mirror of
https://github.com/sfall-team/sfall.git
synced 2026-07-27 16:52:34 -07:00
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@@ -7,6 +7,6 @@ updates:
|
|||||||
directory: "/"
|
directory: "/"
|
||||||
schedule:
|
schedule:
|
||||||
interval: "monthly"
|
interval: "monthly"
|
||||||
target-branch: "develop"
|
# target-branch: "develop"
|
||||||
labels:
|
labels:
|
||||||
- "dependencies"
|
- "dependencies"
|
||||||
|
|||||||
@@ -3,12 +3,21 @@ name: Build
|
|||||||
on:
|
on:
|
||||||
push:
|
push:
|
||||||
branches:
|
branches:
|
||||||
|
- 'master'
|
||||||
- 'develop'
|
- 'develop'
|
||||||
- 'github-action'
|
- 'github-action'
|
||||||
paths:
|
paths:
|
||||||
- '.github/workflows/build.yml'
|
- '.github/workflows/build.yml'
|
||||||
- 'action.yml'
|
- 'action.yml'
|
||||||
- 'sfall/**'
|
- 'sfall/**'
|
||||||
|
pull_request:
|
||||||
|
branches:
|
||||||
|
- 'master'
|
||||||
|
- 'develop'
|
||||||
|
paths:
|
||||||
|
- '.github/workflows/build.yml'
|
||||||
|
- 'action.yml'
|
||||||
|
- 'sfall/**'
|
||||||
|
|
||||||
jobs:
|
jobs:
|
||||||
Build:
|
Build:
|
||||||
@@ -17,7 +26,7 @@ jobs:
|
|||||||
steps:
|
steps:
|
||||||
|
|
||||||
- name: Clone sfall
|
- name: Clone sfall
|
||||||
uses: actions/checkout@v3
|
uses: actions/checkout@v4
|
||||||
|
|
||||||
# Action is used twice for self-testing only
|
# Action is used twice for self-testing only
|
||||||
# DevXP build results are intentionally *not* included in artifact
|
# DevXP build results are intentionally *not* included in artifact
|
||||||
@@ -27,24 +36,26 @@ jobs:
|
|||||||
uses: ./
|
uses: ./
|
||||||
with:
|
with:
|
||||||
release-xp: true
|
release-xp: true
|
||||||
|
dev-xp: false
|
||||||
|
|
||||||
- name: DevXP build
|
- name: DevXP build
|
||||||
uses: ./
|
uses: ./
|
||||||
with:
|
with:
|
||||||
|
release-xp: false
|
||||||
dev-xp: true
|
dev-xp: true
|
||||||
|
|
||||||
- name: Prepare artifact
|
- name: Prepare artifacts
|
||||||
run: |
|
run: |
|
||||||
:
|
:
|
||||||
mkdir -p sfall-build
|
mkdir -p sfall-build
|
||||||
|
|
||||||
cp artifacts/ddraw.ini sfall-build
|
cp artifacts/ddraw.ini sfall-build
|
||||||
cp artifacts/sfall.dat sfall-build
|
cp artifacts/sfall_dat/sfall.dat sfall-build
|
||||||
cp "${{ steps.build.outputs.release-xp }}" sfall-build
|
cp "${{ steps.build.outputs.release-xp }}" sfall-build
|
||||||
shell: bash
|
shell: bash
|
||||||
|
|
||||||
- name: Upload artifacts
|
- name: Upload artifacts
|
||||||
uses: actions/upload-artifact@v3
|
uses: actions/upload-artifact@v4
|
||||||
with:
|
with:
|
||||||
name: sfall-build
|
name: sfall-build
|
||||||
path: sfall-build
|
path: sfall-build
|
||||||
|
|||||||
@@ -7,13 +7,13 @@ on:
|
|||||||
|
|
||||||
jobs:
|
jobs:
|
||||||
deploy:
|
deploy:
|
||||||
runs-on: ubuntu-latest
|
runs-on: ubuntu-22.04
|
||||||
steps:
|
steps:
|
||||||
- name: Checkout
|
- name: Checkout
|
||||||
uses: actions/checkout@v3
|
uses: actions/checkout@v4
|
||||||
|
|
||||||
- name: Setup Python
|
- name: Setup Python
|
||||||
uses: actions/setup-python@v4
|
uses: actions/setup-python@v5
|
||||||
with:
|
with:
|
||||||
python-version: '3.x'
|
python-version: '3.x'
|
||||||
|
|
||||||
@@ -26,7 +26,7 @@ jobs:
|
|||||||
run: ./docs/generate.sh
|
run: ./docs/generate.sh
|
||||||
|
|
||||||
- name: Deploy
|
- name: Deploy
|
||||||
uses: peaceiris/actions-gh-pages@v3
|
uses: peaceiris/actions-gh-pages@v4
|
||||||
with:
|
with:
|
||||||
github_token: ${{ secrets.GITHUB_TOKEN }}
|
github_token: ${{ secrets.GITHUB_TOKEN }}
|
||||||
publish_dir: ./docs/_site
|
publish_dir: ./docs/_site
|
||||||
|
|||||||
@@ -26,6 +26,7 @@
|
|||||||
*.exe
|
*.exe
|
||||||
*.out
|
*.out
|
||||||
*.app
|
*.app
|
||||||
|
!ducible.exe
|
||||||
|
|
||||||
# NetBeans
|
# NetBeans
|
||||||
nbproject/private/
|
nbproject/private/
|
||||||
|
|||||||
+181
-34
@@ -1,5 +1,152 @@
|
|||||||
# Changelog
|
# Changelog
|
||||||
|
|
||||||
|
## 4.4.6.1
|
||||||
|
* The compatibility mode check now targets only unsupported Windows versions
|
||||||
|
* Changed the way **ProcessorIdle** works to prevent conflicts with **CPU_USAGE_FIX** option in `f2_res.ini`
|
||||||
|
* Added a fix to prevent out-of-bounds selection in the file list when loading a character file
|
||||||
|
* Added a fix to remove visible newline control characters `\n` when examining items in the barter screen
|
||||||
|
|
||||||
|
## 4.4.6
|
||||||
|
* Fixed a bug introduced in 4.3.1 that broke the debug message about a missing critter art file
|
||||||
|
* Fixed an issue where an item with a unique ID in the inventory had its ID reset by a non-unique item
|
||||||
|
* Restored the position of the ammo bar when **ALTERNATE_AMMO_METRE=0** in `f2_res.ini`
|
||||||
|
* Improved the fix for the display issue in the pipboy when the automap list is too long
|
||||||
|
* Improved the compatibility mode check for newer Windows
|
||||||
|
* Changed **PipBoyAvailableAtGameStart** option and `set_pipboy_available` script function to no longer modify the vault suit movie state
|
||||||
|
* Added a fix for the main menu music not stopping when replaying the intro
|
||||||
|
* Added a fix for display issues when highlighting a multiline dialogue option
|
||||||
|
* Added a fix for the incorrect message being displayed when attempting to repair a dead robot
|
||||||
|
* Added a fix for the double click sound when selecting a location in the Status section of the pipboy
|
||||||
|
* Added a fix for extra hidden buttons below the location list in the Status section of the pipboy
|
||||||
|
* Added a fix for map lighting from **Night Vision** perk not updating when loading a saved game
|
||||||
|
* Added a fix for an animation glitch when death animations and combat start simultaneously
|
||||||
|
* Added a fix to prevent the game from hanging when reloading a weapon overloaded with ammo via the interface bar
|
||||||
|
* Added a few fixes for issues related to weapons with negative ammo
|
||||||
|
* Added a tweak to replace death animations on critters with single-frame variants on map load
|
||||||
|
* Added more options for tweaking some engine perks to the **perks ini file**
|
||||||
|
