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25 Commits
Author SHA1 Message Date
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
54 changed files with 2599 additions and 640 deletions
+29 -1
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@@ -7,6 +7,34 @@
; have an additional NoHardcode option in this file which can
; be used to remove their hardcoded effects, and add new stat/skill effects
;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)
;This is a modification to perk 119
[119]
Name=Example
@@ -36,4 +64,4 @@ Name=Example
Desc=This is an example trait
Image=72
StatMod=0|-1 ;Subtract 1 from strength
SkillMod=0|20|1|-5 ;Add 20 to the players small guns skill and subtract 5 from big guns
SkillMod=0|20|1|-5 ;Add 20 to the player's small guns skill and subtract 5 from big guns
+6 -3
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@@ -1,5 +1,5 @@
;sfall configuration settings
;v3.8.4
;v3.8.6
[Main]
;Change to 1 if you want to use command line args to tell sfall to use another ini file.
@@ -382,7 +382,7 @@ UseScrollingQuestsList=1
;PremadeFIDs=201,203,202
;Use this line to modify the list of cities and their associated global variables used for city reputations
;Syntax is 'city id : global id',with each city/global pair separated by a comma.
;Syntax is 'city id : global id', with each city/global pair separated by a comma.
;CityRepsCount=19
;CityRepsList=0:47,2:48,1:49,4:50,5:51,3:52,8:53,6:54,7:55,13:56,10:57,11:59,14:61,17:63,19:64,18:65,25:66,9:294,20:308
@@ -429,7 +429,7 @@ RemoveCriticalTimelimits=0
NPCStage6Fix=0
;Change the colour of the font used on the main menu for the Fallout/sfall version number
;It's the last byte ('3c' by default,) that picks the colour used. The first byte supplies additional flags
;It's the last byte ('3c' by default) that picks the colour used. The first byte supplies additional flags
;MainMenuFontColour=0x0600003c
;Two alternate fixes to the interaction between HtH attacks and the fast shot trait
@@ -556,6 +556,9 @@ DialogOptions9Lines=1
;Set to 1 to leave the music playing in dialogue with talking heads
EnableMusicInDialogue=0
;Set to 1 to prevent the player from running while sneaking without Silent Running perk
DontTurnOffSneakIfYouRun=0
;Set to 1 to fix the bug that unable to sell used geiger counters or stealth boys
CanSellUsedGeiger=1
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@@ -1,22 +1,24 @@
procedure start;
procedure start;
// adjust include paths if needed
#include "..\..\scripting_docs\headers\sfall.h"
#include "..\..\scripting_docs\headers\sfall.h"
#define RESULT_SUCCESS (1)
#define RESULT_FAIL (0)
procedure start begin
if not init_hook then begin
procedure start begin
if game_loaded then begin
register_hook(HOOK_STEAL);
end else begin
variable
thief := get_sfall_arg,
target := get_sfall_arg,
item := get_sfall_arg,
action := get_sfall_arg,
result := RESULT_SUCCESS;
if (thief == dude_obj) then begin
display_msg(sprintf(mstr_skill(570 + result + action*2), obj_name(item)));
set_sfall_return(result);
end
end
if (thief == dude_obj) then begin
display_msg(sprintf(mstr_skill(570 + result + action*2), obj_name(item)));
set_sfall_return(result);
end
end
end
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@@ -0,0 +1,20 @@
procedure start;
// adjust include paths if needed
#include "..\..\scripting_docs\headers\sfall.h"
#include "..\..\scripting_docs\headers\dik.h"
procedure start begin
if game_loaded then begin
register_hook(HOOK_KEYPRESS);
end else begin
variable
event := get_sfall_arg,
keyDX := get_sfall_arg;
if (event == 1) and (keyDX == DIK_SEMICOLON) then begin
tap_key(DIK_CAPITAL);
tap_key(DIK_A);
tap_key(DIK_CAPITAL);
end
end
end
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@@ -1,16 +0,0 @@
procedure start;
#include ".\HEADERS\dik.h"
procedure start begin
variable event, keyDX;
if not init_hook then begin
event := get_sfall_arg;
keyDX := get_sfall_arg;
if ((event == 1) and (keyDX == DIK_SEMICOLON)) then begin
tap_key(DIK_CAPITAL);
tap_key(DIK_A);
tap_key(DIK_CAPITAL);
end
end
end
@@ -2,8 +2,8 @@
----------------------------------------
- makes pressing the semicolon key send an uppercase A after a semicolon.
