* technically it should only effect the visibility of tiles when you're
exploring on the world map.
Fixed the incorrect coordinates for small/medium location circles when
highlighting their sub-tiles (one of bugs listed in #228)
Moved the fix for the position of the target marker from Worldmap.cpp to
BugFixes.cpp.
Slightly adjusted the position/size for Local variables button in debug
editor.
* it happens when the player try to use objects with Bonus Move APs
available. The distance has to be greater than remaining normal APs.
Replaced calling db_dir_entry_ with db_access_ in HeroAppearance.cpp.
* to prevent save file corruption (one of bugs listed in #228). Now
party member's corpse is removed in the same way as all other critter
corpses.
Simplified the ASM code of combat_ai_hack (take 2).
* now the proto limit is always handled by set_proto_data function when
needed, since the related issue was originally from using it to process
lots of protos at once.
* the increased the width is according to the max width of one char in
font (uppercase A seems to be the widest with 8 px).
Adjusted code format in Console.cpp.
* now ignoring the inv capacity only happens in combat for preventing
AI inf loop. The vanilla behavior still applies outside of combat.
* added a correct message for NPC not being able to pick up an item.
* message for the player is displayed when the NPC cannot pick up item.
* if in combat, NPC will also be stuck in a loop of picking up item.
Fixed HideObjIsNullMsg option.
* FINDTARGET, BARTERPRICE, WITHINPERCEPTION, and INVENTORYMOVE. For
unifying the behavior of common hooks between 3.8 and 4.x.
Added the example script of WITHINPERCEPTION from 4.x.
Updated gl_highlighting_lite.
* Fixed the position of the talking head texture when the game res is
larger than 640x480.
* Added the support to use textures without the need of patching
talking head FRM files.
* weapons with knockback modifiers applied will have a special ID
(negative value) that work as a temporary UID for the current game
session.
Added checks on object types to functions in Combat module.
Added the second argument to set_unique_id script function.
* If the required standard script procedure is missing, the procedure
above the start proc is called instead of the start (from Crafty)
Added a id reversion mechanism to remove_weapon_knockback.
* Mainly for fixing the issues with CheckWeaponAmmoCost. Because it's
easier to backport the whole set of code than working on the old
implementation. Shouldn't affect the performance much.
Also backported the CheckWeaponAmmoCost code from 4.x.
Updated hookscripts.txt to reflect the change.
Now the debug editor starts at the center of the screen.
Added a fix to prevent the reserved object IDs of the player and party members from being generated for other objects.
Moved SkipOpeningMovies to movies.cpp.
Added log entries for various Init() functions in main.cpp.
Renamed timer.cpp/h to SpeedPatch.cpp/h.
Fixed TimeLimit option and removed the pointless value of -2 (now it works the same as -3).
Fixed the slow mouse cursor on the world map when WorldMapFPSPatch is enabled.
Minor fix for "path_find_to" script function.
Changed the two wrapper functions in ObjectsOps.hpp using dev branch as ref.
Changed some code in ObjectsOps.hpp for edited wrapper functions.
Moved obj_under_cursor to ObjectsOps.hpp.
Reformatted Karma/Worldmap related code in main.cpp as in dev branch.
Fixed a bug in Stats.cpp that caused critical hits to ignore critical table roll value and only have the lowest level effect.
Minor edits to MainMenu.cpp.
Added an option to display full item description for weapon/ammo in barter screen.
Minor code correction in ScriptExtender.cpp.
Minor edits to document.
Updated version number.
Simplified the code for ObjCanSeeObj_ShootThru_Fix a bit (from Mr.Stalin)
Changed sfall to not to create sfallfs.sav when UseFileSystemOverride is disabled.
(from Mr.Stalin - Reason: The compiler can use the arguments for its own purposes, which can spoil the stored value on the stack.)
Added extra notes for some options to ddraw.ini.
Fixed DisplayBonusDamage not being applied on Melee Damage stat in the character screen when BonusHtHDamageFix is enabled.
Reimplemented INTFACEUSE/INTFACELOOT/BARTER game mode flags, and backported inventory_redraw script function from 4.0.
Fixed "Heave Ho!" perk increasing strength stat above 10 when determining the max range of thrown weapons.