* Reduced the green tone of the message window on the interface bar for text clarity
|
||||||
|
|
||||||
|
## 4.4.5.1
|
||||||
|
* HRP: Fixed the behavior of **IFACE_BAR_WIDTH** for a modified `fallout2.exe` with Chinese/Japanese support
|
||||||
|
* Fixed a bug in **XPTable** that caused leveling issues with **Here and Now** perk
|
||||||
|
* Disabled unnecessary selfrun file creation in the recording mode (autoplay has been disabled in 4.3)
|
||||||
|
|
||||||
|
## 4.4.5
|
||||||
|
* Fixed a bug introduced in 4.2.9 that caused `game_loaded` script function to always return 1 when called from normal scripts
|
||||||
|
* Fixed a bug introduced in 4.4.4 that caused the information card for the **hero appearance mod** not to refresh properly
|
||||||
|
* Fixed a crash bug in **AutoSearchSFX** when an **ACM** file has a name longer than 12 characters
|
||||||
|
* Fixed an issue where sfall did not reset data properly after attempting to load a corrupted saved game
|
||||||
|
* Fixed the inconsistent behavior of the escaped percent sign `%` in `sprintf` and `string_format` script functions
|
||||||
|
* Fixed `show/hide_iface_tag` script functions to prevent unnecessary toggling of tags
|
||||||
|
* Fixed `using_skill` script function returning garbage values when the arguments are not the player and Sneak skill
|
||||||
|
* Added a fix for the engine not checking **'misc'** type items when correcting data for items on maps
|
||||||
|
* Added a fix to prevent the windows of **Tag!** and **Mutate!** perks from reappearing when there are still unused perks
|
||||||
|
* Added a tweak to restore the player's sneak state when switching between maps
|
||||||
|
* Added options to **item highlighting mod** to separately set the color of outlines for highlighted containers and corpses
|
||||||
|
* New hook script: `hs_buildsfxweapon`
|
||||||
|
|
||||||
|
## 4.4.4
|
||||||
|
* Fixed a bug in **NPCsTryToSpendExtraAP** that caused NPCs to still be able to move in their combat turn after they killed themselves
|
||||||
|
* Fixed a bug in **PlayIdleAnimOnReload** that could cause critters to lose highlights after reloading weapons in combat
|
||||||
|
* Fixed a crash bug in `interface_art_draw` script function when drawing beyond window bounds
|
||||||
|
* Fixed the missing hotkeys for additional elevators derived from the original elevator types
|
||||||
|
* Fixed and improved the syntax parsing in script compiler (`compile.exe` in the **modders pack**)
|
||||||
|
* Improved the fix for using **'English'** as the fallback language directory for msg files to work on a per-line basis
|
||||||
|
* Improved the fix for saving/loading party member protos to include the car trunk
|
||||||
|
* Improved the performance of `draw_image`, `draw_image_scaled`, and `interface_art_draw` script functions
|
||||||
|
* Expanded `show/hide_iface_tag` script functions to work with the tag value 0 (sneak)
|
||||||
|
* Changed the expanded world map interface to be compatible with older versions of the hi-res patch
|
||||||
|
* Changed the expanded action points bar to require fewer resources and be compatible with older versions of the hi-res patch
|
||||||
|
* Changed **AIDrugUsePerfFix** to be enabled by default
|
||||||
|
* Tweaked the behavior of **NPCAutoLevel** option and renamed it to **PartyMemberNonRandomLevelUp** to better match its behavior
|
||||||
|
* Removed the unnecessary error message about sndlist.lst when **AutoSearchSFX** is enabled
|
||||||
|
* Added a fix for the time interval for healing during world map travel being tied to the system timer instead of game time
|
||||||
|
* Added a fix for the interface bar obscuring the barter/trade interface when using the hi-res patch
|
||||||
|
* Added a tweak to prevent the **'forever'** type of animation on objects from stopping when entering combat
|
||||||
|
* Added an option to use the expanded barter/trade interface (4 item slots per table instead of 3)
|
||||||
|
* Added an option to use the expanded inventory/loot screens (8 vertical slots instead of 6)
|
||||||
|
* Added an option to pre-fill the **'Move Items'** window with the correct balancing amount when moving money/caps in the barter screen
|
||||||
|
* Added an option to set up a key to let you move items between inventory lists by simply clicking on them
|
||||||
|
* Added debug options to adjust the size and text font for the internal debug window
|
||||||
|
* Added an option for tweaking **Cautious Nature** perk to the **perks ini file**
|
||||||
|
* Added a new attribute type value to `get_window_attribute script` function
|
||||||
|
* Added `PAUSEWIN` flag to the game mode functions (when pausing the game using `Ctrl+P`)
|
||||||
|
* Added 2 new arguments to `HOOK_ENCOUNTER` hook script
|
||||||
|
* Added a healing skills example script to the example mods in the **modders pack**
|
||||||
|
* New script function: `signal_close_game`, `art_frame_data`, `set_worldmap_heal_time`
|
||||||
|
|
||||||
|
## 4.4.3.1
|
||||||
|
* Fixed a possible hang or crash introduced in 4.4.1 when running certain script sequences
|
||||||
|
|
||||||
|
## 4.4.3
|
||||||
|
* Fixed a bug introduced in 4.2.9 that caused critters with crippled arms to be unable to attack in certain cases
|
||||||
|
* Fixed the critical hit messages of the right arm and left leg for super mutants
|
||||||
|
* Fixed `add_extra_msg_file` script function to prevent it from loading the same msg file more than once
|
||||||
|
* Removed **DisplaySwiftLearnerExp** from `ddraw.ini` because there is little reason to turn it off
|
||||||
|
* Removed **SpeedInterfaceCounterAnims=3**. Now the AC counter is always instantly updated when switching to other controlled critters in combat
|
||||||
|
* Added a fix for the game disappearing from the taskbar after using `Alt+Tab`
|
||||||
|
* Added a fix for the clickability issue of the **'Use Inventory Item On'** action when the selected item overlaps an object
|
||||||
|
* Added a fix for the xp exploit from canceling **Here and Now** perk when the player has **Swift Learner** perk
|
||||||
|
