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https://github.com/sfall-team/sfall.git
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@@ -0,0 +1,51 @@
|
||||
name: Build
|
||||
|
||||
on:
|
||||
push:
|
||||
branches:
|
||||
- 'develop'
|
||||
- 'github-action'
|
||||
paths:
|
||||
- '.github/workflows/build.yml'
|
||||
- 'action.yml'
|
||||
- 'sfall/**'
|
||||
|
||||
jobs:
|
||||
Build:
|
||||
name: sfall
|
||||
runs-on: windows-latest
|
||||
steps:
|
||||
|
||||
- name: Clone sfall
|
||||
uses: actions/checkout@v2
|
||||
|
||||
# Action is used twice for self-testing only
|
||||
# DevXP build results are intentionally *not* included in artifact
|
||||
|
||||
- name: ReleaseXP build
|
||||
id: build
|
||||
uses: ./
|
||||
with:
|
||||
release-xp: true
|
||||
|
||||
- name: DevXP build
|
||||
uses: ./
|
||||
with:
|
||||
dev-xp: true
|
||||
|
||||
- name: Prepare artifact
|
||||
run: |
|
||||
:
|
||||
mkdir -p sfall-build
|
||||
|
||||
cp artifacts/ddraw.ini sfall-build
|
||||
cp artifacts/sfall.dat sfall-build
|
||||
cp "${{ steps.build.outputs.release-xp }}" sfall-build
|
||||
shell: bash
|
||||
|
||||
- name: Upload artifacts
|
||||
uses: actions/upload-artifact@v2
|
||||
with:
|
||||
name: sfall-build
|
||||
path: sfall-build
|
||||
retention-days: 14
|
||||
@@ -0,0 +1,34 @@
|
||||
name: github pages
|
||||
|
||||
on:
|
||||
push:
|
||||
branches:
|
||||
- master
|
||||
|
||||
jobs:
|
||||
deploy:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v2
|
||||
|
||||
- name: Setup Python
|
||||
uses: actions/setup-python@v2
|
||||
with:
|
||||
python-version: '3.x'
|
||||
|
||||
- name: Install dependencies
|
||||
run: |
|
||||
sudo apt -y -qq install bundler python3-pip
|
||||
pip3 install ruamel.yaml --user
|
||||
|
||||
- name: Build
|
||||
run: ./docs/generate.sh
|
||||
|
||||
- name: Deploy
|
||||
uses: peaceiris/actions-gh-pages@v3
|
||||
with:
|
||||
github_token: ${{ secrets.GITHUB_TOKEN }}
|
||||
publish_dir: ./docs/_site
|
||||
user_name: 'github-actions[bot]'
|
||||
user_email: 'github-actions[bot]@users.noreply.github.com'
|
||||
@@ -55,8 +55,10 @@ nb-configuration.xml
|
||||
# Build results
|
||||
[Dd]ebug/
|
||||
[Dd]ebugPublic/
|
||||
[Dd]evXP
|
||||
[Rr]elease/
|
||||
[Rr]eleases/
|
||||
[Rr]eleaseXP/
|
||||
x64/
|
||||
x86/
|
||||
build/
|
||||
@@ -222,3 +224,9 @@ FakesAssemblies/
|
||||
# Visual Studio 6 workspace options file
|
||||
*.opt
|
||||
sfall/postbuild.cmd
|
||||
|
||||
# jekyll build files
|
||||
docs/_site
|
||||
docs/.sass-cache
|
||||
docs/.jekyll-metadata
|
||||
docs/pages/*.md
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
# sfall
|
||||
[](https://github.com/phobos2077/sfall/actions/workflows/gh-pages.yml)
|
||||
|
||||
A set of engine modifications for the classic game Fallout 2 in form of a DLL, which modifies executable in memory without changing anything in EXE file itself.
|
||||
|
||||
|
||||
+138
@@ -0,0 +1,138 @@
|
||||
name: 'sfall'
|
||||
description: 'Builds sfall binaries'
|
||||
author: '@wipe2238'
|
||||
|
||||
###
|
||||
#
|
||||
# Example:
|
||||
#
|
||||
# - name: Build sfall
|
||||
# id: sfall
|
||||
# uses: phobos2077/sfall@develop
|
||||
# with:
|
||||
# release-xp: true
|
||||
#
|
||||
# - name: Copy sfall to mod directory
|
||||
# run: copy "${{ steps.sfall.outputs.release-xp }}" "my/mod/directory/ddraw.dll"
|
||||
#
|
||||
###
|
||||
|
||||
# While both inputs are marked as required, users needs to set only one of them (at minimum) to 'true' for action to work
|
||||
inputs:
|
||||
|
||||
release-xp:
|
||||
description: 'Set to true to enable building with ReleaseXP configuration'
|
||||
required: true
|
||||
|
||||
dev-xp:
|
||||
description: 'Set to true to enable building with DevXP configuration'
|
||||
required: true
|
||||
|
||||
# Outputs are always using Windows directory separator (`\`)
|
||||
outputs:
|
||||
|
||||
release-xp:
|
||||
description: 'Full path to ddraw.dll built with ReleaseXP configuration'
|
||||
value: ${{ steps.build-release-xp.outputs.ddraw-dll }}
|
||||
|
||||
dev-xp:
|
||||
description: 'Full path to ddraw.dll built with DevXP configuration'
|
||||
value: ${{ steps.build-dev-xp.outputs.ddraw-dll }}
|
||||
dev-xp-pdb:
|
||||
description: 'Full path to ddraw.pdb built with DevXP configuration'
|
||||
value: ${{ steps.build-dev-xp.outputs.ddraw-pdb }}
|
||||
|
||||
runs:
|
||||
using: 'composite'
|
||||
steps:
|
||||
|
||||
# Quick check for things which should never happen
|
||||
- name: Sanity checks
|
||||
run: |
|
||||
if [[ "${{ runner.os }}" != "Windows" ]]; then
|
||||
echo "[ERROR] This action can only be used on Windows"
|
||||
exit 1
|
||||
elif [[ "${{ inputs.release-xp }}" != "true" ]] && [[ "${{ inputs.dev-xp }}" != "true" ]]; then
|
||||
echo "[ERROR] At least one of following inputs must be set to 'true' -- 'release-xp', 'dev-xp'"
|
||||
exit 1
|
||||
#
|
||||
elif [[ ! -d "$(cygpath --unix "$GITHUB_ACTION_PATH/sfall/")" ]]; then
|
||||
echo "[ERROR] Solution directory not found -- 'sfall\\'"
|
||||
exit 1
|
||||
elif [[ ! -f "$(cygpath --unix "$GITHUB_ACTION_PATH/sfall/ddraw.sln")" ]]; then
|
||||
echo "[ERROR] Solution file not found -- 'sfall\\ddraw.sln'"
|
||||
exit 1
|
||||
fi
|
||||
#
|
||||
shell: bash
|
||||
|
||||
# DXSDK directory must be prepared only once, in case action is used N times
|
||||
# Using `.lib` suffix to make sure directory is ignored by git in exotic scenarios
|
||||
# Using `::set-output` to make sure workflow environment remains unchanged
|
||||
- name: Prepare DXSDK directory
|
||||
id: dxsdk
|
||||
run: |
|
||||
DXSDK_DIR="$GITHUB_ACTION_PATH/sfall/DXSDK.lib"
|
