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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
327 changed files with 32135 additions and 54468 deletions
-2
View File
@@ -46,8 +46,6 @@ nb-configuration.xml
*.user
*.userosscache
*.sln.docstates
*.VC.db
*.VC.opendb
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs
+69 -95
View File
@@ -24,17 +24,16 @@
/// </summary>
private void InitializeComponent() {
this.dataGridView1 = new System.Windows.Forms.DataGridView();
this.Column0 = new System.Windows.Forms.DataGridViewTextBoxColumn();
this.Column1 = new System.Windows.Forms.DataGridViewTextBoxColumn();
this.Column2 = new System.Windows.Forms.DataGridViewTextBoxColumn();
this.Column3 = new System.Windows.Forms.DataGridViewTextBoxColumn();
this.bGlobals = new System.Windows.Forms.Button();
this.bMapVars = new System.Windows.Forms.Button();
this.bCritters = new System.Windows.Forms.Button();
this.bSGlobals = new System.Windows.Forms.Button();
this.bArrays = new System.Windows.Forms.Button();
this.Column0 = new System.Windows.Forms.DataGridViewTextBoxColumn();
this.Column1 = new System.Windows.Forms.DataGridViewTextBoxColumn();
this.Column2 = new System.Windows.Forms.DataGridViewTextBoxColumn();
this.Column3 = new System.Windows.Forms.DataGridViewTextBoxColumn();
this.bEdit = new System.Windows.Forms.Button();
this.bCrittersLvar = new System.Windows.Forms.Button();
((System.ComponentModel.ISupportInitialize)(this.dataGridView1)).BeginInit();
this.SuspendLayout();
//
@@ -42,38 +41,84 @@
//
this.dataGridView1.AllowUserToAddRows = false;
this.dataGridView1.AllowUserToDeleteRows = false;
this.dataGridView1.AllowUserToResizeRows = false;
this.dataGridView1.Anchor = ((System.Windows.Forms.AnchorStyles)((((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Bottom)
| System.Windows.Forms.AnchorStyles.Left)
| System.Windows.Forms.AnchorStyles.Right)));
this.dataGridView1.ColumnHeadersHeight = 22;
this.dataGridView1.Anchor = ((System.Windows.Forms.AnchorStyles)((((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Bottom)
| System.Windows.Forms.AnchorStyles.Left)
| System.Windows.Forms.AnchorStyles.Right)));
this.dataGridView1.ColumnHeadersHeightSizeMode = System.Windows.Forms.DataGridViewColumnHeadersHeightSizeMode.AutoSize;
this.dataGridView1.Columns.AddRange(new System.Windows.Forms.DataGridViewColumn[] {
this.Column0,
this.Column1,
this.Column2,
this.Column3});
this.dataGridView1.Location = new System.Drawing.Point(12, 12);
this.dataGridView1.MultiSelect = false;
this.dataGridView1.Name = "dataGridView1";
this.dataGridView1.RowHeadersVisible = false;
this.dataGridView1.RowHeadersWidthSizeMode = System.Windows.Forms.DataGridViewRowHeadersWidthSizeMode.DisableResizing;
this.dataGridView1.SelectionMode = System.Windows.Forms.DataGridViewSelectionMode.FullRowSelect;
this.dataGridView1.Size = new System.Drawing.Size(561, 354);
this.dataGridView1.Size = new System.Drawing.Size(444, 215);
this.dataGridView1.TabIndex = 0;
this.dataGridView1.CellDoubleClick += new System.Windows.Forms.DataGridViewCellEventHandler(this.dataGridView1_CellDoubleClick);
this.dataGridView1.CellEndEdit += new System.Windows.Forms.DataGridViewCellEventHandler(this.dataGridView1_CellEndEdit);
this.dataGridView1.RowsAdded += new System.Windows.Forms.DataGridViewRowsAddedEventHandler(this.dataGridView1_RowsAdded);
//
// bGlobals
//
this.bGlobals.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Left)));
this.bGlobals.Location = new System.Drawing.Point(12, 233);
this.bGlobals.Name = "bGlobals";
this.bGlobals.Size = new System.Drawing.Size(100, 23);
this.bGlobals.TabIndex = 1;
this.bGlobals.Text = "Globals";
this.bGlobals.UseVisualStyleBackColor = true;
this.bGlobals.Click += new System.EventHandler(this.bGlobals_Click);
//
// bMapVars
//
this.bMapVars.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Left)));
this.bMapVars.Location = new System.Drawing.Point(118, 233);
this.bMapVars.Name = "bMapVars";
this.bMapVars.Size = new System.Drawing.Size(100, 23);
this.bMapVars.TabIndex = 2;
this.bMapVars.Text = "Map variables";
this.bMapVars.UseVisualStyleBackColor = true;
this.bMapVars.Click += new System.EventHandler(this.bMapVars_Click);
//
// bCritters
//
this.bCritters.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Left)));
this.bCritters.Location = new System.Drawing.Point(118, 262);
this.bCritters.Name = "bCritters";
this.bCritters.Size = new System.Drawing.Size(100, 23);