* Added support for loading an external **DirectDraw** wrapper (`ddraw.dll`) from the `<GameRoot>\wrapper\` directory for rendering
|
||||||
|
* Added a static books mod and a molotov fire damage mod to the example mods in the **modders pack**
|
||||||
|
|
||||||
|
## 4.4.2
|
||||||
|
* Fixed a bug in **XPTable** that could cause a hang when leveling up in some cases
|
||||||
|
* Fixed the critical hit messages of the right arm for some critter types
|
||||||
|
* Changed `add_mult_objs_to_inven` script function to allow adding more than 99999 instances of an object in one go
|
||||||
|
* Added a fix to use **'English'** as the fallback language directory for loading `credits.txt/quotes.txt`
|
||||||
|
* Added a fix for gaining two levels at once when leveling up from level 97
|
||||||
|
* Added a fix for the modulo operator treating negative integers as unsigned
|
||||||
|
* Added a fix to prevent integer overflow for the number of items in a stack in the inventory
|
||||||
|
* Added a fix to `COMBATDAMAGE` hook to prevent instadeath critical hits for no damage
|
||||||
|
* New script function: `reg_anim_animate_and_move`
|
||||||
|
|
||||||
|
## 4.4.1
|
||||||
|
* HRP: Fixed the clickability issue of the file list for save/load and **'print to file'** options in the character screen
|
||||||
|
* Fixed a bug introduced in 4.4 that broke the interoperability of saved arrays with older versions
|
||||||
|
* Fixed a crash when calling `start_gdialog` outside the `talk_p_proc` procedure for talking heads
|
||||||
|
* Fixed `create_object_sid` script function to allow creating an object with no script correctly when passing 0 as the script index number
|
||||||
|
* Changed the calculation of the **'best armor'** score to exclude the EMP stats (gameplay mod friendly)
|
||||||
|
* Tweaked the position of the ammo bar on the interface bar
|
||||||
|
* Removed **AdditionalWeaponAnims** from `ddraw.ini`. Now additional weapon animation codes are always available
|
||||||
|
* Updated **NPC combat control mod** to make the player's **Jinxed** trait/perk affect all controlled critters
|
||||||
|
|
||||||
|
## 4.4.0.1
|
||||||
|
* Fixed a crash on startup on Windows XP/2003
|
||||||
|
|
||||||
|
## 4.4
|
||||||
|
* Implemented a `mods_order.txt` to improve and simplify mod ordering and add support for mod managers. This replaces previous **.dat** file autoloading. Please refer to `ddraw.ini` for details
|
||||||
|
* Implemented a **custom config file parser**, which greatly improves the performance of sfall initialization and reading files from scripts
|
||||||
|
* **Item highlighting and NPC combat control mods** are now packed into `sfall.dat` resource file, and `sfall-mods.ini` is moved to `<GameRoot>\mods\`
|
||||||
|
* Fixed a bug when updating the maximum HP stat of critters on the map when loaded for the first time
|
||||||
|
* Fixed `set_pc_base/extra_stat` and `set_critter_base/extra_stat` script functions not updating derived stats when setting SPECIAL stats
|
||||||
|
* Fixed `wield_obj_critter` script function, which can now put non-weapon/armor items in the critter's hand
|
||||||
|
* Fixed `get_tile_fid` script function to work on elevations 1 and 2 instead of always elevation 0
|
||||||
|
* Fixed `create_spatial` script function not setting the script index number upon object creation
|
||||||
|
* Fixed incorrect behavior of the subtraction operator involving floats and negative integers
|
||||||
|
* Fixed the backward compatibility of `get_npc_level` script function
|
||||||
|
* Fixed a crash bug in `display_msg` and `debug_msg` script functions when printing a string longer than 260 characters
|
||||||
|
* Fixed a crash bug in `AMMOCOST` hook when returning ammo cost of 0 for burst attacks
|
||||||
|
* Fixed various issues in script compiler and decompiler (`compile.exe` and `int2ssl.exe` in the **modders pack**)
|
||||||
|
* Improved **item highlighting mod** to handle the line-of-sight check properly when the player is moving while holding down the key
|
||||||
|
* Improved and tweaked the behavior of **ComputeSpray_\*** options
|
||||||
|
* Expanded `atoi` script function to support parsing binary strings
|
||||||
|
* Expanded `string_format` script function to support more arguments and conversion types
|
||||||
|
* Changed **CheckWeaponAmmoCost** to be enabled by default and affect only hook type 1 of `HOOK_AMMOCOST` hook script
|
||||||
|
* Changed how `HOOK_DESCRIPTIONOBJ` hook script handles its return value. Now you can return normal strings directly in the hook
|
||||||
|
* Re-added the check for valid objects to `get/set_object_data` script functions (only disabled in combat for accessing the combat data)
|
||||||
|
* Removed the debug message about a missing critter art file from displaying in the game (added in 4.2.2)
|
||||||
|
* Added options to override the names of sound files used by the engine
|
||||||
|
* Added an option to **item highlighting mod** to highlight critters with the same rules as in combat, and changed **CheckLOS** to be enabled by default
|
||||||
|
* Added a debug option to duplicate logs to a dedicated console window alongside the game window
|
||||||
|
* Added a lower limit of -99% and an upper limit of 999% to the hit chance value to prevent a display issue
|
||||||
|
* Added more options for tweaking some engine perks to the **perks ini file**
|
||||||
|
* Added a new argument and a new return value to `HOOK_STEAL` hook script
|
||||||
|
* Added a burst control example script and a resting encounters mod to the example mods in the **modders pack**
|
||||||
|
* Updated the compute damage example script in the **modders pack**. Now it should be easier to write one's own damage formula
|
||||||
|
* Increased the setting range of the combat speed slider in the preferences screen
|
||||||
|
* New script functions: `set_spray_settings`, `get/set_combat_free_move`, `get_ini_config`, `string_find`
|
||||||
|
|
||||||
## 4.3.8
|
## 4.3.8
|
||||||
* Fixed a bug introduced in 4.2.8 that broke the arguments of `HOOK_RESTTIMER` hook script
|
* Fixed a bug introduced in 4.2.8 that broke the arguments of `HOOK_RESTTIMER` hook script
|
||||||