||||
if [[ ! -d "$DXSDK_DIR" ]]; then
|
||||
echo "::group::Prepare DXSDK directory"
|
||||
#
|
||||
git clone --quiet https://github.com/NovaRain/DXSDK_Collection.git "$DXSDK_DIR"
|
||||
cp "$DXSDK_DIR/DXSDK_Aug2007/Lib/x86/dinput.lib" "$DXSDK_DIR/DXSDK_Jun2010/Lib/x86/"
|
||||
#
|
||||
echo "::endgroup::"
|
||||
fi
|
||||
echo "::set-output name=dir::$(cygpath --windows "$DXSDK_DIR/DXSDK_Jun2010/")"
|
||||
shell: bash
|
||||
|
||||
# MSBuild is not in PATH on Windows machines
|
||||
# Using `::set-output` to make sure workflow environment remains unchanged
|
||||
- name: Prepare MSBuild
|
||||
id: msbuild
|
||||
run: |
|
||||
echo "::group::Prepare MSBuild"
|
||||
|
||||
MSBUILD_EXE="$("/c/Program Files (x86)/Microsoft Visual Studio/Installer/vswhere.exe" -latest -requires Microsoft.Component.MSBuild -find MSBuild/**/Bin/MSBuild.exe)"
|
||||
echo "::set-output name=exe::$MSBUILD_EXE"
|
||||
|
||||
echo "::endgroup::"
|
||||
shell: bash
|
||||
|
||||
# Creating empty `PostBuild.cmd` to avoid false-positive build error
|
||||
- name: Build ReleaseXP
|
||||
id: build-release-xp
|
||||
run: |
|
||||
if [[ "${{ inputs.release-xp }}" == "true" ]]; then
|
||||
echo ::group::Build ReleaseXP
|
||||
|
||||
#
|
||||
echo "@echo off" > "$GITHUB_ACTION_PATH/sfall/PostBuild.cmd"
|
||||
"${{ steps.msbuild.outputs.exe }}" "$GITHUB_ACTION_PATH/sfall/ddraw.sln" -p:Configuration=ReleaseXP -p:Platform=Win32 -p:PlatformToolset=v140_xp
|
||||
#
|
||||
echo "::set-output name=ddraw-dll::$(cygpath --windows "$GITHUB_ACTION_PATH/sfall/ReleaseXP/ddraw.dll")"
|
||||
|
||||
echo "::endgroup::"
|
||||
fi
|
||||
env:
|
||||
DXSDK_DIR: ${{ steps.dxsdk.outputs.dir }}
|
||||
shell: bash
|
||||
|
||||
# Creating empty `PostBuild.cmd` to avoid false-positive build error
|
||||
- name: Build DevXP
|
||||
id: build-dev-xp
|
||||
run: |
|
||||
:
|
||||
if [[ "${{ inputs.dev-xp }}" == "true" ]]; then
|
||||
echo "::group::Build DevXP"
|
||||
|
||||
#
|
||||
echo "@echo off" > "$GITHUB_ACTION_PATH/sfall/PostBuild.cmd"
|
||||
"${{ steps.msbuild.outputs.exe }}" "$GITHUB_ACTION_PATH/sfall/ddraw.sln" -p:Configuration=DevXP -p:Platform=Win32 -p:PlatformToolset=v140_xp
|
||||
#
|
||||
echo "::set-output name=ddraw-dll::$(cygpath --windows "$GITHUB_ACTION_PATH/sfall/DevXP/ddraw.dll")"
|
||||
echo "::set-output name=ddraw-pdb::$(cygpath --windows "$GITHUB_ACTION_PATH/sfall/DevXP/ddraw.pdb")"
|
||||
|
||||
echo "::endgroup::"
|
||||
fi
|
||||
env:
|
||||
DXSDK_DIR: ${{ steps.dxsdk.outputs.dir }}
|
||||
shell: bash
|
||||
@@ -11,7 +11,7 @@ TagSkillBonus=20
|
||||
;Set to 3 to use both modes
|
||||
TagSkillMode=0
|
||||
|
||||
;Set to 1 to base skill costs on spent points instead of current level
|
||||
;Set to 1 to base skill costs on the number of additional points in a skill instead of the current level
|
||||
BasedOnPoints=0
|
||||
|
||||
;Examples
|
||||
|
||||
@@ -4,7 +4,7 @@ KarmaGain=You gained %d karma.
|
||||
KarmaLoss=You lost %d karma.
|
||||
HighlightFail1=You aren't carrying a motion sensor.
|
||||
HighlightFail2=Your motion sensor is out of charge.
|
||||
SuperStimExploitMsg=You cannot use a super stim on someone who is not injured!
|
||||
SuperStimExploitMsg=You cannot use this item 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:
|
||||
@@ -20,3 +20,20 @@ PartyOrderAttackRobot=::Beep::
|
||||
RaceText=Race
|
||||
StyleText=Style
|
||||
DoneBtn=Done
|
||||
|
||||
;Custom names for player's unarmed attacks (max 16 characters)
|
||||
[Unarmed]
|
||||
;Punch=Punch:
|
||||
;Kick=Kick:
|
||||
;StrongPunch=Strong Punch:
|
||||
;HammerPunch=Hammer Punch:
|
||||
;Haymaker=Haymaker:
|
||||
;Jab=Jab:
|
||||
;PalmStrike=Palm Strike:
|
||||
;PiercingStrike=Piercing Strike:
|
||||
;StrongKick=Strong Kick:
|
||||
;SnapKick=Snap Kick:
|
||||
;PowerKick=Power Kick:
|
||||
;HipKick=Hip Kick:
|
||||
;HookKick=Hook Kick:
|
||||
;PiercingKick=Piercing Kick:
|
||||
|
||||
@@ -0,0 +1,13 @@
|
||||
;Game engine tweaks
|
||||
|
||||
[Main]
|
||||
|
||||
|
||||
[Items]
|
||||
;Override the PIDs of the standard healing drugs that AI will use in combat
|
||||
;Set to -1 if you don't want AI to identify this item as a healing drug
|
||||
;Note: Starting from sfall 4.3.1/3.8.31, you can set a new flag (FlagsExt: 0x04000000)
|
||||
;in the proto for other items, so AI will use them for healing in combat as well
|
||||
STIMPAK=40
|
||||
SUPER_STIMPAK=144
|
||||
HEALING_POWDER=237
|
||||
@@ -0,0 +1,66 @@
|
||||
; This file lets you configure the requirements and effects of unarmed attacks
|
||||
|
||||
; You can leave the value empty or omit the parameter to use the engine default value
|
||||
|
||||
; Strong Punch
|
||||
[8]
|
||||
ReqLevel=1 ; required player level
|
||||
SkillLevel=55 ; required Unarmed skill level
|
||||
|
||||
; Required stats
|
||||
Stat0=0 ; ST
|
||||
Stat1=0 ; PE
|
||||
Stat2=0 ; EN
|
||||
Stat3=0 ; CH
|
||||
Stat4=0 ; IN
|
||||
Stat5=6 ; AG
|
||||
Stat6=0 ; LK
|
||||
|
||||
MinDamage=1
|
||||
MaxDamage=2
|
||||
BonusDamage=3 ; bonus damage added to the minimum and maximum damage
|
||||
BonusCrit=0 ; value of the critical hit chance
|
||||
APCost=
|
||||
|
||||
Penetrate=0 ; set to 1 to make the attack reduce target's armor DT (the formula is determined by the engine or a hook script)
|
||||
Secondary=0 ; set to 1 to assign the attack to the secondary mode (be careful when setting this parameter)
|
||||
|
||||
; Hammer Punch
|
||||
[9]
|
||||
|
||||
; Haymaker
|
||||
[10]
|
||||
|
||||
; Jab
|
||||
[11]
|
||||
|
||||
; Palm Strike
|
||||
[12]
|
||||
|
||||
; Piercing Strike
|
||||
[13]
|
||||
|
||||
; Strong Kick
|
||||
[14]
|
||||
|
||||
; Snap Kick