this.bCritters.TabIndex = 3;
this.bCritters.Text = "Critters";
this.bCritters.UseVisualStyleBackColor = true;
this.bCritters.Click += new System.EventHandler(this.bCritters_Click);
//
// bSGlobals
//
this.bSGlobals.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Left)));
this.bSGlobals.Location = new System.Drawing.Point(225, 233);
this.bSGlobals.Name = "bSGlobals";
this.bSGlobals.Size = new System.Drawing.Size(100, 23);
this.bSGlobals.TabIndex = 4;
this.bSGlobals.Text = "sfall globals";
this.bSGlobals.UseVisualStyleBackColor = true;
this.bSGlobals.Click += new System.EventHandler(this.bSGlobals_Click);
//
// bArrays
//
this.bArrays.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Left)));
this.bArrays.Location = new System.Drawing.Point(12, 262);
this.bArrays.Name = "bArrays";
this.bArrays.Size = new System.Drawing.Size(100, 23);
this.bArrays.TabIndex = 5;
this.bArrays.Text = "sfall arrays";
this.bArrays.UseVisualStyleBackColor = true;
this.bArrays.Click += new System.EventHandler(this.bArrays_Click);
//
// Column0
//
this.Column0.HeaderText = "ID";
this.Column0.Name = "Column0";
this.Column0.ReadOnly = true;
this.Column0.Width = 50;
//
// Column1
//
this.Column1.AutoSizeMode = System.Windows.Forms.DataGridViewAutoSizeColumnMode.Fill;
this.Column1.HeaderText = "Name";
this.Column1.Name = "Column1";
this.Column1.ReadOnly = true;
@@ -88,65 +133,10 @@
this.Column3.HeaderText = "Value (Float)";
this.Column3.Name = "Column3";
//
// bGlobals
//
this.bGlobals.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Left)));
this.bGlobals.Location = new System.Drawing.Point(12, 372);
this.bGlobals.Name = "bGlobals";
this.bGlobals.Size = new System.Drawing.Size(100, 23);
this.bGlobals.TabIndex = 1;
this.bGlobals.Text = "Globals";
this.bGlobals.UseVisualStyleBackColor = true;
this.bGlobals.Click += new System.EventHandler(this.bGlobals_Click);
//
// bMapVars
//
this.bMapVars.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Left)));
this.bMapVars.Location = new System.Drawing.Point(118, 372);
this.bMapVars.Name = "bMapVars";
this.bMapVars.Size = new System.Drawing.Size(100, 23);
this.bMapVars.TabIndex = 2;
this.bMapVars.Text = "Map variables";
this.bMapVars.UseVisualStyleBackColor = true;
this.bMapVars.Click += new System.EventHandler(this.bMapVars_Click);
//
// bCritters
//
this.bCritters.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Left)));
this.bCritters.Location = new System.Drawing.Point(12, 401);
this.bCritters.Name = "bCritters";
this.bCritters.Size = new System.Drawing.Size(100, 23);
this.bCritters.TabIndex = 3;
this.bCritters.Text = "Critters";
this.bCritters.UseVisualStyleBackColor = true;
this.bCritters.Click += new System.EventHandler(this.bCritters_Click);
//
// bSGlobals
//
this.bSGlobals.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Right)));
this.bSGlobals.Location = new System.Drawing.Point(367, 372);
this.bSGlobals.Name = "bSGlobals";
this.bSGlobals.Size = new System.Drawing.Size(100, 23);
this.bSGlobals.TabIndex = 4;
this.bSGlobals.Text = "sfall globals";
this.bSGlobals.UseVisualStyleBackColor = true;
this.bSGlobals.Click += new System.EventHandler(this.bSGlobals_Click);
//
// bArrays
//
this.bArrays.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Right)));
this.bArrays.Location = new System.Drawing.Point(473, 372);
this.bArrays.Name = "bArrays";
this.bArrays.Size = new System.Drawing.Size(100, 23);
this.bArrays.TabIndex = 5;
this.bArrays.Text = "sfall arrays";
this.bArrays.UseVisualStyleBackColor = true;
this.bArrays.Click += new System.EventHandler(this.bArrays_Click);
//
// bEdit
//
this.bEdit.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Right)));
this.bEdit.Location = new System.Drawing.Point(473, 401);
this.bEdit.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Left)));
this.bEdit.Location = new System.Drawing.Point(225, 262);
this.bEdit.Name = "bEdit";
this.bEdit.Size = new System.Drawing.Size(100, 23);
this.bEdit.TabIndex = 6;
@@ -154,24 +144,11 @@
this.bEdit.UseVisualStyleBackColor = true;
this.bEdit.Click += new System.EventHandler(this.bEdit_Click);
//
// bCrittersLvar
//
this.bCrittersLvar.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Left)));
this.bCrittersLvar.Enabled = false;
this.bCrittersLvar.Location = new System.Drawing.Point(118, 401);
this.bCrittersLvar.Name = "bCrittersLvar";
this.bCrittersLvar.Size = new System.Drawing.Size(100, 23);