* Fixed a bug introduced in 4.3.1 that caused the game to display incorrect names for corpses in some cases
|
* Fixed a bug introduced in 4.3.1 that caused the game to display incorrect names for corpses in some cases
|
||||||
@@ -39,12 +186,12 @@
|
|||||||
* New script function: `get_terrain_name`
|
* New script function: `get_terrain_name`
|
||||||
|
|
||||||
## 4.3.5
|
## 4.3.5
|
||||||
* HRP: Fixed movie subtitles not showing up when setting **MOVIE_SIZE=1** with certain combinations of screen and movie aspect ratios
|
* HRP: Fixed movie subtitles not showing up when **MOVIE_SIZE=1** with certain combinations of screen and movie aspect ratios
|
||||||
* HRP: Disabled **IFACE_BAR_WIDTH** and **SCALE_BUTTONS_AND_TEXT_MENU** for a modified `fallout2.exe` with Chinese/Japanese support to prevent garbled text
|
* HRP: Disabled **IFACE_BAR_WIDTH** and **SCALE_BUTTONS_AND_TEXT_MENU** for a modified `fallout2.exe` with Chinese/Japanese support to prevent garbled text
|
||||||
* HRP: Added support for **SPLASH_SCRN_TIME** option in `f2_res.ini`
|
* HRP: Added support for **SPLASH_SCRN_TIME** option in `f2_res.ini`
|
||||||
* Fixed the handling of obsolete script functions that are still recognized by script compiler and decompiler
|
* Fixed the handling of obsolete script functions that are still recognized by script compiler and decompiler
|
||||||
* Fixed **NPC combat control mod** not redrawing the interface bar properly when it's the player's turn again
|
* Fixed **NPC combat control mod** not redrawing the interface bar properly when it's the player's turn again
|
||||||
* Improved the fix for updating the HP stats of critters on the map when loaded for the first time
|
* Improved the fix for updating the maximum HP stat of critters on the map when loaded for the first time
|
||||||
* Removed **DivisionOperatorFix** from `ddraw.ini` because there is little reason to turn it off
|
* Removed **DivisionOperatorFix** from `ddraw.ini` because there is little reason to turn it off
|
||||||
* Removed **ComputeSprayMod** from `ddraw.ini`. Now **ComputeSpray_\*** options no longer require a master switch
|
* Removed **ComputeSprayMod** from `ddraw.ini`. Now **ComputeSpray_\*** options no longer require a master switch
|
||||||
* Added a fix for a crash when the player equips a weapon overloaded with ammo
|
* Added a fix for a crash when the player equips a weapon overloaded with ammo
|
||||||
@@ -55,13 +202,13 @@
|
|||||||
* HRP: Fixed a few issues with the main menu
|
* HRP: Fixed a few issues with the main menu
|
||||||
* HRP: Added support for **LocalMapXLimit/LocalMapYLimit** options in `ddraw.ini`
|
* HRP: Added support for **LocalMapXLimit/LocalMapYLimit** options in `ddraw.ini`
|
||||||
* Removed **FadeBackgroundMusic** option because the fix in 4.3.3 doesn't work reliably in all cases
|
* Removed **FadeBackgroundMusic** option because the fix in 4.3.3 doesn't work reliably in all cases
|
||||||
* Added a fix for being unable to plant items on non-biped critters with the `Barter` flag set (e.g. Skynet and Goris)
|
* Added a fix for being unable to plant items on non-biped critters with the **'Barter'** flag set (e.g. Skynet and Goris)
|
||||||
* Updated the ammo ini loader mod in the **modders pack**
|
* Updated the ammo ini loader mod in the **modders pack**
|
||||||
|
|
||||||
## 4.3.3.1
|
## 4.3.3.1
|
||||||
* HRP: Fixed a possible crash in combat when enabling **EXTRA_WIN_MSG_CHECKS**
|
* HRP: Fixed a possible crash in combat when enabling **EXTRA_WIN_MSG_CHECKS**
|
||||||
* HRP: Fixed broke console messages when enabling **ConsoleOutputPath**
|
* HRP: Fixed broke console messages when enabling **ConsoleOutputPath**
|
||||||
* HRP: Fixed the main menu still being stretched when setting **MAIN_MENU_SIZE=0**
|
* HRP: Fixed the main menu still being stretched when **MAIN_MENU_SIZE=0**
|
||||||
* Fixed a bug introduced in 4.3.1 that caused the game to print an incorrect item name in some cases
|
* Fixed a bug introduced in 4.3.1 that caused the game to print an incorrect item name in some cases
|
||||||
* Fixed screenshots for **DX9** graphics modes. Now the screenshots are saved in **PNG** format when in **DX9** mode
|
* Fixed screenshots for **DX9** graphics modes. Now the screenshots are saved in **PNG** format when in **DX9** mode
|
||||||
* Improved the functionality of **AllowDShowMovies**. Now you can take screenshots and press any key to skip **AVI** movies
|
* Improved the functionality of **AllowDShowMovies**. Now you can take screenshots and press any key to skip **AVI** movies
|
||||||
@@ -123,13 +270,13 @@
|
|||||||
* Added a config file to change some engine parameters for the game mechanics
|
* Added a config file to change some engine parameters for the game mechanics
|
||||||
* Added the ability to continuously play the music when moving to another map that uses the same music
|
* Added the ability to continuously play the music when moving to another map that uses the same music
|
||||||
* Added the ability to set custom names for unarmed attacks in the inventory to **TranslationsINI**
|
* Added the ability to set custom names for unarmed attacks in the inventory to **TranslationsINI**
|
||||||
* Added support for using the newline control character `'\n'` in the object description in `pro_*.msg` files
|
* Added support for using the newline control character `\n` in the object description in `pro_*.msg` files
|
||||||
* Added support for the new **'Healing Item'** flag to item protos. Now AI will also use items with this flag for healing in combat
|
* Added support for the new **'Healing Item'** flag to item protos. Now AI will also use items with this flag for healing in combat
|
||||||
* Added support for the new **'Cannot Use'** flag to the misc flags of item objects. This flag makes a weapon object unusable in combat
|
* Added support for the new **'Cannot Use'** flag to the misc flags of item objects. This flag makes a weapon object unusable in combat
|
||||||
* Added missing sounds for the buttons on the world map interface (similar to Fallout 1 behavior)
|