|
||||
[15]
|
||||
|
||||
; Power Kick
|
||||
[16]
|
||||
|
||||
; Hip Kick
|
||||
[17]
|
||||
|
||||
; Hook Kick
|
||||
[18]
|
||||
|
||||
; Piercing Kick
|
||||
[19]
|
||||
|
||||
; Default attacks (any requirements are ignored)
|
||||
; Punch
|
||||
[4]
|
||||
|
||||
; Kick
|
||||
[5]
|
||||
+137
-96
@@ -1,32 +1,32 @@
|
||||
;sfall configuration settings
|
||||
;v4.2.9
|
||||
;v4.3.2
|
||||
|
||||
[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
|
||||
;This file can be placed in text\<language>\ for sfall to get the translations depending on the game language
|
||||
;TranslationsINI=sfall\Translations.ini
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
[ExtraPatches]
|
||||
;This section allows you to set multiple paths to folders containing mods or patches that will be loaded by the game
|
||||
;The priority of read files will be higher than the files in patchXXX.dat
|
||||
;If DataLoadOrderPatch is enabled, the data load order will be:
|
||||
;master_patches > critter_patches > PatchFile99 - PatchFile0 > patchXXX.dat > ...
|
||||
;Paths to folders and Fallout .dat files are supported. The available range for PatchFile option names is from 0 to 99
|
||||
;The greater numbers take precedence over lesser numbers
|
||||
;If DataLoadOrderPatch is enabled, the data load order is:
|
||||
;master_patches > critter_patches > PatchFile99..PatchFile0 > patchXXX.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
|
||||
;Paths to folders and Fallout .dat files are supported
|
||||
;The PatchFile## options are available from 0 to 99. Larger numbers take precedence over smaller numbers (same as patchXXX.dat)
|
||||
;PatchFile0=mods\RP_data
|
||||
|
||||
;Path to the folder in which the game will automatically search and load custom files (by *.dat mask, including folders)
|
||||
;The data load order of the files in the folder will be in reverse alphabetical order of the filenames
|
||||
;The files placed in this folder will have higher priority than the PatchFileXX options
|
||||
;This option has no effect in v4.2.6 or later. The default path is <GameRoot>\mods\
|
||||
;The files placed in this folder will have higher priority than the PatchFile## options
|
||||
;This option has no effect in 4.2.6 or later. The path is fixed to <GameRoot>\mods\
|
||||
;AutoSearchPath=mods
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
[Speed]
|
||||
;Set to 0 to disable everything in this section
|
||||
;Set to 1 to enable options related to the game speed adjustment (SpeedMulti#, SpeedKey#, SpeedModKey, and SpeedToggleKey)
|
||||
Enable=1
|
||||
|
||||
;The speeds corresponding to each slot in percent. (i.e. 100 is normal speed)
|
||||
@@ -44,9 +44,6 @@ SpeedMulti9=900
|
||||
;The initial speed at game startup
|
||||
SpeedMultiInitial=100
|
||||
|
||||
;Set to 1 to also affect the playback speed of MVE video files without an audio track
|
||||
AffectPlayback=0
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
[Graphics]
|
||||
;Set to 0 for 8 bit fullscreen
|
||||
@@ -64,8 +61,8 @@ GraphicsWidth=0
|
||||
GraphicsHeight=0
|
||||
|
||||
;Window position data. Do not modify
|
||||
;Set to 0 to reset if the window position is incorrect
|
||||
WindowData=0
|
||||
;Set to -1 or 0 to reset if the window position is incorrect
|
||||
WindowData=-1
|
||||
|
||||
;Uncomment the option to use a hardware shader (requires DX9 graphics mode)
|
||||
;The shader file <name>.fx must be placed in <GameRoot>\<master_patches>\shaders\ and must contain one technique with one or more passes
|
||||
@@ -116,7 +113,7 @@ ExpandWorldMap=0
|
||||
;Set to 1 to draw a dotted line while traveling on the world map (similar to Fallout 1)
|
||||
WorldMapTravelMarkers=0
|
||||
;Uncomment these lines to change the appearance of the markers
|
||||
;The color index in Fallout default palette (valid range: 1..255; default is 134)
|
||||
;The color index in Fallout default palette (valid range: 1..228; default is 134)
|
||||
;TravelMarkerColor=134
|
||||
;The length and spacing of the dots in pixels for each type of terrain in worldmap.txt
|
||||
;Syntax is 'length:spacing', with each pair separated by a comma (valid range: 1..10; default is 2)
|
||||
@@ -131,6 +128,9 @@ WorldMapTerrainInfo=0
|
||||
;Set to 0 to leave the default unchanged (i.e. 4). The maximum is 32
|
||||
NumSoundBuffers=0
|
||||
|
||||
;Set to 1 to enable fade effects for background music when stopping and starting the playback
|
||||
FadeBackgroundMusic=1
|
||||
|
||||
;Set to 1 to allow attaching sound files to combat float messages
|
||||
AllowSoundForFloats=0
|
||||
|
||||
@@ -143,13 +143,18 @@ AllowDShowSound=0
|
||||
;Set to 2 to overwrite all occurrences of the music path
|
||||
OverrideMusicDir=1
|
||||
|
||||
;Set to 1 to automatically search for new SFX sound files at game startup
|
||||
;Note: With this option enabled, you will no longer need to use the utility regsnd.exe to register new SFX sounds
|
||||
;This will slightly increase the startup time of the game on older computers
|
||||
AutoSearchSFX=1
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
[Input]
|
||||
;Set to 1 to enable the mouse scroll wheel to scroll through the inventory, barter, and loot screens
|
||||
UseScrollWheel=1
|
||||
|
||||
;The mouse Z position is divided by this modifier to calculate the number of inventory
|
||||
;slots to scroll. My mouse moves 120 pixel in the z direction for one click of the mouse
|
||||
;slots to scroll. My mouse moves 120 pixels in the z direction for one click of the mouse
|
||||
;wheel, but this may vary depending on your mouse manufacturer and windows settings.