this.bCrittersLvar.TabIndex = 7;
this.bCrittersLvar.Text = "Local variables";
this.bCrittersLvar.UseVisualStyleBackColor = true;
this.bCrittersLvar.Click += new System.EventHandler(this.bCrittersLvar_Click);
//
// DebugEditor
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(585, 436);
this.Controls.Add(this.bCrittersLvar);
this.ClientSize = new System.Drawing.Size(468, 297);
this.Controls.Add(this.bEdit);
this.Controls.Add(this.bArrays);
this.Controls.Add(this.bSGlobals);
@@ -179,10 +156,8 @@
this.Controls.Add(this.bMapVars);
this.Controls.Add(this.bGlobals);
this.Controls.Add(this.dataGridView1);
this.MinimumSize = new System.Drawing.Size(450, 300);
this.Name = "DebugEditor";
this.StartPosition = System.Windows.Forms.FormStartPosition.CenterScreen;
this.Text = "sfall Debug Editor";
this.Text = "DebugEditor";
this.FormClosing += new System.Windows.Forms.FormClosingEventHandler(this.DebugEditor_FormClosing);
((System.ComponentModel.ISupportInitialize)(this.dataGridView1)).EndInit();
this.ResumeLayout(false);
@@ -197,12 +172,11 @@
private System.Windows.Forms.Button bCritters;
private System.Windows.Forms.Button bSGlobals;
private System.Windows.Forms.Button bArrays;
private System.Windows.Forms.Button bEdit;
private System.Windows.Forms.DataGridViewTextBoxColumn Column0;
private System.Windows.Forms.DataGridViewTextBoxColumn Column1;
private System.Windows.Forms.DataGridViewTextBoxColumn Column2;
private System.Windows.Forms.DataGridViewTextBoxColumn Column3;
private System.Windows.Forms.Button bCrittersLvar;
private System.Windows.Forms.Button bEdit;
}
}
+140 -225
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File diff suppressed because it is too large Load Diff
+33 -43
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@@ -3,9 +3,7 @@ using System.Net.Sockets;
using System.IO;
namespace FalloutClient {
class EditorConnection
{
class EditorConnection {
private TcpClient client;
private NetworkStream stream;
private BinaryReader br;
@@ -13,81 +11,73 @@ namespace FalloutClient {
public readonly int[] Globals;
public readonly int[] MapVars;
public readonly uint[,] Critters;
public readonly uint[] Critters;
public readonly ulong[] SGlobalKeys;
public readonly int[] sGlobals;
public readonly uint[] Arrays;
public readonly int[] ArrayLengths;
public readonly int[] ArrayFlag;
public readonly bool[] ArrayIsMap;
public readonly int[] ArrayDataSizes;
public EditorConnection() {
System.Threading.Thread.Sleep(1000);
client = new TcpClient("127.0.0.1", 4245);
stream = client.GetStream();
br = new BinaryReader(stream);
bw = new BinaryWriter(stream);
Globals = new int[br.ReadInt32()];
MapVars = new int[br.ReadInt32()];
SGlobalKeys = new ulong[br.ReadInt32()];
sGlobals = new int[SGlobalKeys.Length];
Arrays = new uint[br.ReadInt32()];
ArrayLengths = new int[Arrays.Length];
ArrayFlag = new int[Arrays.Length];
ArrayIsMap = new bool[Arrays.Length];
Critters = new uint[br.ReadInt32(), 2];
client=new TcpClient("127.0.0.1", 4245);
stream=client.GetStream();
br=new BinaryReader(stream);
bw=new BinaryWriter(stream);
Globals=new int[br.ReadInt32()];
MapVars=new int[br.ReadInt32()];
SGlobalKeys=new ulong[br.ReadInt32()];
sGlobals=new int[SGlobalKeys.Length];
Arrays=new uint[br.ReadInt32()];
ArrayLengths=new int[Arrays.Length];
ArrayDataSizes=new int[Arrays.Length];
Critters=new uint[br.ReadInt32()];
for (int i = 0; i < Globals.Length; i++) Globals[i] = br.ReadInt32();
for (int i = 0; i < MapVars.Length; i++) MapVars[i] = br.ReadInt32();
for (int i = 0; i < sGlobals.Length; i++) {
SGlobalKeys[i] = br.ReadUInt64();
sGlobals[i] = br.ReadInt32();
for(int i=0;i<Globals.Length;i++) Globals[i]=br.ReadInt32();
for(int i=0;i<MapVars.Length;i++) MapVars[i]=br.ReadInt32();
for(int i=0;i<sGlobals.Length;i++) {
SGlobalKeys[i]=br.ReadUInt64();
sGlobals[i]=br.ReadInt32();
br.ReadInt32();
}
for (int i = 0; i < Arrays.Length; i++) {
Arrays[i] = br.ReadUInt32();
ArrayIsMap[i] = (br.ReadInt32() != 0);
ArrayLengths[i] = br.ReadInt32();
ArrayFlag[i] = br.ReadInt32();
}
for (int i = 0; i < Critters.Length / 2; i++) {
Critters[i, 0] = br.ReadUInt32();
Critters[i, 1] = br.ReadUInt32();
for(int i=0;i<Arrays.Length;i++) {
Arrays[i]=br.ReadUInt32();
ArrayLengths[i]=br.ReadInt32();
ArrayDataSizes[i]=br.ReadInt32();
}
for(int i=0;i<Critters.Length;i++) Critters[i]=br.ReadUInt32();
}
public void Close() {
stream.Close();
client.Close();
stream = null;
client = null;
stream=null;