* Added missing sounds for the buttons on the world map interface (similar to Fallout 1 behavior)
|
||||||
* Added 5 `metarule3` macros for controlling the save slot with scripts to `sfall.h` in the **modders pack**
|
* Added 5 `metarule3` macros for controlling the save slot with scripts to `sfall.h` in the **modders pack**
|
||||||
* New script functions: `set_scr_name`, `obj_is_openable`
|
* New script functions: `set_scr_name`, `obj_is_openable`
|
||||||
* Updated **NPC armor appearance mod** to prevent NPCs from equipping **unusable** weapons
|
* Updated **NPC armor appearance mod** in the **modders pack** to prevent NPCs from equipping **unusable** weapons
|
||||||
* Included Brazilian Portuguese and Polish translation (from Felipefpl and Jaiden)
|
* Included Brazilian Portuguese and Polish translation (from Felipefpl and Jaiden)
|
||||||
|
|
||||||
## 4.3.0.2
|
## 4.3.0.2
|
||||||
@@ -166,7 +313,7 @@
|
|||||||
* Added a fix to prevent the player name from being displayed at the bottom of the dialog review window when the text is longer than one screen
|
* Added a fix to prevent the player name from being displayed at the bottom of the dialog review window when the text is longer than one screen
|
||||||
* Added a fix for the in-game quest list not being in the same order as in `quests.txt`
|
* Added a fix for the in-game quest list not being in the same order as in `quests.txt`
|
||||||
* Added a fix for multihex critters hitting themselves when they miss an attack with ranged weapons
|
* Added a fix for multihex critters hitting themselves when they miss an attack with ranged weapons
|
||||||
* Added a fix to the placement of multihex critters in the player's party when entering a map or elevation
|
* Added a fix for the placement of multihex critters in the player's party when entering a map or elevation
|
||||||
* Added a fix to the starting position of the player's marker on the world map when starting a new game
|
* Added a fix to the starting position of the player's marker on the world map when starting a new game
|
||||||
* Added a fix for AI not checking the safety of weapons based on the selected attack mode
|
* Added a fix for AI not checking the safety of weapons based on the selected attack mode
|
||||||
* Added a fix for the incorrect check and AP cost when AI reloads a weapon
|
* Added a fix for the incorrect check and AP cost when AI reloads a weapon
|
||||||
@@ -210,9 +357,9 @@
|
|||||||
* Added more options for tweaking some engine perks to the **perks ini file**
|
* Added more options for tweaking some engine perks to the **perks ini file**
|
||||||
* Added options for tweaking tag skills to the **skills ini file**
|
* Added options for tweaking tag skills to the **skills ini file**
|
||||||
* Added an option about the behavior of maximum HP calculation to the **stats ini file**
|
* Added an option about the behavior of maximum HP calculation to the **stats ini file**
|
||||||
* Added 3 new attribute type values to `get_window_attribute` script functions
|
* Added 3 new attribute type values to `get_window_attribute` script function
|
||||||
* Added additional universal opcodes `sfall_func7` and `sfall_func8` (`compile.exe` and `int2ssl.exe` in the **modders pack** are also updated)
|
* Added additional universal opcodes `sfall_func7` and `sfall_func8` (`compile.exe` and `int2ssl.exe` in the **modders pack** are also updated)
|
||||||
* Added a new mode to **NPC combat control mod** to let you order party members to attack specified targets instead of controlling them directly
|
* Added a new mode to **NPC combat control mod** that lets you use the command cursor to specify targets for party members to attack in combat
|
||||||
* Added an auto-close containers mod to the example mods in the **modders pack**
|
* Added an auto-close containers mod to the example mods in the **modders pack**
|
||||||
* Added `snd2acm_fix.exe` (snd2acm with a fix wrapper) to the **modders pack** for writing the correct sample rate and channel info from **WAV** files to **ACM** format
|
* Added `snd2acm_fix.exe` (snd2acm with a fix wrapper) to the **modders pack** for writing the correct sample rate and channel info from **WAV** files to **ACM** format
|
||||||
* New script functions: `interface_overlay`
|
* New script functions: `interface_overlay`
|
||||||
@@ -225,9 +372,10 @@
|
|||||||
* Cleaned up `define_lite.h` and `command_lite.h` in the **modders pack**
|
* Cleaned up `define_lite.h` and `command_lite.h` in the **modders pack**
|
||||||
|
|
||||||
## 4.2.8
|
## 4.2.8
|
||||||
* Fixed a bug in **ObjCanSeeObj_ShootThru_Fix** that caused the source to be unable to see the target if it has the `ShootTrhu` flag set
|
* Fixed a bug in **ObjCanSeeObj_ShootThru_Fix** that caused the source to be unable to see the target if it has the **'ShootTrhu'** flag set
|
||||||
* Fixed the encounter messages still being limited to 50 entries per table when **EncounterTableSize** is set to greater than 50
|
* Fixed the encounter messages still being limited to 50 entries per table when **EncounterTableSize** is set to greater than 50
|
||||||
* Fixed temporary arrays in scripts being cleared when flushing the keyboard buffer
|
* Fixed temporary arrays in scripts being cleared when flushing the keyboard buffer
|
||||||
|
* Fixed the broken `Print()` script function
|
||||||
* Improved the field of view check in **ObjCanSeeObj_ShootThru_Fix**
|
* Improved the field of view check in **ObjCanSeeObj_ShootThru_Fix**
|
||||||
* Improved the functionality of **GlobalShaderFile** to be able to load multiple shader files
|
* Improved the functionality of **GlobalShaderFile** to be able to load multiple shader files
|
||||||
* Improved the performance of **DX9** graphics modes
|
* Improved the performance of **DX9** graphics modes
|
||||||
@@ -239,7 +387,6 @@
|
|||||||
* Added a fix for the flags of critters in the line of fire not being taken into account when calculating the hit chance penalty of ranged attacks
|
* Added a fix for the flags of critters in the line of fire not being taken into account when calculating the hit chance penalty of ranged attacks
|
||||||