|
||||
;Set to 0 to only ever scroll 1 click
|
||||
ScrollMod=0
|
||||
@@ -159,9 +164,9 @@ ScrollMod=0
|
||||
MouseSensitivity=100
|
||||
|
||||
;DX scancode of a key to press when the middle mouse button is clicked
|
||||
;The default of 0x30 toggles between your two weapons
|
||||
;The default of 48 ('B' key) toggles between your active items
|
||||
;Set to 0 to disable
|
||||
MiddleMouse=0x30
|
||||
MiddleMouse=48
|
||||
|
||||
;Set to 1 to reverse the left and right mouse buttons
|
||||
ReverseMouseButtons=0
|
||||
@@ -226,7 +231,7 @@ DebugEditorKey=0
|
||||
Fallout1Behavior=0
|
||||
|
||||
;Time limit in years. Must be between -3 and 13
|
||||
;Set to 0 if you want to die the instant you leave arroyo
|
||||
;Set to 0 if you want to die the instant you leave Arroyo
|
||||
;Set to -1 to remove the time limit, and automatically reset the date back to 2241 each time you would have reached it
|
||||
;Set to -2 or -3 to remove the time limit, automatically reset the date, but override Fallout's GetDate function to return the correct year
|
||||
TimeLimit=13
|
||||
@@ -240,6 +245,7 @@ WorldMapTimeMod=100
|
||||
WorldMapFPSPatch=1
|
||||
|
||||
;Controls the world map speed if WorldMapFPSPatch is 1. Higher values cause slower movement
|
||||
;Default is 66 milliseconds
|
||||
WorldMapDelay2=66
|
||||
|
||||
;Set to 1 to enable Ray's patch to make world map encounter rate independent of your travel speed
|
||||
@@ -262,7 +268,7 @@ WorldMapSlots=0
|
||||
;To use a config file other than fallout2.cfg, uncomment the next line and add the name of your new file
|
||||
;ConfigFile=
|
||||
|
||||
;Set to 1 to enable functions relating to overriding the file system
|
||||
;Set to 1 to enable script functions relating to overriding the file system
|
||||
UseFileSystemOverride=0
|
||||
|
||||
;To use a patch file other than patch000.dat, uncomment the next line and add your new file name
|
||||
@@ -272,7 +278,8 @@ UseFileSystemOverride=0
|
||||
;Set to 1 to use the modified data load order for the engine to find game data
|
||||
;Original: patchXXX.dat > critter_patches > critter_dat > f2_res_patches > f2_res_dat > master_patches > master_dat
|
||||
;Modified: master_patches > critter_patches > patchXXX.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
|
||||
DataLoadOrderPatch=1
|
||||
;This option is always enabled in 4.3/3.8.30 or later. The information is left for reference only
|
||||
;DataLoadOrderPatch=1
|
||||
|
||||
;Set to 1 to load alternative dialog msg files from text\<language>\dialog_female\ for female PC
|
||||
;Set to 2 to also load subtitle files from text\<language>\cuts_female\ for female PC
|
||||
@@ -365,11 +372,11 @@ ViewYPos=-1
|
||||
;Set to 1 to force Fallout not to use multiple processor cores even if they are available
|
||||
SingleCore=1
|
||||
|
||||
;Set to 1 to override the art_chache_size setting in fallout2.cfg
|
||||
;Set to 1 to override the art_cache_size setting in fallout2.cfg
|
||||
OverrideArtCacheSize=0
|
||||
|
||||
;Prevents you from saving in combat except at the start of your turn to avoid a few bugs
|
||||
;Note that even with this option enabled, it is still not advisable to save in combat at all (obsolete information)
|
||||
;Note that even with this option enabled, it is still not advisable to save in combat
|
||||
;Set to 2 to block all saving in combat
|
||||
SaveInCombatFix=1
|
||||
|
||||
@@ -377,7 +384,7 @@ SaveInCombatFix=1
|
||||
;Player's level is capped once the highest specified level is reached
|
||||
;XPTable=50,100,200
|
||||
|
||||
;Set to 1 to enable additional weapon animation codes from o to t
|
||||
;Set to 1 to enable additional weapon animation codes from 'o' to 't'
|
||||
;The 4 byte value at 0x39 of weapon protos may range from 0 to 15 rather than 0 to 10
|
||||
;Since the letters 'n' and 'r' are in use for other animations, an animation code of 11 corresponds to 's' and 15 to 't'
|
||||
AdditionalWeaponAnims=1
|
||||
@@ -419,7 +426,7 @@ CorpseDeleteTime=6
|
||||
;Set a number of milliseconds to idle each input loop
|
||||
;Set to -1 to disable
|
||||
;Set to 0 to idle only if other processes are waiting for processor time (WinXP/2000: if processes have equal priority)
|
||||
;Set to 1 (or some higher number if needed) to prevent 100% CPU use. The maximum is 127
|
||||
;Set to 1 (or some higher number if needed) to prevent 100% CPU use. The maximum is 30
|
||||
ProcessorIdle=-1
|
||||
|
||||
;Set to 1 if using the hero appearance mod
|
||||
@@ -436,17 +443,9 @@ SkipOpeningMovies=0
|
||||
;Set to 0 to disable
|
||||
NPCsTryToSpendExtraAP=0
|
||||
|
||||
;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
|
||||
AIDrugUsePerfFix=0
|
||||
|
||||
;Allows the use of tiles over 80x36 in size. sfall will just split and resave them at startup
|
||||
;Set to 1 to check all tiles on started (slow)
|
||||
;Set to 2 if you provide a XLtiles.lst file in art\tiles\ containing a list of the tile ids that need checking
|
||||
;Allows the use of tiles over 80x36 in size. sfall will just split and resave them to art\tiles\zzz####.frm at startup
|
||||
;Set to 1 to check all tiles on started (slow, but can also be useful for checking the correct size of your new tiles)
|
||||
;Set to 2 if you provide a XLtiles.lst file in art\tiles\ containing a list of the tile indexes that need checking
|
||||
AllowLargeTiles=0
|
||||
|
||||
;Set to 1 to boost the maximum number of tile FRMs from 4096 to 16383
|
||||
@@ -491,12 +490,13 @@ UseScrollingQuestsList=1
|
||||
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
|
||||
;Quick save will cyclically overwrite saves from the first slot on the specified page to the last slot on the n-th page
|
||||
;AutoQuickSave sets how many pages you want to use for quick saving (valid range: 1..10)
|
||||
;Set to 0 to disable
|
||||
AutoQuickSave=0
|
||||
AutoQuickSavePage=0
|
||||
;AutoQuickSavePage is the page number to start at if ExtraSaveSlots is enabled (valid range: 0..999)
|
||||
;Set to -1 to use the current selected page (not recommended)
|
||||
AutoQuickSavePage=1
|
||||
|
||||
;Set to 1 to speed up the HP/AC counter animations
|
||||
;Set to 2 to update the HP/AC counters instantly
|
||||
@@ -541,11 +541,11 @@ RemoveCriticalTimelimits=0
|
||||
;MainMenuBigFontColour=0x3C
|
||||
|
||||
;Alternative behaviors to the Fast Shot trait
|
||||
;0 - Fallout 2 original behavior: -1 AP cost for ranged weapons; aimed attacks are disabled
|
||||
;1 - Haenlomal's fix: aimed attacks are enabled for melee/unarmed weapons and HtH attacks
|
||||
;0 - Fallout 2 original behavior: -1 AP cost for ranged weapons. Aimed attacks are disabled
|
||||