client=null;
}
public void WriteDataType(DataTypeSend type) {
stream.WriteByte((byte)type);
//bw.Write((byte)type);
}
public void WriteByte(byte b) { bw.Write(b); }
public void WriteInt16(short value) { bw.Write(value); }
public void WriteInt(int value) { bw.Write(value); }
public void WriteBytes(byte[] buf) { bw.Write(buf); }
public void WriteBytes(byte[] buf, int start, int len) {
bw.Write(buf, start, len);
}
public void Read(byte[] buffer) {
int upto = 0;
while (upto < buffer.Length) {
upto += stream.Read(buffer, upto, buffer.Length - upto);
int upto=0;
while(upto<buffer.Length) {
upto+=stream.Read(buffer, upto, buffer.Length-upto);
}
}
public void Read(byte[] buffer, int offset, int length) {
int upto = 0;
int upto=0;
//System.Diagnostics.Debug.WriteLine("Read - offset: "+offset+" length: "+length);
while (upto < length) {
upto += stream.Read(buffer, offset + upto, length - upto);
while(upto<length) {
upto+=stream.Read(buffer, offset+upto, length-upto);
}
}
public int ReadByte() {
+11 -41
View File
@@ -29,14 +29,13 @@
this.Column1 = new System.Windows.Forms.DataGridViewTextBoxColumn();
this.Column2 = new System.Windows.Forms.DataGridViewTextBoxColumn();
this.Column3 = new System.Windows.Forms.DataGridViewTextBoxColumn();
this.checkBox = new System.Windows.Forms.CheckBox();
((System.ComponentModel.ISupportInitialize)(this.dataGridView1)).BeginInit();
this.SuspendLayout();
//
// bSave
//
this.bSave.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Left)));
this.bSave.Location = new System.Drawing.Point(12, 336);
this.bSave.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Right)));
this.bSave.Location = new System.Drawing.Point(281, 265);
this.bSave.Name = "bSave";
this.bSave.Size = new System.Drawing.Size(75, 23);
this.bSave.TabIndex = 0;
@@ -47,7 +46,7 @@
// bCancel
//
this.bCancel.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Right)));
this.bCancel.Location = new System.Drawing.Point(371, 336);
this.bCancel.Location = new System.Drawing.Point(200, 265);
this.bCancel.Name = "bCancel";
this.bCancel.Size = new System.Drawing.Size(75, 23);
this.bCancel.TabIndex = 1;
@@ -59,77 +58,49 @@
//
this.dataGridView1.AllowUserToAddRows = false;
this.dataGridView1.AllowUserToDeleteRows = false;
this.dataGridView1.AllowUserToResizeRows = false;
this.dataGridView1.Anchor = ((System.Windows.Forms.AnchorStyles)((((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Bottom)
| System.Windows.Forms.AnchorStyles.Left)
| System.Windows.Forms.AnchorStyles.Right)));
this.dataGridView1.ColumnHeadersHeight = 22;
this.dataGridView1.Anchor = ((System.Windows.Forms.AnchorStyles)((((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Bottom)
| System.Windows.Forms.AnchorStyles.Left)
| System.Windows.Forms.AnchorStyles.Right)));
this.dataGridView1.ColumnHeadersHeightSizeMode = System.Windows.Forms.DataGridViewColumnHeadersHeightSizeMode.AutoSize;
this.dataGridView1.Columns.AddRange(new System.Windows.Forms.DataGridViewColumn[] {
this.Column1,
this.Column2,
this.Column3});
this.dataGridView1.Location = new System.Drawing.Point(12, 12);
this.dataGridView1.MultiSelect = false;
this.dataGridView1.Name = "dataGridView1";
this.dataGridView1.RowHeadersVisible = false;
this.dataGridView1.RowHeadersWidthSizeMode = System.Windows.Forms.DataGridViewRowHeadersWidthSizeMode.DisableResizing;
this.dataGridView1.SelectionMode = System.Windows.Forms.DataGridViewSelectionMode.CellSelect;
this.dataGridView1.Size = new System.Drawing.Size(434, 318);
this.dataGridView1.Size = new System.Drawing.Size(344, 247);
this.dataGridView1.TabIndex = 2;
this.dataGridView1.CellEndEdit += new System.Windows.Forms.DataGridViewCellEventHandler(this.dataGridView1_CellEndEdit);
//
// Column1
//
this.Column1.AutoSizeMode = System.Windows.Forms.DataGridViewAutoSizeColumnMode.Fill;
this.Column1.HeaderText = "Element";
this.Column1.HeaderText = "Name";
this.Column1.Name = "Column1";
this.Column1.ReadOnly = true;
this.Column1.SortMode = System.Windows.Forms.DataGridViewColumnSortMode.NotSortable;
//
// Column2
//
this.Column2.HeaderText = "Type";
this.Column2.Name = "Column2";
this.Column2.ReadOnly = true;
this.Column2.SortMode = System.Windows.Forms.DataGridViewColumnSortMode.NotSortable;
this.Column2.Width = 75;
//
// Column3
//
this.Column3.HeaderText = "Value";
this.Column3.Name = "Column3";
this.Column3.SortMode = System.Windows.Forms.DataGridViewColumnSortMode.NotSortable;