- the uppercase A (shift + A if Caps Lock is off) is the built-in hotkey for the TAKE ALL button on the loot screen.
- Note: the uppercase A (shift + A if Caps Lock is off) is the built-in hotkey for the TAKE ALL button on the loot screen.
To use, copy hs_keypress.int file to your scripts folder.
To use, copy *.int file to your scripts folder.
This mod is a simple example of how you can use HOOK_KEYPRESS hooks.
+2 -2
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@@ -83,6 +83,7 @@
#define PROTO_IT_SIZE (112)
#define PROTO_IT_WEIGHT (116)
#define PROTO_IT_COST (120)
#define PROTO_IT_INV_FID (124)
// weapons
#define PROTO_WP_ANIM (36)
@@ -159,11 +160,10 @@
#define PROTO_DR_ADDICT_DELAY (100)
// critters
#define PROTO_CR_ACTION_FLAGS (32)
#define PROTO_CR_FLAGS (32)
#define PROTO_CR_HEAD_FID (40)
#define PROTO_CR_AI_PACKET (44)
#define PROTO_CR_TEAM_NUM (48)
#define PROTO_CR_FLAGS (52)
#define PROTO_CR_BODY_TYPE (388)
#define PROTO_CR_KILL_EXP (392)
#define PROTO_CR_KILL_TYPE (396)
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+162
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@@ -0,0 +1,162 @@
#ifndef LIB_INVEN_H
#define LIB_INVEN_H
#include "define_lite.h"
/**
Inventory contents as temp array to be used in foreach
*/
procedure inven_as_array(variable critter) begin
variable i:=0, list;
list := temp_array(100, 4);
while (inven_ptr(critter, i)) do begin
if (i>=len_array(list)) then
resize_array(list, len_array(list) + 100);
list[i] := inven_ptr(critter, i);
i++;
end
resize_array(list, i);
return list;
end
procedure add_items_pid(variable who_obj, variable the_pid, variable pid_qty) begin
variable item;
item := create_object(the_pid,0,0);
add_mult_objs_to_inven(who_obj, item, (pid_qty));
return item;
end
// aliases:
#define add_item_pid(obj, pid) add_items_pid(obj, pid, 1)
#ifndef critter_wearing_armor
#define critter_wearing_armor(x) (obj_item_subtype(critter_inven_obj(x,INVEN_TYPE_WORN)) == item_type_armor)
#endif
procedure unwield_armor(variable who_obj) begin
variable armor;
if (not(who_obj)) then return;
if (critter_wearing_armor(who_obj)) then begin
armor := critter_inven_obj(who_obj,INVEN_TYPE_WORN);
rm_obj_from_inven(who_obj, armor);
add_obj_to_inven(who_obj, armor);
end
end
procedure remove_items_pid(variable who_obj, variable the_pid, variable pid_qty) begin
variable begin
item;
removed_qty;
tmp;
end
if (not(who_obj)) then return;
removed_qty := obj_is_carrying_obj_pid(who_obj,the_pid);
if (pid_qty < removed_qty and pid_qty != -1) then begin
removed_qty := pid_qty;
end
if (removed_qty > 0) then begin
item := obj_carrying_pid_obj(who_obj, the_pid);
if (obj_type(who_obj) == 1) then begin
if (critter_inven_obj(who_obj,INVEN_TYPE_WORN) == item) then begin
call unwield_armor(who_obj);
end else if ((critter_inven_obj(who_obj, INVEN_TYPE_LEFT_HAND) == item) or (critter_inven_obj(who_obj, INVEN_TYPE_RIGHT_HAND) == item)) then begin
inven_unwield(who_obj);
end
end
tmp := rm_mult_objs_from_inven(who_obj, item, removed_qty);