;1 - Haenlomal's tweak: aimed attacks are enabled for melee/unarmed weapons and HtH attacks
|
||||
;2 - Alternative behavior: apply -1 AP cost to melee/unarmed weapons and HtH attacks
|
||||
;3 - Fallout 1 original behavior: -1 AP cost for all weapons; aimed attacks are disabled
|
||||
FastShotFix=1
|
||||
;3 - Fallout 1 original behavior: -1 AP cost for all weapons. Aimed attacks are disabled
|
||||
FastShotFix=0
|
||||
|
||||
;Set to 1 to fix the carry weight penalty of the Small Frame trait not being applied to bonus Strength points
|
||||
SmallFrameFix=0
|
||||
@@ -559,7 +559,7 @@ BoostScriptDialogLimit=0
|
||||
;Add 4 to the mode to limit the weight check to used items only
|
||||
;You can use message number 542/543 in proto.msg and message number 35 in inventry.msg to set up custom messages for item size
|
||||
CritterInvSizeLimitMode=0
|
||||
CritterInvSizeLimit=100
|
||||
CritterInvSizeLimit=200
|
||||
|
||||
;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
|
||||
@@ -588,27 +588,6 @@ SuperStimExploitFix=0
|
||||
InventoryApCost=4
|
||||
QuickPocketsApCostReduction=2
|
||||
|
||||
;Set to 1 to fix obj_can_see_obj script function to allow critters to see through objects with 'ShootThru' flag set and other critters in front of them
|
||||
;Note that enabling this option can cause unexpected NPC behavior in some cases, e.g. initiating combat or dialogue when the player is behind certain obstacles
|
||||
ObjCanSeeObj_ShootThru_Fix=0
|
||||
|
||||
;Set to 1 to fix the broken obj_can_hear_obj script function
|
||||
ObjCanHearObjFix=0
|
||||
|
||||
;Set to 1 to enable the mood argument of start_gdialog script function to be available for talking heads
|
||||
;If the argument value is -1, the mood will be determined by the local variable 0 of the script (vanilla behavior)
|
||||
StartGDialogFix=0
|
||||
|
||||
;Set to 1 to fix attacker_results/target_results arguments and repurpose the unused called_shot/num_attacks arguments of attack_complex script function
|
||||
;New behavior of the arguments:
|
||||
;called_shot - additional damage when hitting the target
|
||||
;num_attacks - the number of free action points on the first turn only
|
||||
AttackComplexFix=0
|
||||
|
||||
;Set to 1 to fix the issue with the division operator treating negative integers as unsigned
|
||||
;Note: To perform the unsigned integer division, use the new 'div' operator
|
||||
DivisionOperatorFix=1
|
||||
|
||||
;Set to 1 to enable the balanced bullet distribution formula for burst attacks
|
||||
ComputeSprayMod=0
|
||||
|
||||
@@ -640,9 +619,11 @@ ExplosionsEmitLight=0
|
||||
|
||||
;Set to 1 to enable the new arrays behavior (default behavior)
|
||||
;Set to 0 for backward compatibility with pre-3.4 scripts
|
||||
arraysBehavior=1
|
||||
ArraysBehavior=1
|
||||
|
||||
;Set to 1 to add proper checks if there is enough ammo to use weapons that use multiple ammo per shot
|
||||
;Set to 1 to add proper check for ammo before attacking and proper calculation of the number of burst rounds
|
||||
;By default, weapons can make attacks when at least one ammo is left, regardless of ammo cost calculations
|
||||
;Note that enabling this option will prevent super cattle prods and mega power fists from attacking with only one ammo left
|
||||
CheckWeaponAmmoCost=0
|
||||
|
||||
;Controls the speed of combat panel animations (lower - faster; valid range: 0..65535)
|
||||
@@ -672,7 +653,7 @@ EnableMusicInDialogue=0
|
||||
DontTurnOffSneakIfYouRun=0
|
||||
|
||||
;Changes the distance at which the player will switch to walking when trying to use objects (valid range: 0..3)
|
||||
;Set to 0 to disable switching. (Default is 3)
|
||||
;Default is 3. Set to 0 to disable switching
|
||||
UseWalkDistance=3
|
||||
|
||||
;Changes the displayed message when you recover from the negative effects of radiation exposure
|
||||
@@ -685,14 +666,6 @@ ActiveGeigerMsgs=1
|
||||
;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 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
|
||||
|
||||
@@ -722,25 +695,10 @@ 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 saved games
|
||||
;Set to 2 to also skip loading the game/combat difficulty settings
|
||||
SkipLoadingGameSettings=0
|
||||
|
||||
;Overrides the global variable number used to show the special death message of the Modoc toilet explosion
|
||||
;Set to -1 to disable the special death message when the global variable is set
|
||||
SpecialDeathGVAR=491
|
||||
|
||||
;Set to 1 to disable the special handling of map IDs 19 and 37 in the engine when entering the maps
|
||||
;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)
|
||||
;The formula for the duration in ticks is: 10 * (value - 3 * EN)
|
||||
KnockoutTime=35
|
||||
@@ -748,6 +706,79 @@ 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
|
||||
; Critical modding options - the following options should be changed with caution
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
|
||||
;Set to 1 to fix the issue with being able to charge the car by using cells on other scenery/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 fix obj_can_see_obj script function to allow critters to see through objects with 'ShootThru' flag set and other critters in front of them
|
||||
;Note that enabling this option can cause unexpected NPC behavior in some cases, e.g. initiating combat or dialogue when the player is behind certain obstacles
|
||||
ObjCanSeeObj_ShootThru_Fix=0
|
||||
|
||||
;Set to 1 to fix the broken obj_can_hear_obj script function
|
||||
ObjCanHearObjFix=0
|
||||
|
||||
;Set to 1 to enable the 'mood' argument of start_gdialog script function for talking heads
|
||||
;If the argument value is -1, the mood will be determined by the local variable 0 of the script (vanilla behavior)
|
||||
StartGDialogFix=0
|
||||
|
||||
;Set to 1 to fix attacker_results/target_results arguments and repurpose the unused called_shot/num_attacks arguments of attack_complex script function
|
||||
;New behavior of the arguments:
|
||||
;called_shot - additional damage when hitting the target
|
||||
;num_attacks - the number of free action points on the first turn only
|
||||
AttackComplexFix=0
|
||||
|
||||
;Set to 1 to make the create_object_sid script function run the 'start' procedure of attached script upon object creation
|
||||
;By default, the 'start' procedure of attached script is executed after the current script procedure is finished
|
||||
;Note that enabling this option may cause unexpected results with some existing game scripts
|
||||
CreateObjectSidFix=0
|
||||
|
||||
;Set to 1 to fix the execution of the 'use_p_proc' procedure for grave type containers when they are in the open state
|
||||