* Added a fix to the check for ranged weapons in the **Fast Shot** trait and **FastShotFix**
|
* Added a fix to the check for ranged weapons in the **Fast Shot** trait and **FastShotFix**
|
||||||
* Added a fix for the background image of the character portrait on the player's inventory screen
|
* Added a fix for the background image of the character portrait on the player's inventory screen
|
||||||
* Added a fix for the broken `Print()` script function
|
|
||||||
* Added the original Fallout 1 behavior of the **Fast Shot** trait to **FastShotFix**
|
* Added the original Fallout 1 behavior of the **Fast Shot** trait to **FastShotFix**
|
||||||
* Added an option to enable linear texture filtering for **DX9** graphics modes
|
* Added an option to enable linear texture filtering for **DX9** graphics modes
|
||||||
* Added support for **ACM** audio file playback and volume control to `soundplay` script function
|
* Added support for **ACM** audio file playback and volume control to `soundplay` script function
|
||||||
@@ -259,7 +406,7 @@
|
|||||||
* Fixed the default values for **Movie1 - Movie17** options
|
* Fixed the default values for **Movie1 - Movie17** options
|
||||||
* Fixed the playback of additional movies defined in **Movie18 - Movie32** options
|
* Fixed the playback of additional movies defined in **Movie18 - Movie32** options
|
||||||
* Fixed **OverrideMusicDir=2** not overriding the music path properly
|
* Fixed **OverrideMusicDir=2** not overriding the music path properly
|
||||||
* Fixed incorrect Melee Damage stat value being displayed when setting **BonusHtHDamageFix=1** and **DisplayBonusDamage=0**
|
* Fixed incorrect Melee Damage stat value being displayed when **BonusHtHDamageFix=1** and **DisplayBonusDamage=0**
|
||||||
* Fixed `attack_complex script` function not setting result flags correctly for the attacker and the target
|
* Fixed `attack_complex script` function not setting result flags correctly for the attacker and the target
|
||||||
* Fixed and improved **SFX** and speech playback for alternative sound files
|
* Fixed and improved **SFX** and speech playback for alternative sound files
|
||||||
* Fixed and improved the behavior of nested timer events in global scripts
|
* Fixed and improved the behavior of nested timer events in global scripts
|
||||||
@@ -289,7 +436,7 @@
|
|||||||
* Improved the pathfinding in the engine function when a multihex object is in the line of fire
|
* Improved the pathfinding in the engine function when a multihex object is in the line of fire
|
||||||
* Improved the functionality of `display_stats` script function to also update player's stats on the character screen
|
* Improved the functionality of `display_stats` script function to also update player's stats on the character screen
|
||||||
* Improved the fix for incorrect positioning after exiting small/medium locations
|
* Improved the fix for incorrect positioning after exiting small/medium locations
|
||||||
* Removed **AutoSearchPath** from `ddraw.ini`. Now the folder path for autoloading custom files is the fixed **\<GameRoot\>\mods\\**
|
* Removed **AutoSearchPath** from `ddraw.ini`. Now the directory for autoloading custom files is the fixed `<GameRoot>\mods\`
|
||||||
* Added a fix to prevent critters from overlapping other object tiles when moving to the retargeted tile
|
* Added a fix to prevent critters from overlapping other object tiles when moving to the retargeted tile
|
||||||
* Added a fix to prevent showing an empty perk selection window (crash when clicking on the empty perk list)
|
* Added a fix to prevent showing an empty perk selection window (crash when clicking on the empty perk list)
|
||||||
* Added a fix for NPC stuck in an animation loop in combat when trying to move close to a multihex critter
|
* Added a fix for NPC stuck in an animation loop in combat when trying to move close to a multihex critter
|
||||||
@@ -348,14 +495,14 @@
|
|||||||
* Fixed the timing of setting `WORLDMAP`, `DIALOG`, `PIPBOY`, `INVENTORY`, `INTFACEUSE`, and `INTFACELOOT` game mode flags
|
* Fixed the timing of setting `WORLDMAP`, `DIALOG`, `PIPBOY`, `INVENTORY`, `INTFACEUSE`, and `INTFACELOOT` game mode flags
|
||||||
* Fixed the execution of the timer event in global scripts
|
* Fixed the execution of the timer event in global scripts
|
||||||
* Fixed the palette and the movie playback in **DX9** mode
|
* Fixed the palette and the movie playback in **DX9** mode
|
||||||
* Improved the functionality of `create_message_window` script function to support the newline control character `'\n'`
|
* Improved the functionality of `create_message_window` script function to support the newline control character `\n`
|
||||||
* Removed **TownMapHotkeysFix** and **DisplaySecondWeaponRange** from `ddraw.ini` because there is little reason to turn them off
|
* Removed **TownMapHotkeysFix** and **DisplaySecondWeaponRange** from `ddraw.ini` because there is little reason to turn them off
|
||||||
* Added a fix for duplicate critters being added to the list of potential targets for AI
|
* Added a fix for duplicate critters being added to the list of potential targets for AI
|
||||||
* Added a fix for the playback of the speech sound file for the death screen being ended abruptly in some cases
|
* Added a fix for the playback of the speech sound file for the death screen being ended abruptly in some cases
|
||||||
* Added a fix for the barter button on the dialog window not animating until after leaving the barter screen
|
* Added a fix for the barter button on the dialog window not animating until after leaving the barter screen
|
||||||
* Added a fix for the division operator treating negative integers as unsigned
|
* Added a fix for the division operator treating negative integers as unsigned
|
||||||
* Added a fix for trying to loot corpses with the **'NoSteal'** flag set
|
* Added a fix for trying to loot corpses with the **'NoSteal'** flag set
|
||||||
* Added an option to allow using the special `'^'` character in dialog msg files to specify the alternative text that will be displayed in the dialogue based on the player's gender