destroy_object(item);
end
end
procedure remove_item_obj(variable who_obj, variable item) begin
if (obj_type(who_obj) == 1) then begin
if (critter_inven_obj(who_obj,INVEN_TYPE_WORN) == item) then begin
call unwield_armor(who_obj);
end else if ((critter_inven_obj(who_obj, INVEN_TYPE_LEFT_HAND) == item) or (critter_inven_obj(who_obj, INVEN_TYPE_RIGHT_HAND) == item)) then begin
inven_unwield(who_obj);
end
end
rm_obj_from_inven(who_obj, item);
destroy_object(item);
end
// aliases:
#define remove_item_pid(obj, pid) remove_items_pid(obj, pid, 1)
#define remove_all_items_pid(obj, pid) remove_items_pid(obj, pid, -1)
/**
Set item quantity in inventory, by item pid
*/
procedure set_items_qty_pid(variable invenobj, variable itempid, variable newcount)
begin
variable begin
count;
obj;
end
count := obj_is_carrying_obj_pid(invenobj, itempid);
if (newcount > count) then begin
obj := create_object_sid(itempid, 0, 0, -1);
add_mult_objs_to_inven(invenobj, obj, newcount - count);
end else if (newcount < count) then begin
call remove_items_pid(invenobj, itempid, count - newcount);
end
end
/*
procedure check_restock_item(the_item, min_amt, max_amt, res_perc)
restock_amt := random(min_amt, max_amt);
if (obj_is_carrying_obj_pid(self_obj, the_item) < restock_amt) then begin
if (res_perc >= random(1,100)) then begin
stock_pid_qty(self_obj, the_item, restock_amt)
end
end else begin
stock_pid_qty(self_obj, the_item, restock_amt)
end
procedure check_restock_item_min_limit(the_item, min_amt, max_amt, res_perc)
if (obj_is_carrying_obj_pid(self_obj, the_item) < min_amt) then begin
check_restock_item(the_item, min_amt, max_amt, res_perc)
end
*/
procedure reduce_merchant_loot(variable critter, variable moneyPercent, variable probArmor, variable probDrugs, variable probWeapons, variable probAmmo, variable probMisc) begin
variable inv, item, it, prob, tmp;
inv := inven_as_array(critter);
item_caps_adjust(critter, -(item_caps_total(critter) * moneyPercent / 100));
//display_msg("total items "+len_array(inv));
foreach item in inv begin
if (obj_pid(item) != PID_BOTTLE_CAPS) then begin
it := obj_item_subtype(item);
if (it == item_type_armor) then
prob := probArmor;
else if (it == item_type_drug) then
prob := probDrugs;
else if (it == item_type_weapon) then
prob := probWeapons;
else if (it == item_type_ammo) then
prob := probAmmo;
else
prob := probMisc;
if (random(0, 99) < prob) then begin
//display_msg("remove "+obj_name(item));
call remove_all_items_pid(critter, obj_pid(item));
end
end
end
end
procedure item_by_attack_type(variable critter, variable type) begin
variable slot;
if (type > 3 and type != ATKTYPE_LWEP_RELOAD and type != ATKTYPE_RWEP_RELOAD) then
return 0;
if (type < 2 or type == ATKTYPE_LWEP_RELOAD) then
slot := INVEN_TYPE_LEFT_HAND;
else
slot := INVEN_TYPE_RIGHT_HAND;
return critter_inven_obj(critter, slot);
end
#endif
+47
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@@ -0,0 +1,47 @@
#ifndef LIB_MATH_H
#define LIB_MATH_H
/**
Numbers...