;By default, using open graves does not run the 'use_p_proc' procedure of attached script like other containers
|
||||
;Note that enabling this option will cause problems for existing grave scripts
|
||||
GraveContainersFix=0
|
||||
|
||||
;Set to 1 to fix the issue with the division operator treating negative integers as unsigned
|
||||
;Note: To perform the unsigned integer division, use the new 'div' operator
|
||||
DivisionOperatorFix=1
|
||||
|
||||
;Set to 1 to fix the priority score calculation for choosing the best weapon for NPCs
|
||||
;Note that enabling this option can affect the weapon of choice for some NPCs
|
||||
AIBestWeaponFix=1
|
||||
|
||||
;Set to 1 to fix NPCs not taking chem_primary_desire in AI.txt as a preference list when using drugs in their inventory
|
||||
;Set to 2 to allow NPCs to use only the drugs listed in chem_primary_desire and healing drugs (stimpaks and healing powder)
|
||||
;Note: chem_primary_desire w/o fixes prevents the specified item PID from being consumed if all three values in the list are the same PID
|
||||
;chem_primary_desire also works as a priority list of drug items the NPC will try to pick up in combat when they are on the ground
|
||||
AIDrugUsePerfFix=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
|
||||
|
||||
;Overrides the global variable number used to show the special death message of the Modoc toilet explosion
|
||||
;Set to -1 to disable the special death message when the global variable is set
|
||||
SpecialDeathGVAR=491
|
||||
|
||||
;Set to 1 to disable the special handling of map IDs 19 and 37 in the engine when entering the maps
|
||||
;Note that enabling this option will break the map changes in Modoc and Vault 15 in Fallout 2
|
||||
DisableSpecialMapIDs=0
|
||||
|
||||
;Set to 1 to disable the special handling of city areas 45 and 46 in the engine when visiting Area 45:
|
||||
;Area 45 automatically disappears from the world map, and Area 46 appears on the world map
|
||||
;Note that enabling this option will break the location change of the 'Fake Vault 13' in Fallout 2
|
||||
DisableSpecialAreas=0
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
; Configuration ini files
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
@@ -763,7 +794,8 @@ CreditsAtBottom=0
|
||||
;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
|
||||
;To add additional perks to the game, uncomment the next line and point to a file containing perk information
|
||||
;See the Perks.ini in the modders pack for an example file
|
||||
;PerksFile=sfall\Perks.ini
|
||||
|
||||
;To add additional books to the game, uncomment the next line and point to a file containing book information
|
||||
@@ -777,6 +809,13 @@ CreditsAtBottom=0
|
||||
;Point to an ini file containing elevator data
|
||||
;ElevatorsFile=sfall\Elevators.ini
|
||||
|
||||
;Allows you to change the requirements and effects of unarmed attacks
|
||||
;See the Unarmed.ini in the modders pack for an example file
|
||||
;UnarmedFile=sfall\Unarmed.ini
|
||||
|
||||
;To change some engine parameters for the game mechanics, uncomment the next line
|
||||
;TweaksFile=sfall\Tweaks.ini
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
[Scripts]
|
||||
;Comma-separated list of masked paths to load global scripts from
|
||||
@@ -851,10 +890,12 @@ Test_ForceFloats=0
|
||||
|
||||
;These options control what output is saved in the debug log (sfall-log.txt)
|
||||
;Prints messages duing sfall initialization
|
||||
Init=0
|
||||
Init=1
|
||||
;Prints messages relating to hook scripts
|
||||
Hook=0
|
||||
;Prints messages relating to scripting
|
||||
Script=0
|
||||
;Prints messages relating to the critical table
|
||||
Criticals=0
|
||||
Criticals=1
|
||||
;Prints messages relating to engine fixes
|
||||
Fixes=1
|
||||
|
||||
Binary file not shown.
@@ -13,8 +13,10 @@ Requires sfall 4.2.2/3.8.29 or higher
|
||||
#include "..\headers\sfall\define_extra.h"
|
||||
|
||||
procedure start;
|
||||
procedure close;
|
||||
|
||||
variable lootObject;
|
||||
variable closeObject;
|
||||
|
||||
procedure start begin
|
||||
if (game_loaded) then begin
|
||||
@@ -26,8 +28,14 @@ procedure start begin
|
||||
lootObject := loot_obj;
|
||||
if (obj_type(lootObject) != OBJ_TYPE_ITEM) then lootObject = 0;
|
||||
end else if (lootObject andAlso get_sfall_arg_at(1) == INTFACELOOT) then begin
|
||||
obj_close(lootObject);
|
||||
lootObject = 0;
|
||||
if (get_object_data(lootObject, OBJ_DATA_CUR_FRM) > 1) then begin
|
||||
closeObject = lootObject;
|
||||
call close in 0;
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
procedure close begin
|
||||
obj_close(closeObject);
|
||||
end
|
||||
|
||||
Binary file not shown.
Binary file not shown.
@@ -9,7 +9,7 @@
|
||||
NOTE: this script requires compiler from sfall modderspack with -s option
|
||||
(short circuit evaluation)
|
||||
|
||||
version 1.1
|
||||
version 1.4
|
||||
|
||||
*/
|
||||
|
||||
@@ -21,6 +21,7 @@
|
||||
#define FID_OBJ_CRITTER (0x01000000)
|
||||
|
||||
procedure update_armor_apperance;
|
||||
procedure canuseweapon_handler;
|
||||
|
||||
variable
|
||||
modIni := "npcarmor.ini",
|
||||
@@ -77,13 +78,13 @@ procedure check_weapon_change(variable critter, variable weapon, variable isWiel
|
||||
end
|
||||
|
||||
/*
|
||||
Finds the first weapon which can be used by the party member in the inventory
|
||||
Finds the first weapon that 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);
|
||||
while (obj) do begin
|
||||
if (obj_item_subtype(obj) == item_type_weapon) then begin
|
||||
if (obj_item_subtype(obj) == item_type_weapon and weapon_is_unusable(obj) == false) then begin
|
||||
if (unWieldWeapon == 0 or unWieldWeapon != obj_pid(obj)) then begin
|
||||
res := check_weapon_change(critter, obj, 1);
|
||||
if (res == -1) then begin
|
||||
@@ -203,6 +204,7 @@ procedure start begin
|
||||
register_hook_proc(HOOK_INVENWIELD, invenwield_handler);
|
||||
register_hook_proc(HOOK_ADJUSTFID, adjustfid_handler);
|
||||
register_hook_proc(HOOK_INVENTORYMOVE, inventorymove_handler);
|
||||
register_hook_proc_spec(HOOK_CANUSEWEAPON, canuseweapon_handler);
|
||||
|
||||
debug_msg("NPC armor appearance mod: Done.");
|
||||
end
|
||||
@@ -220,3 +222,14 @@ procedure update_armor_apperance begin
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
procedure canuseweapon_handler begin
|
||||
variable critter, canWield;
|
||||
critter := get_sfall_arg;
|
||||
if (critter != dude_obj and get_sfall_arg_at(3)) then begin
|
||||
canWield := check_weapon_change(critter, get_sfall_arg, true);
|
||||
// override result
|
||||
set_sfall_arg(3, canWield);
|
||||
set_sfall_return(canWield);
|
||||
end
|
||||
end
|
||||
|
||||
Binary file not shown.