|
* Added an option to allow using the caret character `^` in dialog msg files to specify alternative text in dialogue based on the player's gender
|
||||||
* Added options to draw a dotted line while traveling on the world map (similar to Fallout 1, from Ghosthack)
|
* Added options to draw a dotted line while traveling on the world map (similar to Fallout 1, from Ghosthack)
|
||||||
* Added an option to display terrain types when hovering the cursor over the player's marker on the world map (from Ghosthack)
|
* Added an option to display terrain types when hovering the cursor over the player's marker on the world map (from Ghosthack)
|
||||||
* Added a flashing icon to the Horrigan encounter and scripted force encounters by default
|
* Added a flashing icon to the Horrigan encounter and scripted force encounters by default
|
||||||
@@ -372,7 +519,7 @@
|
|||||||
* Fixed and improved the functionality of `substr` script function
|
* Fixed and improved the functionality of `substr` script function
|
||||||
* Restored and fixed **RemoveWindowRounding** option that was removed in 4.1.2
|
* Restored and fixed **RemoveWindowRounding** option that was removed in 4.1.2
|
||||||
* Improved the functionality of `inventory_redraw` script function
|
* Improved the functionality of `inventory_redraw` script function
|
||||||
* Changed the way **IniConfigFolder** works. Now the game will search for the ini files relative to the specified directory
|
* Changed the way **IniConfigFolder** works. Now the game will search for ini files relative to the specified directory
|
||||||
* Changed the debug message about a missing critter art file to also be displayed in the game
|
* Changed the debug message about a missing critter art file to also be displayed in the game
|
||||||
* Code refactoring for various script functions
|
* Code refactoring for various script functions
|
||||||
* Added a fix to prevent the player from moving when clicking on a script-created window and prevent the mouse cursor from being toggled when hovering over a **'hidden'** window
|
* Added a fix to prevent the player from moving when clicking on a script-created window and prevent the mouse cursor from being toggled when hovering over a **'hidden'** window
|
||||||
@@ -394,7 +541,7 @@
|
|||||||
* Fixed `move_obj_inven_to_obj/drop_obj` script functions not removing the equipped armor properly for the player and party members
|
* Fixed `move_obj_inven_to_obj/drop_obj` script functions not removing the equipped armor properly for the player and party members
|
||||||
* Fixed `inven_unwield` script function not updating the active item button on the interface bar for the player
|
* Fixed `inven_unwield` script function not updating the active item button on the interface bar for the player
|
||||||
* Fixed `art_change_fid_num` script function not setting player's FID correctly when the **hero appearance mod** is enabled
|
* Fixed `art_change_fid_num` script function not setting player's FID correctly when the **hero appearance mod** is enabled
|
||||||
* Fixed `critter_add/rm_trait` script functions ignoring the value of the **'amount'** argument. Note: pass negative amount values to `critter_rm_trait` to remove all ranks of the perk (vanilla behavior)
|
* Fixed `critter_add/rm_trait` script functions ignoring the **'amount'** argument. Note: pass negative amount values to `critter_rm_trait` to remove all ranks of the perk (vanilla behavior)
|
||||||
* Fixed the xp bonus set by `set_swiftlearner_mod` script function not being reset on game load
|
* Fixed the xp bonus set by `set_swiftlearner_mod` script function not being reset on game load
|
||||||
* Fixed the player name while controlling other critters
|
* Fixed the player name while controlling other critters
|
||||||
* Fixed **NPC combat control mod** not removing the inherited perks from controlled critters properly
|
* Fixed **NPC combat control mod** not removing the inherited perks from controlled critters properly
|
||||||
@@ -488,8 +635,8 @@
|
|||||||
* Added a fix for knocked down critters not playing stand up animation when the combat ends
|
* Added a fix for knocked down critters not playing stand up animation when the combat ends
|
||||||
* Added a fix for dead NPCs reloading their weapons when the combat ends
|
* Added a fix for dead NPCs reloading their weapons when the combat ends
|
||||||
* Added an option to use the expanded world map interface (requires hi-res patch v4.1.8)
|
* Added an option to use the expanded world map interface (requires hi-res patch v4.1.8)
|
||||||
* Added an option to allow setting a folder path for the game to automatically search and load custom **.dat** files
|
* Added an option to allow setting a directory for the game to automatically search and load custom **.dat** files
|
||||||
* Added an option to expand the number of action points displayed on the interface bar
|
* Added an option to expand the number of action points displayed on the interface bar (requires the hi-res patch v4.1.8)
|
||||||
* Added an option to change the base value of the duration of the knockout effect
|
* Added an option to change the base value of the duration of the knockout effect
|
||||||
* Added a check for the `DAM_KNOCKED_OUT` flag to `wield_obj_critter/inven_unwield` script functions
|
* Added a check for the `DAM_KNOCKED_OUT` flag to `wield_obj_critter/inven_unwield` script functions
|
||||||
* Added a new value to **SkipOpeningMovies** to also skip the splash screen
|
* Added a new value to **SkipOpeningMovies** to also skip the splash screen
|
||||||
@@ -511,7 +658,7 @@
|
|||||||
* Changed `create_message_window` script function to be available when other game interfaces are opened
|
* Changed `create_message_window` script function to be available when other game interfaces are opened
|
||||||
* Removed **DialogOptions9Lines** from `ddraw.ini` because there is little reason to turn it off
|
* Removed **DialogOptions9Lines** from `ddraw.ini` because there is little reason to turn it off
|
||||||
* Removed **LoadProtoMaxLimit** from `ddraw.ini`. Now the proto limit is automatically increased when needed
