use this to search for a substring in a string like this: strlen(get_array(string_split(haystack, needle), 0))
> string substr(string, start, length)
- cuts a substring from a string starting at "start" up to "length" characters. If start is negative - it indicates starting position from the end of the string (for example substr("test", -2, 2) will return last 2 charactes: "st"). If length is negative - it means so many characters will be omitted from the end of string (example: substr("test", 0, -2) will return string without last 2 characters: "te")
- cuts a substring from a string starting at "start" up to "length" characters. The first character position is 0 (zero).
- If start is negative - it indicates starting position from the end of the string (for example substr("test", -2, 2) will return last 2 charactes: "st").
- If length is negative - it means so many characters will be omitted from the end of string (example: substr("test", 0, -2) will return string without last 2 characters: "te").
- If length is zero - it will return a string from the starting position to the end of the string **New behavior** for sfall 4.2.2/3.8.22
> int strlen(string string)
- returns string length
@@ -449,6 +456,7 @@ Some utility/math functions are available:
> array sfall_func2("get_ini_section", string fileName, string section)
- returns an associative array of keys and values for a given INI file and section
- NOTE: all keys and their values will be of String type
> int sfall_func0("car_gas_amount")
- returns current amount of fuel in player's car (between 0 and 80000)
@@ -514,9 +522,10 @@ Some utility/math functions are available:
- adds one custom box to the current boxes, and returns the number of the added tag (-1 if the tags limit is exceeded)
- The maximum number of boxes is limited to 126 tags
> void sfall_func0("inventory_redraw")
> void sfall_func1("inventory_redraw", int invSide)
- redraws inventory list in the inventory/use inventory item on/loot/barter screens
- invSide specifies which side needs to be redrawn: 0 - the player, 1 - target (container/NPC in loot/barter screens)
- invSide specifies which side needs to be redrawn: 0 - the player, 1 - target (container/NPC in loot/barter screens), -1 - both sides (same as without argument)
> void sfall_func3("item_make_explosive", int pid, int activePid, int damage)
> void sfall_func4("item_make_explosive", int pid, int activePid, int min, int max)
@@ -555,10 +564,11 @@ Some utility/math functions are available:
> object sfall_func0("dialog_obj")
- returns a pointer to the object (critter) the player is having a conversation or bartering with
> object sfall_func2("obj_under_cursor", bool crSwitch, bool inclDude)
> object sfall_func2("obj_under_cursor", bool onlyCritter, bool includeDude)
- returns the object under the cursor on the main game screen
- crSwitch: True - only checks critters and ignores their cover (roof tiles, walls, scenery, etc.), False - checks all objects (can't check critters under objects)
- passing False to the inclDude argument will ignore dude_obj
- onlyCritter: True - only checks critters and ignores their cover (roof tiles, walls, scenery, etc.)
False - checks all objects (can't check critters under objects)
- passing False to the includeDude argument will ignore dude_obj
> object sfall_func0("loot_obj")
- returns a pointer to the target object (container or critter) of the loot screen
@@ -596,8 +606,8 @@ Some utility/math functions are available:
> 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)
- displays the specified FRM image in the active window created by vanilla CreateWin or sfall's create_win script function
- pathFile/artId: path to the FRM file (e.g. "art\\inven\\5mmap.frm"), or its FRM ID number (e.g. 117440550, see specification of the FID format)
- 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)
optional arguments:
- frame: frame number, the first frame starts from zero
- x/y: offset relative to the top-left corner of the window
@@ -622,6 +632,71 @@ optional argument:
- fileNumber: the file ID number for the message_str_game function. The available range is from 0x2000 to 0x2FFF (see ExtraGameMsgFileList setting in ddraw.ini)
use fileNumber only if you want to add a message file without editing ddraw.ini or existing scripts to support the old way
> void sfall_func2("unwield_slot", object critter, int slot)
- unequips an item from the specified slot for a critter or the player
- can take off player's equipped item when the inventory is opened, or the player is in the barter screen
- slot: 0 - armor slot, 1 - right slot, 2 - left slot (see INVEN_TYPE_* in define.h)
> void sfall_func1("add_trait", int traitID)
- adds the specified trait to the player
> int sfall_func0("get_inven_ap_cost")
- returns the current AP cost to access the inventory in combat
> void sfall_func2("add_g_timer_event", int time, int fixedParam)
- adds a timer event that calls the timed_event_p_proc procedure in the current global script
- time: the number of ticks after which the event timer is triggered
- fixedParam: the value that is passed to the timed_event_p_proc procedure for the fixed_param function
> void sfall_func0("remove_timer_event")
- clears all set timer events for the current global script
> void sfall_func1("remove_timer_event", int fixedParam)
- removes all timer events with the specified 'fixedParam' value for the current global script
> mixed sfall_func1("get_sfall_arg_at", int argNum)
- gets the value of hook argument with the specified argument number (first argument of hook starts from 0)
> void sfall_func0("hide_window")
> void sfall_func1("hide_window", string winName)
- hides the specified or currently active (selected) script window
- winName: the window name, assigned to the window by the CreateWin/create_win function
> void sfall_func0("show_window")
> void sfall_func1("show_window", string winName)
- 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)
- 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
- flag: the flag to change (see WIN_FLAG_* constants in define_extra.h)
- value: true - set the flag, false - unset the flag
> int sfall_func1("get_text_width", string text)
- returns the text width in pixels for the currently set font
> bool sfall_func2("string_compare", string str1, string str2)
> bool sfall_func3("string_compare", string str1, string str2, int codePage)
- compares two strings case-insensitive, and returns True if the two strings are matched
- codePage: code page number to properly compare national characters in the range 128-255 of the ASCII code table
available encodings: 1250-1252, 866
> string sfall_func3("string_format", string format, any val1, any val2, ...)
- formats given value using standard syntax of C printf function (google "printf" for format details). However it is limited to formatting up to 4 values
- formatting is only supported for %s and %d, and the format string is limited to 1024 characters
> array sfall_func3("objects_in_radius", int tile, int radius, int elevation)
> array sfall_func4("objects_in_radius", int tile, int radius, int elevation, int type)
- returns an array of objects of a type (see OBJ_TYPE_* constants in define_extra.h) within the specified radius from the given tile
- passing -1 to the type argument or not specifying it will return all objects within the radius
- the radius is limited to 50 hexes
> int sfall_func2("tile_by_position", int x, int y)
- returns the tile number at the x, y position relative to the top-left corner of the screen
- if the position is outside of the range of tiles, it will return -1
------------------------
------ MORE INFO -------
------------------------
@@ -358,6 +358,7 @@
0x827c - any sfall_func6(string funcName, arg1, arg2, arg3, arg4, arg5, arg6)
0x827d - void register_hook_proc_spec(int hook, procedure proc)
0x827e - void reg_anim_callback(procedure proc)
* These functions require AllowUnsafeScripting to be enabled in ddraw.ini

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