@@ -7,7 +7,7 @@
|
||||
NOTE: this script requires compiler from sfall modderspack with -s option
|
||||
(short circuit evaluation)
|
||||
|
||||
version 1.1
|
||||
version 1.2
|
||||
|
||||
*/
|
||||
|
||||
@@ -17,9 +17,11 @@
|
||||
|
||||
#define OBJ_DATA_LIGHT_DISTANCE (0x6C)
|
||||
#define OBJ_DATA_LIGHT_INTENSITY (0x70)
|
||||
#define PID_PLAYER (16777216)
|
||||
|
||||
procedure start;
|
||||
procedure AllowControl(variable pid);
|
||||
procedure SetLight(variable critter, variable int, variable dist);
|
||||
procedure CombatTurn_Handler;
|
||||
procedure GameModeChange_Handler;
|
||||
procedure InventoryMove_Handler;
|
||||
@@ -31,12 +33,17 @@ variable
|
||||
pidList, perksList,
|
||||
lightInt, lightDist, npcControl,
|
||||
displayName, displayNameColor, isShowTag,
|
||||
inControl := false;
|
||||
inControl := false,
|
||||
dudeLightInt, dudeLightDist;
|
||||
|
||||
|
||||
procedure AllowControl(variable pid) begin
|
||||
if (noCheckArray or scan_array(pidList, pid bwand 0xFFFFFF) != -1) and (party_member_obj(pid)) then return true;
|
||||
return false;
|
||||
return ((pidList == 0 or scan_array(pidList, pid bwand 0xFFFFFF) != -1) and (party_member_obj(pid)));
|
||||
end
|
||||
|
||||
procedure SetLight(variable critter, variable lInt, variable lDist) begin
|
||||
if (lInt) then lInt := round((lInt / 65536.0) * 100); // calc percent of intensity
|
||||
obj_set_light_level(critter, lInt, lDist); // TODO: make sfall obj_set_light_level function
|
||||
end
|
||||
|
||||
procedure CombatTurn_Handler begin
|
||||
@@ -46,67 +53,82 @@ procedure CombatTurn_Handler begin
|
||||
pid, perkID, level;
|
||||
|
||||
//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
|
||||
end
|
||||
|
||||
pid := obj_pid(critter);
|
||||
if (status == 1 and (AllowControl(pid) or controlMode == 1)) then begin
|
||||
if (pid == PID_PLAYER and inControl == false) then return;
|
||||
if (pid != PID_PLAYER and controlMode != 1 and AllowControl(pid) == false) then return;
|
||||
|
||||
if (status == 1) then begin
|
||||
set_dude_obj(critter);
|
||||
//display_msg("Take control of: " + obj_name(critter));
|
||||
|
||||
if (critter != real_dude_obj) then begin
|
||||
if not(npcControl) then obj_set_light_level(real_dude_obj, 0, 0); // dude off light
|
||||
if (npcControl == 0) then begin
|
||||
dudeLightDist := get_object_data(real_dude_obj, OBJ_DATA_LIGHT_DISTANCE);
|
||||
dudeLightInt := get_object_data(real_dude_obj, OBJ_DATA_LIGHT_INTENSITY);
|
||||
obj_set_light_level(real_dude_obj, 0, 0); // dude off light
|
||||
end
|
||||
npcControl := critter;
|
||||
|
||||
lightDist := get_object_data(critter, OBJ_DATA_LIGHT_DISTANCE);
|
||||
lightInt := get_object_data(critter, OBJ_DATA_LIGHT_INTENSITY);
|
||||
|
||||
// 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 critter_add_trait(critter, TRAIT_PERK, perkID, level);
|
||||
end
|
||||
intface_redraw;
|
||||
lightDist := get_object_data(critter, OBJ_DATA_LIGHT_DISTANCE);
|
||||
lightInt := get_object_data(critter, OBJ_DATA_LIGHT_INTENSITY);
|
||||
|
||||
obj_set_light_level(critter, 100, 4);
|
||||
inControl := true;
|
||||
end else if npcControl then begin
|
||||
obj_set_light_level(dude_obj, 100, 4); // set dude default light
|
||||
end else if (npcControl) then begin
|
||||
call SetLight(dude_obj, dudeLightInt, dudeLightDist); // restore dude light
|
||||
npcControl := 0; // dude control
|
||||
end
|
||||
if inControl then begin
|
||||
|
||||
if (inControl) then begin
|
||||
// check preference setting _combat_highlight
|
||||
if (read_byte(0x56D38C)) then set_outline(critter, OUTLINE_GREY);
|
||||
if (read_byte(0x56D38C)) then set_outline(critter, OUTLINE_GREY); // TODO: replace read_byte with normal function
|
||||
|
||||
// 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
|
||||
set_iface_tag_text(displayName, obj_name(critter), displayNameColor);
|
||||
show_iface_tag(displayName);
|
||||
isShowTag := true;
|
||||
end
|
||||
end
|
||||
end else if inControl then begin
|
||||
end else begin
|
||||
if (npcControl) then begin
|
||||
call SetLight(critter, lightInt, lightDist); // restore light for controlled NPC
|
||||
end
|
||||
if (isShowTag) then begin
|
||||
hide_iface_tag(displayName);
|
||||
isShowTag := false;
|
||||
end
|
||||
|
||||
// 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
|
||||
|
||||
set_dude_obj(0); // w/o redraw interface bar
|
||||
//display_msg("Return control to real dude!");
|
||||
end
|
||||
if isShowTag then begin
|
||||
hide_iface_tag(displayName);
|
||||
isShowTag := false;
|
||||
end
|
||||
if (status < 0 or AllowControl(pid) == false) then begin
|
||||
if (dude_obj != real_dude_obj) then begin
|
||||
set_dude_obj(real_dude_obj);
|
||||
obj_set_light_level(dude_obj, 100, 4);
|
||||
npcControl := 0;
|
||||
end
|
||||
|
||||
if (status < 0) then begin
|
||||
set_dude_obj(real_dude_obj);
|
||||
call SetLight(dude_obj, dudeLightInt, dudeLightDist); //obj_set_light_level(dude_obj, 100, 4);
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
procedure GameModeChange_Handler begin
|
||||
if (inControl and not(get_game_mode BWAND COMBAT)) then begin
|
||||
if (inControl and (get_game_mode bwand COMBAT) == 0) then begin
|
||||
inControl := false;
|
||||
npcControl := 0;
|
||||
move_to(dude_obj, dude_tile, dude_elevation);
|
||||
@@ -137,7 +159,7 @@ end
|
||||
|
||||
procedure start begin
|
||||
if (game_loaded and sfall_ver_major >= 4) then begin
|
||||
variable configSection := "CombatControl";
|
||||
//variable configSection := "CombatControl";
|
||||
|
||||
set_perk_ranks(PERK_gecko_skinning_perk, 1);
|
||||
set_perk_level(PERK_gecko_skinning_perk, 999); // prevent it from appearing in the perk selection window
|
||||
@@ -150,7 +172,7 @@ procedure start begin
|
||||
if (controlMode > 0) then begin
|
||||
displayName := GetConfig("CombatControl", "DisplayName", 0);
|
||||
|
||||
if displayName then begin
|
||||
if (displayName) then begin
|
||||
variable nameTag := add_iface_tag;
|
||||
debug_msg("NPC control - added new box: " + nameTag);
|
||||
if (nameTag <= 0) then begin // box added?