*/
#define MAX(x, y) ((x > y) * x + (x <= y) * y)
#define MIN(x, y) ((x < y) * x + (x >= y) * y)
#define in_range(x, from, to) (x >= from and x <= to)
procedure max(variable x, variable y) begin
if (x > y) then return x;
return y;
end
procedure min(variable x, variable y) begin
if (x < y) then return x;
return y;
end
/*procedure round(variable val) begin
variable intp;
intp := floor(val);
if ((val-intp) >= 0.5) then intp++;
return intp;
end*/
procedure ceil(variable val) begin
variable intp;
intp := floor(val);
if (abs(val-intp) > 0.0) then begin
intp++;
end
return intp;
end
procedure cap_number(variable num, variable min, variable max) begin
if (num > max) then num := max;
else if (num < min) then num := min;
return num;
end
#endif
+85
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@@ -0,0 +1,85 @@
#ifndef LIB_MISC_H
#define LIB_MISC_H
/**
Some generic procedures
*/
/*
procedure round(variable val) begin
variable intp;
intp := floor(val);
if ((val-intp) >= 0.5) then intp++;
return intp;
end*/
// this fixes strange behavior when using negative float values
// looks like the only way to create correct negative float is to use atof()
// DEPRECATED as of sfall 3.4 (engine bug fixed)
/*procedure itof_safe(variable var) begin
if (var < 0) then begin
var := atof("-"+(-var));
end
return var;
end*/
// Parse keyboard shortcut definition
procedure parse_hotkey(variable string) begin
variable lst;
variable n;
lst := string_split(string, "+");
if (len_array(lst) == 0) then
return 0;
n := atoi(lst[0]);
if (len_array(lst) > 1) then
n += atoi(lst[1])*0x10000;
return n;
end
// Check if shortcut is pressed
procedure hotkey_pressed(variable n) begin
if (n < 0x10000) then
return key_pressed(n);
else
return key_pressed(n bwand 0xFFFF) and key_pressed((n bwand 0xFFFF0000) / 0x10000);
end
// same as above, but suited for hs_keypress hook when keycode is already known
procedure hotkey_pressed_now(variable n, variable key) begin
if (n < 0x10000) then
return key == n;
else begin
variable k1 := (n bwand 0xFFFF),
k2 := ((n bwand 0xFFFF0000) / 0x10000);
if (k1 == key) then begin
if (key_pressed(k2)) then return true;
end else if (k2 == key) then begin
if (key_pressed(k1)) then return true;
end
return false;
end
end
/**
Attempt to make list_as_array safe
*/
/*procedure list_as_array_safe(variable type) begin
variable list, item, arr, i;
list := list_begin(type);
arr := temp_array(100, 4);
i := 0;
item := list_next(list);
while (item) do begin
if (len_array(arr) == i) then resize_array(arr, len_array(arr) + 100);
arr[i] := item;
item := list_next(list);
i++;
end
resize_array(arr, i);
list_end(list);
return arr;
end*/
#endif
+243
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@@ -0,0 +1,243 @@
/**
This library contains procedures to work with strings.
@author phobos2077
*/
#ifndef LIB_STRINGS_H
#define LIB_STRINGS_H
#define is_in_string(str, substr) (string_pos(str, substr) != -1)
#define string_starts_with(str, substr) (string_pos(str, substr) == 0)
/**
* Returns position of first occurance of substr in str, or -1 if not found
*/
procedure string_pos(variable str, variable subst) begin
variable lst, n;
lst := string_split(str, subst);
if (len_array(lst) < 2) then
return -1;
return strlen(lst[0]);
end
/**
* Join array of strings using delimeter
*/
procedure string_join(variable array, variable join) begin
variable str, i, len;
str := "";
len := len_array(array);
if (len > 0) then begin
str := array[0];
for (i:=1; i<len; i++) begin
str += join + array[i];
end
end
return str;
end
/**
* replaces all occurances of substring in a string with another substring
*/
#define string_replace(str, search, replace) (string_join(string_split(str, search), replace))
/**
* sprintf with two arguments
*/
procedure sprintf2(variable str, variable arg1, variable arg2) begin
variable split, len, i, j, arg;
split := string_split(str, "%");
len := len_array(split);
str := "";
if (len > 0) then begin
str := split[0];
j := 0;
for (i := 1; i < len; i++) begin
if (split[i] == "") then begin
if (i < len - 1) then begin
str += "%" + split[i+1];
i++;
end
end else begin
if (j == 0) then
arg := arg1;
else if (j == 1) then
arg := arg2;
else
arg := 0;
str += sprintf("%" + split[i], arg);
j++;
end
end
end
return str;
end
/**
* sprintf with unlimited number of arguments
*/
procedure sprintf_array(variable str, variable args) begin
variable split, len, i, j;
split := string_split(str, "%");
len := len_array(split);
str := "";
if (len > 0) then begin
str := split[0];
j := 0;
for (i := 1; i < len; i++) begin
if (split[i] == "") then begin
if (i < len - 1) then begin
str += "%" + split[i+1];
i++;
end