this.Column3.Width = 150;
//
// checkBox
//
this.checkBox.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Left)));
this.checkBox.AutoSize = true;
this.checkBox.Location = new System.Drawing.Point(103, 341);
this.checkBox.Name = "checkBox";
this.checkBox.Size = new System.Drawing.Size(91, 17);
this.checkBox.TabIndex = 3;
this.checkBox.Text = "Values in Hex";
this.checkBox.UseVisualStyleBackColor = true;
this.checkBox.Click += new System.EventHandler(this.checkBox_Click);
//
// EditorWindow
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(458, 371);
this.Controls.Add(this.checkBox);
this.ClientSize = new System.Drawing.Size(368, 300);
this.Controls.Add(this.dataGridView1);
this.Controls.Add(this.bCancel);
this.Controls.Add(this.bSave);
this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.SizableToolWindow;
this.MinimumSize = new System.Drawing.Size(300, 200);
this.Name = "EditorWindow";
this.StartPosition = System.Windows.Forms.FormStartPosition.CenterScreen;
this.Text = "Edit Values";
this.Text = "EditorWindow";
((System.ComponentModel.ISupportInitialize)(this.dataGridView1)).EndInit();
this.ResumeLayout(false);
this.PerformLayout();
}
@@ -141,6 +112,5 @@
private System.Windows.Forms.DataGridViewTextBoxColumn Column1;
private System.Windows.Forms.DataGridViewTextBoxColumn Column2;
private System.Windows.Forms.DataGridViewTextBoxColumn Column3;
private System.Windows.Forms.CheckBox checkBox;
}
}
+18 -89
View File
@@ -3,93 +3,32 @@ using System.Collections.Generic;
using System.Windows.Forms;
namespace FalloutClient {
public enum DataType : int { None = 0, Int = 1, Float = 2, String = 3 }
public partial class EditorWindow : Form
{
private readonly DataType[] types = null;
private string[] values;
public enum DataType : int { None=0, Int=1, Float=2, String=3 }
public partial class EditorWindow : Form {
private readonly DataType[] types;
private readonly string[] values;
private bool save;
private static bool valueInHex = false;
private void ConvertValues(bool toHex) {
for (int i = 0; i < values.Length; i++) {
if (toHex) {
if (types == null || types[i] == DataType.Int) {
int val = int.Parse(values[i]);
values[i] = "0x" + val.ToString("x").ToUpper();
}
} else {
if (types == null || types[i] == DataType.Int) {
values[i] = Convert.ToInt32(values[i], 16).ToString();
}
}
}
}
private EditorWindow(string[] names, DataType[] types, string[] values, bool isMap) {
this.types = types;
this.values = values;
private EditorWindow(string[] names, DataType[] types, string[] values) {
this.types=types;
this.values=values;
InitializeComponent();
checkBox.Checked = EditorWindow.valueInHex;
dataGridView1.SuspendLayout();
if (valueInHex) ConvertValues(true);
if (names == null)
for (int i = 0; i < types.Length; i++) {
string element = i.ToString();
if (isMap && (i % 2) == 0) element += " - Key";
dataGridView1.Rows.Add(element, types[i].ToString(), values[i]);
}
else
for (int i = 0; i < types.Length; i++) dataGridView1.Rows.Add("[0x" + (i * 4).ToString("x").ToUpper() + "]" + names[i], types[i].ToString(), values[i]);
if(names==null) for(int i=0;i<types.Length;i++) dataGridView1.Rows.Add(i.ToString(), types[i].ToString(), values[i]);
else for(int i=0;i<types.Length;i++) dataGridView1.Rows.Add(names[i], types[i].ToString(), values[i]);
dataGridView1.ResumeLayout();
}
public static string[] ShowEditor(DebugEditor form, string[] names, DataType[] types, string[] values, bool isMap = false) {
EditorWindow editor = new EditorWindow(names, types, values, isMap);
public static string[] ShowEditor(string[] names, DataType[] types, string[] values) {
EditorWindow editor=new EditorWindow(names, types, values);
editor.ShowDialog();
if (editor.save) {
if (valueInHex) editor.ConvertValues(false);
return editor.values;
}
return null;
}
private EditorWindow(string[] values) {
this.values = values;
InitializeComponent();
checkBox.Checked = EditorWindow.valueInHex;
dataGridView1.SuspendLayout();
if (valueInHex) ConvertValues(true);
for (int i = 0; i < values.Length; i++) {
dataGridView1.Rows.Add(i.ToString(), "Int", values[i]);
}
dataGridView1.ResumeLayout();
}
public static string[] ShowEditor(DebugEditor form, string[] lvalues) {
EditorWindow editor = new EditorWindow(lvalues);
editor.ShowDialog();
if (editor.save) {
if (valueInHex) editor.ConvertValues(false);
return editor.values;
}
return null;
if(editor.save) return editor.values;
else return null;
}