Moved SpecialUnarmedAttacksFix to BugFixes.cpp and simplified the code.
Added comments to old ApplyHeaveHoFix in Perks.cpp.
Backported some non-hook related script functions from 4.0: item_weight, get/set_outline, get/set_flags, tile_refresh_display, outlined_object, get/set_cursor_mode, display_stats, get/set_map_enter_position, attack_is_aimed.
* Added volume control support for alternative sound files.
* Added mode 2 to play alternative music files even if original acm files are not present in the music folder.
* Added AllowDShowMovies option to separate avi files playback from enabling DX9 mode.
* Fixed initialization bug when DX9 mode is disabled.
* Small refactoring on ASM code.
Added missing FadeMultiplier option to ddraw.ini.
* Changed item_total_weight/item_c_curr_size engine functions to return the weight and size of equipped(hidden) items on NPCs when exchanging/bartering items.
* Fixed CritterInvSizeLimitMode not properly checking the weight of equipped items when mode is set to 4+.
* Added inventory size check to "Take All" button.
* Added additional note to CritterInvSizeLimitMode in ddraw.ini, and changed CritterInvSizeLimit to its default value.
* Fixed broken get/reset_critical_table functions (from Mr.Stalin)
* Fixed the encounter description being displayed in two lines instead of one (from Crafty)
Improved DisablePipboyAlarm so that when the player press Z key they won't see a blank Pipboy screen.
Simplified the HookCall usages in TimeLimit option.
AppChCrt.frm (for the character creation) and AppChEdt.frm (for the character screen) should be placed in art/intrface, and the image size must be 640x480.
* Added new script function "set_ini_setting" for FuncX (#85)
* Small fix for sf_set_ini_setting function.
* Refactoring code for set/get_ini* functions.
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)
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.
;Set this to a valid path to save a copy of the console contents
@@ -460,14 +434,6 @@ UseScrollingQuestsList=1
;Set to 1 to add additional pages of save slots
ExtraSaveSlots=0
;To use more than one save slot for quick saving (F6 key) without picking a slot beforehand, set the next two lines
;AutoQuickSave sets how many save slots on a page you want to use for quick saving (valid range: 1..10)
;AutoQuickSavePage is the page number to use (valid range: 1..1000) if ExtraSaveSlots is enabled
;The quick saves will be rotated from the first slot on the page to the n-th slot
;Set to 0 to disable. AutoQuickSave will use the current selected page if AutoQuickSavePage is disabled
AutoQuickSave=0
AutoQuickSavePage=0
;Set to 1 to speed up the HP/AC counter animations
;Set to 2 to update the HP/AC counters instantly
;Set to 3 to update the AC counter instantly when switching to other controlled critters in combat
@@ -475,6 +441,7 @@ SpeedInterfaceCounterAnims=0
;These lines allow you to control the karma FRMs displayed on the character screen
;Number of KarmaPoints should be 1 less than number of KarmaFRMs
;KarmaFRMsCount=3
;KarmaFRMs=47,48,49
;KarmaPoints=-100,100
@@ -485,11 +452,8 @@ ScienceOnCritters=0
;Default is 166
SpeedInventoryPCRotation=166
;Modify the number of the extra interface boxes available to modders. (Default is 5, and the maximum is 95)
BoxBarCount=5
;Uncomment to set the text colour of the extra interface boxes
;The line must contain the same number of digits as the value of BoxBarCount, each either a 0 for green or 1 for red
;Uncomment to set the text colour of the extra 5 interface boxes
;The line must contain 5 digits, each either a 0 for green or 1 for red
;BoxBarColours=00000
;Set to 1 to fix the bug that caused bonus HtH damage to not be applied correctly.