end else begin
str += sprintf("%" + split[i], args[j]);
j++;
end
end
end
return str;
end
/**
* Returns position of last occurance of substr in str, or -1 if not found
*/
/*procedure string_rpos(variable str, variable substr) begin
variable lst, n;
lst := string_split(str, substr);
n := len_array(lst);
if (n < 2) then
return -1;
return string_len(str) - (string_len(lst[n-1]) + string_len(substr));
end*/
/**
* Basically the same as string_split, but delim is of type char instead of string
*/
procedure string_get_tokens(variable str, variable delim) begin
variable lst, line, token, maxlen, len, count;
count := 1;
maxlen := 4;
token := tokenize(str, 0, delim);
//if (token != 0) then
//count := 1;
line := token;
while (line != str) do begin
count += 1;
len := strlen(token);
if (len > maxlen) then
maxlen := len;
token := tokenize(str, line, delim);
if (token != 0) then
line += delim + token;
end
//end
return count;
end
procedure string_repeat(variable str, variable count) begin
variable out := "", i := 0;
while (i < count) do begin
out += str;
i++;
end
return out;
end
/**
* Workaround for string_split bug in sfall 3.3
* DEPRECATED as of sfall 3.4 (bug fixed)
*/
procedure string_split_safe(variable str, variable split) begin
variable lst;
str += split;
lst := string_split(str, split);
resize_array(lst, len_array(lst) - 1);
return lst;
end
/**
* The same as sfall string_split, but returns array of integers instead
* Useful in cunjunction with is_in_array()
*/
procedure string_split_ints(variable str, variable split) begin
variable i := 0;
variable list;
list := string_split(str, split);
while (i < len_array(list)) do begin
list[i] := atoi(list[i]);
i++;
end
return list;
end
/**
String parse functions. Idea taken from KLIMaka on TeamX forums.
Placeholders in format %d% are replaced from string. d refers to variable index (starting from 1).
You can repeat one placeholder multiple times, or use placeholders in any order.
Example:
parse_str_2("Hello, %2%. I have only $%1% to spare.", money_amount, dude_name);
Will return:
Hello, Killiano. I have only $1200 to spare.
The *_list function takes a temp_array as second parameter.
*/
#define _TOKENIZE_BEGIN \
variable token, rest, line, result, n; \
line := tokenize(str, 0, '%'); \
result := line; \
while line != str do begin \
token := tokenize(str, line, '%'); \
line += "%" + token; \
if token == "" then result += "%"; \
else begin
#define _TOKENIZE_END \
end \
rest := tokenize(str, line, '%'); \
if (rest != 0) then begin \
line += "%" + rest; \
result += rest; \
end \
end \
return result;
procedure parse_str_list(variable str, variable list) begin
_TOKENIZE_BEGIN
n := atoi(token) - 1;
if (n >= 0 and n < len_array(list)) then result += list[n];
_TOKENIZE_END
end
procedure parse_str_2(variable str, variable x1, variable x2) begin
_TOKENIZE_BEGIN
n := atoi(token);
if (n == 1) then result += x1;
else if (n == 2) then result += x2;
_TOKENIZE_END
end
procedure parse_str_4(variable str, variable x1, variable x2, variable x3, variable x4) begin
_TOKENIZE_BEGIN
n := atoi(token);
if (n == 1) then result += x1;
else if (n == 2) then result += x2;
else if (n == 3) then result += x3;
else if (n == 4) then result += x4;
_TOKENIZE_END
end
#undef _TOKENIZE_BEGIN
#undef _TOKENIZE_END
#endif
+5 -5
View File
@@ -189,10 +189,10 @@
#define party_member_list_all party_member_list(1)
#define spatial_radius(obj) sfall_func1("spatial_radius", obj)
#define critter_inven_obj2(obj, type) sfall_func2("critter_inven_obj2", obj, type)
#define intface_redraw sfall_func0("intface_redraw")
#define intface_hide sfall_func0("intface_hide")
#define intface_show sfall_func0("intface_show")
#define intface_is_hidden sfall_func0("intface_is_hidden")
#define exec_map_update_scripts sfall_func0("exec_map_update_scripts")
#define intface_hide sfall_func0("intface_hide")
#define intface_is_hidden sfall_func0("intface_is_hidden")
#define intface_redraw sfall_func0("intface_redraw")
#define intface_show sfall_func0("intface_show")
#define spatial_radius(obj) sfall_func1("spatial_radius", obj)
+12 -11
View File
@@ -13,15 +13,15 @@ Example setup for a hook-script based mod:
procedure tohit_hook_handler begin
display_msg("Modifying hit_hook " + get_sfall_arg);
set_hit_chance_max(100);
set_sfall_return(100);
display_msg("Modifying hit_hook " + get_sfall_arg);
set_hit_chance_max(100);
set_sfall_return(100);
end
procedure start begin
if game_loaded then begin
register_hook_proc(HOOK_TOHIT, tohit_hook_handler);
end
if game_loaded then begin
register_hook_proc(HOOK_TOHIT, tohit_hook_handler);
end
end
@@ -42,7 +42,7 @@ Returns all hook arguments as a new temp array.