private bool CheckInput(DataType type, string str) {
switch (type) {
switch(type) {
case DataType.Int:
if (valueInHex) {
try {
Convert.ToInt32(str, 16);
return true;
} catch (Exception) {
return false;
}
}
int i;
return int.TryParse(str, out i);
case DataType.Float:
@@ -100,11 +39,9 @@ namespace FalloutClient {
}
private void dataGridView1_CellEndEdit(object sender, DataGridViewCellEventArgs e) {
string str = (string)dataGridView1.Rows[e.RowIndex].Cells[e.ColumnIndex].Value;
if (str != null && CheckInput(((types != null) ? types[e.RowIndex] : DataType.Int), str))
values[e.RowIndex] = str;
else
dataGridView1.Rows[e.RowIndex].Cells[e.ColumnIndex].Value = values[e.RowIndex];
string str=(string)dataGridView1.Rows[e.RowIndex].Cells[e.ColumnIndex].Value;
if(CheckInput(types[e.RowIndex], str)) values[e.RowIndex]=str;
else dataGridView1.Rows[e.RowIndex].Cells[e.ColumnIndex].Value=values[e.RowIndex];
}
private void bCancel_Click(object sender, EventArgs e) {
@@ -112,16 +49,8 @@ namespace FalloutClient {
}
private void bSave_Click(object sender, EventArgs e) {
save = true;
save=true;
Close();
}
private void checkBox_Click(object sender, EventArgs e) {
valueInHex = checkBox.Checked;
ConvertValues(valueInHex);
for (int i = 0; i < values.Length; i++) {
dataGridView1.Rows[i].Cells[2].Value = values[i];
}
}
}
}
@@ -16,21 +16,6 @@
<UpgradeBackupLocation>
</UpgradeBackupLocation>
<TargetFrameworkVersion>v2.0</TargetFrameworkVersion>
<IsWebBootstrapper>false</IsWebBootstrapper>
<PublishUrl>publish\</PublishUrl>
<Install>true</Install>
<InstallFrom>Disk</InstallFrom>
<UpdateEnabled>false</UpdateEnabled>
<UpdateMode>Foreground</UpdateMode>
<UpdateInterval>7</UpdateInterval>
<UpdateIntervalUnits>Days</UpdateIntervalUnits>
<UpdatePeriodically>false</UpdatePeriodically>
<UpdateRequired>false</UpdateRequired>
<MapFileExtensions>true</MapFileExtensions>
<ApplicationRevision>0</ApplicationRevision>
<ApplicationVersion>1.0.0.%2a</ApplicationVersion>
<UseApplicationTrust>false</UseApplicationTrust>
<BootstrapperEnabled>false</BootstrapperEnabled>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
@@ -48,8 +33,6 @@
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<CheckForOverflowUnderflow>true</CheckForOverflowUnderflow>
<DebugSymbols>true</DebugSymbols>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
@@ -79,18 +62,6 @@
<DependentUpon>EditorWindow.cs</DependentUpon>
</EmbeddedResource>
</ItemGroup>
<ItemGroup>
<BootstrapperPackage Include="Microsoft.Net.Client.3.5">
<Visible>False</Visible>
<ProductName>.NET Framework 3.5 SP1 Client Profile</ProductName>
<Install>false</Install>
</BootstrapperPackage>
<BootstrapperPackage Include="Microsoft.Net.Framework.3.5.SP1">
<Visible>False</Visible>
<ProductName>.NET Framework 3.5 SP1</ProductName>
<Install>false</Install>
</BootstrapperPackage>
</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
@@ -100,7 +71,6 @@
</Target>
-->
<PropertyGroup>
<PostBuildEvent>
</PostBuildEvent>
<PostBuildEvent>copy "$(TargetPath)" "C:\Games\Fallout2\$(TargetName)$(TargetExt)"</PostBuildEvent>
</PropertyGroup>
</Project>
@@ -1,6 +1,6 @@
Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SfallDebugEditor", "SfallDebugEditor.csproj", "{80ED0DCE-100E-4EC9-A79D-2FBFA4CAD1E3}"
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MPClient", "MPClient.csproj", "{80ED0DCE-100E-4EC9-A79D-2FBFA4CAD1E3}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
+6 -14
View File
@@ -12,25 +12,17 @@ namespace FalloutClient {
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
if (args.Length == 1 && args[0] == "-debugedit") {
if(args.Length==1&&args[0]=="-debugedit") {
Application.Run(new DebugEditor(new EditorConnection()));
} else {
MessageBox.Show("The debug editor can only be run from the game.",
"sfall Debug Editor", MessageBoxButtons.OK, MessageBoxIcon.Stop);
throw new Exception("Multiplayer is no longer supported");
}
}
}
enum DataTypeSend {
SetGlobal = 0,
SetMapVar = 1,
RetrieveCritter = 2,
SetCritter = 3,
SetSGlobal = 4,
GetArray = 9,
SetArray = 10,
GetLocal = 11,
SetLocal = 12,
Exit = 254
}
Mouse=0, LMouseDown=1, LMouseUp=2, RMouseDown=3, RMouseUp=4, TakeChar=5, ReleaseChar=6,
SetGlobal=0, SetMapVar=1, RetrieveCritter=2, SetCritter=3, SetSGlobal=4, GetArray=9, SetArray=10,
Exit=254
}
}
+5 -5
View File
@@ -5,12 +5,12 @@ using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("sfall Debug Editor")]