@@ -507,11 +471,12 @@ 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
;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
;Change the colour of the font used on the main menu for the button text
;MainMenuBigFontColour=0x3C
;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
;It's the last byte ('3c' by default) that picks the colour used. The first byte supplies additional flags
;MainMenuFontColour=0x0600003c
;Two alternate fixes to the interaction between HtH attacks and the fast shot trait
;0 - Fallout 2 original behaviour
@@ -523,17 +488,13 @@ FastShotFix=1
BoostScriptDialogLimit=0
;Allows you to edit the skill tables
;Point the next line to an ini file containing the replacement skill data
;Point the next line at 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
@@ -545,6 +506,7 @@ CritterInvSizeLimit=100
;Some bit flags to alter behaviour of the motion sensor
;1 - Allow sensor use on automap when motion sensor is in pack rather than hands
;2 - Motion sensor doesn't require charges
;4 - Motion sensor is required to use the item highlight feature
MotionScannerFlags=1
;Set to non-0 to adjust the maximum encounter table size
@@ -632,6 +594,14 @@ DialogPanelAnimDelay=33
;Controls the speed of pipboy alarm clock animations (lower - faster; valid range: 0..127)
PipboyTimeAnimDelay=50
;Allows you to directly control other critters in combat
;Set to 0 to disable
;Set to 1 to control all critters in combat
;Set to 2 to control all party members
;If you want to control only specific critters, uncomment the ControlCombatPIDList line and set a comma delimited list of PIDs
ControlCombat=0
;ControlCombatPIDList=62,89,97,107,160,161
;Set to 1 to stack empty identical weapons, no matter what type of ammo was loaded before
StackEmptyWeapons=0
@@ -642,7 +612,7 @@ 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
@@ -658,21 +628,14 @@ UseWalkDistance=3
;Set to 1 to fix the bug of being unable to sell used geiger counters or stealth boys
CanSellUsedGeiger=1
;Set to 1 to fix the issue with being able to charge the car by using cells on other scenery/critters
;Set to 1 to fix the issue with being able to charge the car by using cells on other scenary/critters
;Set to 0 if another mod you're using has custom vehicles
CarChargingFix=1
;Set to 1 to prevent the car from being lost when entering a location via the Town/World button and then leaving on foot
;Note that the global variable 633 (GVAR_CAR_PLACED_TILE) will be set to -1 when the player leaves a location
CarPlacedTileFix=1
;Set to 1 to skip weapon equip/unequip animations when performing various actions
InstantWeaponEquip=0
;To add additional game msg files, uncomment the next line and set a comma delimited list of filenames without .msg extension
;By default, the files will have consecutive numbers assigned beginning with 0
;You can use the syntax 'filename:number' to manually assign numbers to specific msg files, with each pair separated by a comma
;If a file after the specified pair does not have a number assigned, it will have the next consecutive number from the last pair
;You need to use the message_str_game script function to get messages from the files
;ExtraGameMsgFileList=
@@ -682,9 +645,6 @@ NumbersInDialogue=0
;Set to 1 to use Fallout's normal text font instead of DOS-like font on the world map
WorldMapFontPatch=0
;Set to 1 to keep the selected attack mode when moving the weapon between active item slots
KeepWeaponSelectMode=1
;Set to 1 to display full item description for weapon/ammo in the barter screen
FullItemDescInBarter=0
@@ -694,17 +654,6 @@ DisplaySwiftLearnerExp=1
;Set to 1 to display party member's current level/AC/addict flag on the combat control panel
PartyMemberExtraInfo=0
;Set to 1 to fix the bug of using First Aid/Doctor skills when using them on the player
;This will cause the party member to apply his/her skills when you use First Aid/Doctor skills on the player, but only if
;the player is standing next to the party member
;Note that because the related engine function is not fully implemented, enabling this option without a global script
;that overrides First Aid/Doctor functions has very limited usefulness
PartyMemberSkillFix=0
;Set to 1 to skip loading all game settings except the game/combat difficulty from a saved game
;Set to 2 to also skip loading the game/combat difficulty settings
SkipLoadingGameSettings=0
;Set to 1 to prevent the inventory/loot/automap interfaces from being placed on top of other script-created windows
InterfaceDontMoveOnTop=0
@@ -716,25 +665,13 @@ SpecialDeathGVAR=491
;Note that enabling this option can break the map changes in Modoc and Vault 15
DisableSpecialMapIDs=0
;Changes the base value of the duration of the knockout effect (valid range: 35..100; default is 35)
;Changes the base value of the duration of the knockout effect (valid range: 35..100)
;The formula for the duration in ticks is: 10 * (value - 3 * EN)
KnockoutTime=35
;Set to 1 to display sfall built-in credits at the bottom of credits.txt contents instead of at the top
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