* Added BoxBarCount option.
* Added "set_iface_tag_text" and "add_iface_tag" script functions.
* Now number of simultaneously displayed boxes depends on game res.
* Updated documents.
Moved some codes from Worldmap.cpp to new Interface.cpp (same as 4.x).
Moved some option codes from main.cpp to other modules.
Removed CorpseLineOfFireFix from ddraw.ini (always enabled).
* to toggle modification sections for perks and traits.
Backported ini reading functions from 4.x to main.cpp, and edited
related code in Perks.cpp (need to implement to other source later)
Added error/warning icons to message boxes.
* 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.
* 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.
* 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.
Moved the code of NPCStage6Fix to BugFixes.cpp.
(to its original relative location, right above MultiHexPathingFix)
Reorganized some code in BugFixes.cpp.
Tweaked the error printing for ResizeArray in Arrays.cpp.
* 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.
Updated version number.
* disables playing the final movie/credits after the endgame slideshow.
* disables halving the weight for power armor items.
Moved FastShotFix and Ray's combat_p_proc fix from main.cpp to other
files.
Fixed player's direction after leaving a map via ladder/stairs.
Fixed MainMenuFontColour not changing the font color for the copyright
text on the main menu (#261)
Code correction in main.cpp.
Added code for preparing clearing map_update_event in queue.
Fixed a crash bug in message_str_game function when passing a negative
fileId value.
Corrected/edited some code.
* it forces the weapon to use EW skill regardless of its damage type.
Placed an object with PID 0x5000004 (corpse blood) to the lower z-layer
of the tile.
* prevent it from creating multiple message windows.
Capped StartMonth/StartDay in case people didn't notice "0-indexed".
Minor fix for assigning an ID to objects when loading a map.
Small optimization for sfall gl/hs scripts.
* 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.
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.
;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]
@@ -30,41 +31,39 @@ WeaponHandlingBonus=3
;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 (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=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
// Limits maximum amount of sharpening a pixel receives. This helps avoid "haloing" artifacts which would otherwise occur when you raised the strength too much
// min 0.0, max 1.0, step 0.005
#define sharp_clamp 0.035
// Offset bias adjusts the radius of the sampling pattern. I designed the pattern for an offset bias of 1.0, but feel free to experiment
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