[assembly: AssemblyTitle("FalloutClient")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("sfall")]
[assembly: AssemblyCopyright("Copyright © 2019")]
[assembly: AssemblyProduct("FalloutClient")]
[assembly: AssemblyCopyright("Copyright © 2009")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
@@ -29,5 +29,5 @@ using System.Runtime.InteropServices;
// Build Number
// Revision
//
[assembly: AssemblyVersion("4.1.9.0")]
[assembly: AssemblyFileVersion("4.1.9.0")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]
+4 -4
View File
@@ -1,8 +1,8 @@
# sfall
A set of engine modifications for the classic game Fallout 2 in form of a DLL, which modifies executable in memory without changing anything in EXE file itself.
A set of engine modifications for the classic game Fallout 2 in form of a DLL, which modifies executable in memory without changing anything in EXE file itself.
**Engine modifications include:**
Engine modifications include:
- Better support for modern operating systems
- Externalizing many settings like starting map and game time, skills, perks, critical hit tables, books, etc.
- Bug fixes
@@ -10,7 +10,7 @@ A set of engine modifications for the classic game Fallout 2 in form of a DLL, w
- Extended scripting capabilities for modders (many new opcodes to control sfall features as well as previously unavailable vanilla engine functions)
Original author: timeslip
Original author: timeslip
Original description: A set of engine modifications for the classic game Fallout 2 by Interplay. Includes fixes for bugs in the original engine, allows fallout to run correctly on modern operating systems, and adds additional features for modders.
Original description: A set of engine modifications for the classic game Fallout 2 by Interplay. Includes fixes for bugs in the original engine, allows fallout to run correctly on modern operating systems, and adds additional features for modders.
+5 -6
View File
@@ -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
-37
View File
@@ -1,37 +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
; e.g. 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 of 7 days (as all drugs except Jet)
AddictTime=0
; the number of the global variable from vault13.gam responsible for displaying addiction in the character screen
; if you set GvarID with numbers: 21-26, 295, 296, or variable numbers that have already been declared in previous sections,
; the TextID and FrmID options in this section will be ignored
; 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
+34 -98
View File
@@ -1,70 +1,44 @@
;This file handles modifications to perks and traits
;When adding extra perks to a mod, it's advisable to use the fake perk scripting functions rather than make modifications
; in this file, as some perks have hardcoded effects which may catch you out
;Since traits need to be picked before any scripts run, they have an additional NoHardcode option in this file which can
;When adding extra perks to a mod, it's advisable to use
; the fake perk scripting functions rather than make modifications
; in this file, as some perks have hardcoded effects which may
; catch you out
;Since traits need to be picked before any scripts run, they
; have an additional NoHardcode option in this file which can
; be used to remove their hardcoded effects, and add new stat/skill effects
[PerksTweak]
;Change the penalty distance and distance bonus for 'Weapon Scope Range' weapon perk
;0 - no penalty, 8 - default penalty
WeaponScopeRangePenalty=8
;2 - no bonus, 5 - default bonus
WeaponScopeRangeBonus=5
;Changes the distance bonus for 'Weapon Long Range' weapon perk
;2 - no bonus, 4 - default bonus
WeaponLongRangeBonus=4
;Changes the hit chance bonus for 'Weapon Accurate' weapon perk
;0 - no bonus, 200 - maximum bonus, 20 - default bonus
WeaponAccurateBonus=20
;Changes the strength bonus for 'Weapon Handling' perk
;0 - no bonus, 10 - maximum bonus, 3 - default bonus
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
;Ranks: The number of perk levels
;Level: The minimum required level
;Type: If 0, the perk checks only Skill1 for skill requirements; if 1, it checks Skill1 or Skill2; if 2, it checks both Skill1 and Skill2
;Stat: The modified stat or -1 if you don't want to change any stats
;StatMag: The increased/decreased value to the modified stat
;Skill1/Skill2: The first/second skill (or -1 for none) to check, but if you set a specific bit 0x4000000 (67108864), it checks GVAR.