|
||||
@@ -165,8 +187,10 @@ procedure start begin
|
||||
end
|
||||
|
||||
pidList := GetConfigListInt("CombatControl", "PIDList");
|
||||
fix_array(pidList);
|
||||
noCheckArray := (len_array(pidList) == 0);
|
||||
if (len_array(pidList) > 0) then
|
||||
fix_array(pidList);
|
||||
else
|
||||
pidList := 0;
|
||||
|
||||
perksList := GetConfigListInt("CombatControl", "PerksList");
|
||||
fix_array(perksList);
|
||||
@@ -175,6 +199,8 @@ procedure start begin
|
||||
register_hook_proc(HOOK_GAMEMODECHANGE, GameModeChange_Handler);
|
||||
register_hook_proc(HOOK_INVENTORYMOVE, InventoryMove_Handler);
|
||||
register_hook_proc(HOOK_INVENWIELD, InvenWield_Handler);
|
||||
end else begin
|
||||
exit;
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -25,7 +25,7 @@ end
|
||||
// Gets the string value from the specified ini
|
||||
procedure GetIniConfigStr(variable section, variable key, variable def, variable inifile) begin
|
||||
variable val := get_ini_string(inifile + "|" + section + "|" + key);
|
||||
if val == -1 or val == "" then val := def;
|
||||
if val == -1 orElse val == "" then val := def;
|
||||
return val;
|
||||
end
|
||||
|
||||
@@ -39,14 +39,14 @@ end
|
||||
// Gets the string value from sfall-mods.ini
|
||||
procedure GetConfigStr(variable section, variable key, variable def) begin
|
||||
variable val := get_ini_string(ini + "|" + section + "|" + key);
|
||||
if val == -1 or val == "" then val := def;
|
||||
if val == -1 orElse val == "" then val := def;
|
||||
return val;
|
||||
end
|
||||
|
||||
// Gets the value from sfall-mods.ini as a temp array of strings
|
||||
procedure GetConfigList(variable section, variable key) begin
|
||||
variable val := get_ini_string(ini + "|" + section + "|" + key);
|
||||
if val == -1 or val == "" then return [];
|
||||
if val == -1 orElse val == "" then return [];
|
||||
|
||||
return string_split(val, ",");
|
||||
end
|
||||
@@ -65,7 +65,7 @@ end
|
||||
// Translates given string using Translations.ini
|
||||
procedure Translate(variable id, variable def) begin
|
||||
variable str := get_ini_string(translationIni + "|Sfall|" + id);
|
||||
if not str or (strlen(str) == 0) then begin
|
||||
if (str == 0 orElse (strlen(str) == 0)) then begin
|
||||
str := def;
|
||||
end
|
||||
return str;
|
||||
|
||||
@@ -0,0 +1,25 @@
|
||||
This folder contains documentation about sfall scripting extensions.
|
||||
|
||||
headers\ - folder contains sfall headers that you should #include in your scripts
|
||||
sfall.h - main sfall header, always include it
|
||||
define_extra.h - some additional preprocessor constants for vanilla engine stuff (proto offsets, etc.)
|
||||
define_lite.h - a lite version of official define.h
|
||||
command_lite.h - a lite version of official command.h
|
||||
dik.h - DX scancodes constants for use with key_pressed function and HOOK_KEYPRESS
|
||||
lib.arrays.h - procedures that will help you use arrays in their full:
|
||||
- use them as stacks, sets
|
||||
- easily compare, copy, slice, cut, add arrays
|
||||
- display array contents (for debugging)
|
||||
- save/load two-dimensional arrays to savegame in one command (e.g. arrays of objects)
|
||||
lib.inven.h - fallout items manipulation functions
|
||||
lib.math.h - a few simple functions for calculations
|
||||
lib.strings.h - search in strings, join, repeat, etc.
|
||||
lib.misc.h - misc stuff
|
||||
|
||||
sfall function notes.md - incomplete reference for new opcodes
|
||||
sfall opcode list.md - list of all sfall opcodes (w/o descriptions)
|
||||
hookscripts.md - detailed manual for using hook scripts to modify engine behavior
|
||||
arrays.md - manual for sfall arrays
|
||||
|
||||
If you are/will be using sfall Script Editor, don't forget to check out new compiler documentation in **.\compiler\sslc_readme.txt**.
|
||||
There are numerious new syntax features and extensions to SSL (Star-Trek Scripting language).
|
||||
@@ -4,12 +4,13 @@ This folder contains documentation about sfall scripting extensions.
|
||||
sfall.h - main sfall header, always include it
|
||||
define_extra.h - some additional preprocessor constants for vanilla engine stuff (proto offsets, etc.)
|
||||
define_lite.h - a lite version of official define.h
|
||||
command_lite.h - a lite version of official command.h
|
||||
dik.h - DX scancodes constants for use with key_pressed function and HOOK_KEYPRESS
|
||||
lib.arrays.h - procedures that will help you use arrays in their full:
|
||||
- use them as stacks, sets
|
||||
- easily compare, copy, slice, cut, add arrays
|
||||
- display array contents (for debugging)
|
||||
- save/load two-dimensional arrays to savegame in one command (e.g. arrays of objects)
|
||||
- use them as stacks, sets
|
||||
- easily compare, copy, slice, cut, add arrays
|
||||
- display array contents (for debugging)
|
||||
- save/load two-dimensional arrays to savegame in one command (e.g. arrays of objects)
|
||||
lib.inven.h - fallout items manipulation functions
|
||||
lib.math.h - a few simple functions for calculations
|
||||
lib.strings.h - search in strings, join, repeat, etc.
|
||||
@@ -20,6 +21,5 @@ This folder contains documentation about sfall scripting extensions.
|
||||
hookscripts.txt - detailed manual for using hook scripts to modify engine behavior
|
||||
arrays.txt - manual for sfall arrays
|
||||
|
||||
If you are/will be using sfall Script Editor, don't forget to check out new compiler documentation in ScriptEditor\docs\sslc_readme.txt,
|
||||
there are numerious new syntax features and extensions to SSL (Star-Trek Scripting language).
|
||||
|
||||
If you are/will be using sfall Script Editor, don't forget to check out new compiler documentation in .\compiler\sslc_readme.txt.
|
||||
There are numerious new syntax features and extensions to SSL (Star-Trek Scripting language).
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user