Used to return the new values from the script. Each time it's called it sets the next value, or if you've already set all return values it does nothing.
> void set_sfall_arg(int argnum, int value)
Changes argument value. This is usefull if you have several hook scripts attached to one hook point (see below).
Changes argument value. The argument number (argnum) is 0-indexed. This is usefull if you have several hook scripts attached to one hook point (see below).
> void register_hook(int hooktype)
Used from a normal global script if you want to run it at the same point a full hook script would normally run. In case of this function, "start" proc will be execuded in a current global script. You can use all above functions like normal.
@@ -58,13 +58,13 @@ Example: let's say we have a Mod A which reduces all "to hit" chances by 50%. Th
Mod B also want to affect hit chances globally, by increasing them by 50%. Now in order for both mods to work well together, we need to add this line to Mod A hook script:
set_sfall_arg(original_chance / 2);
set_sfall_arg(0, (original_chance / 2));
This basically changes hook argument for the next script. Mod B code:
original_chance = get_sfall_arg;
set_sfall_return(original_chance * 1.5);
set_sfall_arg(original_chance * 1.5);
set_sfall_arg(0, (original_chance * 1.5));
So if you combine both mods together, they will run in chain and the end result will be a 75% from original hit chance (hook register order doesn't matter in this case, if you use "set_sfall_arg" in both hooks).
@@ -166,9 +166,10 @@ int arg5 - The special effect flags for the target
int arg6 - The special effect flags for the attacker
int arg7 - The weapon used in the attack
int arg8 - The bodypart that was struck
int arg9 - Roll result of the attack (check with is_success, etc functions; basically: 0-crit. fail, 1-fail, 2-success, 3-crit. success)
int arg9 - Damage Multipiler (this is divided by 2, so a value of 3 does 1.5x damage, and 8 does 4x damage. Usually it's 2, but with Silent Death perk and the corresponding attack conditions, it's 4; for critical hits, the value is taken from the critical table)
int arg10 - Number of bullets actually hit the target (1 for melee attacks)
int arg11 - The amount of knockback to the target
int arg12 - Attack Type (see ATKTYPE_* constants)
int ret1 - The damage to the target
int ret2 - The damage to the attacker
@@ -262,7 +263,7 @@ int arg5 - the amount of actual caps in the barter stack (as opposed to good
int arg6 - the value of all goods being traded before skill modifications
critter arg7 - table of offered goods (being sold to NPC)
int arg8 - the total cost of the goods offered by the player
int arg9 - set 1 if the "offers" button was pressed(not for a party member), otherwise 0
int arg9 - set 1 if the "offers" button was pressed (not for a party member), otherwise 0
int ret1 - the modified value of all of the goods
@@ -106,6 +106,9 @@ array - array ID to be used with array-related functions (actually an integer)
> int get_npc_level(string npc)
- also takes the npc name as an argument, and returns the npc's current level. Again, the npc needs to be in your party.
> void set_car_current_town(int town)
- changes the current town index for the player's car
> int get_ini_setting(string setting)
- reads an integer value from an ini file in the fallout directory.
- It only takes a single argument; seperate the file name, section and key with a '|' character; e.g. 'myvar:=get_ini_setting("myini.ini|mysec|var1")' If the file or key cannot be found, -1 is returned.

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