; For example, if Skill1=0x4000004, then the perk will check GVAR_BAD_MONSTER (0x4000000 + 4) on Skill1Mag value
;Skill1Mag/Skill2Mag: Positive value is used as the minimum requirements of the first/second skill/GVAR, and a negative value is interpreted as the maximum requirement.
; For example, with Skill1=0 and Skill1Mag=100, if player has small guns skill >= 100 and meets all other requirements, the perk will be available in the
; selection window; with Skill1=1 and Skill1Mag=-120, the perk will not be available if player has big guns skill >= 120
;STR-LCK: Positive values are used as minimum requirements of SPECIAL stats, and negative values are interpreted as maximum requirements.
; For some special perks processed by the engine (e.g. PERK_armor_powered and PERK_armor_combat), the values are not used as requirements
; but to add to corresponding SPECIAL stats
;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
;Type=If 0, the perk checks only Skill1 for skill requirements; if 1, it checks
; Skill1 or Skill2; if 2, it checks both Skill1 and Skill2
;Stat=The modified stat or -1 if you don't want to change any stats
;StatMag=The increased/decreased value to the modified stat
;Skill1=The first skill (or -1 for none) to check, but if you set a specific bit
; (67108864 or 0x4000000), it checks GVAR. For example, if Skill1=67108864, then
; the perk will check GVAR_PLAYER_REPUTATION (67108864 + 0) on Skill1Mag value
;Skill1Mag=Positive value is used as the minimum requirements of the first
; skill/GVAR, and a negative value is interpreted as the maximum requirement.
; For example, with Skill1=0 and Skill1Mag=100, if player has small guns skill
; >= 100 and meets all other requirements, the perk will be available in the
; selection window; with Skill1=1 and Skill1Mag=-120, the perk will not be
; available if player has big guns skill >= 120
;Skill2=The second skill/GVAR (or -1 for none) to check
;Skill2Mag=Same as Skill1Mag, but for Skill2
;STR-LCK=Positive values are used as minimum requirements of SPECIAL stats, and
; negative values are interpreted as maximum requirements. For some special
; perks processed by the engine (e.g. PERK_armor_powered and PERK_armor_combat),
; the values are not used as requirements but to add to corresponding SPECIAL
; stats
;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
@@ -83,44 +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
;##############################################################################
[Traits]
;Set to 1 to enable the modifications for traits
Enable=0
;This is a modification to trait 0
[t0]
NoHardcode=0
+2 -6
View File
@@ -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.
@@ -7,12 +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
NPCPickupFail=%s cannot pick up the item.
[AppearanceMod]
RaceText=Race
StyleText=Style
DoneBtn=Done
MainButtonText=Appearance
+5 -6
View File
@@ -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
View File
@@ -1,12 +1,11 @@
;Controls the elevators
;Image must match up with the image of an existing elevator (can be overrided in sfall 4.1.4/3.8.14 or newer)
;Image must match up with the image of an existing elevator
;Make sure you specify the correct number of exit targets
;The maximum number of elevators is currently capped at 50
;Use the line number (0-indexed) of the corresponding FRM in intrface.lst to set the appearance of the elevator
;Override elevator 0
[0]
;This elevator will use the settings of the original forth elevator
[000]
;This elevator uses the frm of the original forth elevator
Image=4
;Set up the first exit point
@@ -24,23 +23,4 @@ ID3=50
Elevation3=0
Tile3=12944
;No forth exit point
;Override FRM images of elevator 0. Set ButtonsFrm to -1 to use default buttons from MainFrm
MainFrm=143
ButtonsFrm=-1
;An example of a new elevator
[24]
;Set Image to 24 to create a new elevator type (0-23 are the original elevator types)
Image=24
;Set the number of buttons
ButtonCount=3
;Set the appearance of the elevator
MainFrm=148
ButtonsFrm=151
;Set up the exit points for all three buttons (see examples above)
;No forth exit point
@@ -1,82 +0,0 @@
;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
-89
View File
@@ -1,89 +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=1,3,4,6,14
Default=16777280
Jacket=16777321
Leather=16777325
Metal=16777323
Combat=16777322
Power=16777324
; Vic
[2]
PID=16777278
WeaponAnims=1,5,7,13,14
Default=16777307
Jacket=16777329
Leather=16777333
Metal=16777331
Combat=16777330
Power=16777332
; Cassidy
[3]
PID=16777305
WeaponAnims=4,5,7,13
Default=16777354
Jacket=16777351
Leather=16777260
Metal=16777327
Combat=16777326
Power=16777328
; Myron
[4]
PID=16777376
WeaponAnims=1,5,14
Default=16777304
Combat=16777350
Power=16777349
; Cat Jules (RP)
[5]
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
Combat=16777226
; Kitsune (RP)
[6]
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
Combat=16777219
-60
View File
@@ -1,60 +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
;Set a comma delimited list of perk IDs for perks to be inherited from the player during the combat control
PerksList=0,73
;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

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