|
* Removed **LoadProtoMaxLimit** from `ddraw.ini`. Now the proto limit is automatically increased when needed
|
||||||
* Added a fix for party member's stats being reset to the base level when their base protos with the read-only attribute set are placed in the **proto\critters\\** directory
|
* Added a fix for party member's stats being reset to the base level when their base protos with the read-only attribute set are placed in the `proto\critters\` directory
|
||||||
* Added a fix for NPC stuck in a loop of picking up items in combat and the incorrect message being displayed when the NPC cannot pick up an item due to not enough space in the inventory
|
* Added a fix for NPC stuck in a loop of picking up items in combat and the incorrect message being displayed when the NPC cannot pick up an item due to not enough space in the inventory
|
||||||
* Added a fix to allow fleeing NPC to use drugs
|
* Added a fix to allow fleeing NPC to use drugs
|
||||||
* Added a fix for AI not checking minimum HP properly for using stimpaks
|
* Added a fix for AI not checking minimum HP properly for using stimpaks
|
||||||
@@ -531,7 +678,7 @@
|
|||||||
* Fixed fake perks not stacking properly
|
* Fixed fake perks not stacking properly
|
||||||
* Fixed the position of the 32-bit talking heads when the game resolution is higher than 640x480
|
* Fixed the position of the 32-bit talking heads when the game resolution is higher than 640x480
|
||||||
* Fixed a bug in **item highlighting** that caused items to be kept highlighted when picking them up while holding the highlight key
|
* Fixed a bug in **item highlighting** that caused items to be kept highlighted when picking them up while holding the highlight key
|
||||||
* Changed `hero_select_win` function to require an `AppHeroWin.frm` file (included in the **modders pack**) in the **art\intrface\\** directory
|
* Changed `hero_select_win` function to require an `AppHeroWin.frm` file (included in the **modders pack**) in the `art\intrface\` directory
|
||||||
* Added a fix for unexplored areas being revealed on the automap when entering a map
|
* Added a fix for unexplored areas being revealed on the automap when entering a map
|
||||||
* Added a fix for the overflow of the automap tables when the number of maps in `maps.txt` is more than 160
|
* Added a fix for the overflow of the automap tables when the number of maps in `maps.txt` is more than 160
|
||||||
* Added a fix for a duplicate `obj_dude` script being created when loading a saved game
|
* Added a fix for a duplicate `obj_dude` script being created when loading a saved game
|
||||||
@@ -563,7 +710,7 @@
|
|||||||
* Added a fix for the reserved item FRM being displayed in the top-left corner when in the loot/barter screens
|
* Added a fix for the reserved item FRM being displayed in the top-left corner when in the loot/barter screens
|
||||||
* Added a fix for the active effects of drugs not being saved properly
|
* Added a fix for the active effects of drugs not being saved properly
|
||||||
* Added a fix for NPC stuck in a loop of reloading melee/unarmed weapons when out of ammo
|
* Added a fix for NPC stuck in a loop of reloading melee/unarmed weapons when out of ammo
|
||||||
* Added a fix for critters not being healed over time when entering the map if **'dead_bodies_age=No'** is set in `maps.txt`
|
* Added a fix for critters not being healed over time when entering a map with **'dead_bodies_age=No'** set in `maps.txt`
|
||||||
* Added a fix for corpses being removed early after returning to the map
|
* Added a fix for corpses being removed early after returning to the map
|
||||||
* Added a fix for the removal of party member's corpse. Now items in party member's inventory are not removed along with the corpse
|
* Added a fix for the removal of party member's corpse. Now items in party member's inventory are not removed along with the corpse
|
||||||
* Added an option to change the timer for deleting corpses on a map after you leave
|
* Added an option to change the timer for deleting corpses on a map after you leave
|
||||||
@@ -585,7 +732,7 @@ Various bug fixes and features based on the work by Mr.Stalin:
|
|||||||
* Fixed `critter_mod_skill` script function taking a negative amount value as a positive
|
* Fixed `critter_mod_skill` script function taking a negative amount value as a positive
|
||||||
* Fixed a crash when calling `use_obj/use_obj_on_obj` without using `set_self` in global scripts
|
* Fixed a crash when calling `use_obj/use_obj_on_obj` without using `set_self` in global scripts
|
||||||
* Fixed `pickup_obj`, `drop_obj`, and `use_obj` script functions not working properly in some cases
|
* Fixed `pickup_obj`, `drop_obj`, and `use_obj` script functions not working properly in some cases
|
||||||
* Fixed **TimeLimit=-3** not returning the correct year, and removed the setting value -2 (Now it works the same as -3)
|
* Fixed **TimeLimit=-3** not returning the correct year, and removed the setting value of -2 (Now it works the same as -3)
|
||||||
* Fixed the mouse cursor lag on the world map when **WorldMapFPSPatch** is enabled
|
* Fixed the mouse cursor lag on the world map when **WorldMapFPSPatch** is enabled
|
||||||
* Fixed issues with the game speed tweak. Now the game speed will be temporarily set to normal speed when in the inventory or dialogue, and it doesn't affect the endgame slideshow
|
* Fixed issues with the game speed tweak. Now the game speed will be temporarily set to normal speed when in the inventory or dialogue, and it doesn't affect the endgame slideshow
|
||||||
* Fixed and improved the functionality of **UseFileSystemOverride** and `fs_*` script functions
|
* Fixed and improved the functionality of **UseFileSystemOverride** and `fs_*` script functions
|
||||||
@@ -655,7 +802,7 @@ Various bug fixes and features based on the work by Mr.Stalin:
|
|||||||
* Fixed **DX9** mode not showing movie subtitles properly when not using the hi-res patch
|
* Fixed **DX9** mode not showing movie subtitles properly when not using the hi-res patch
|
||||||
* Fixed **DisplayBonusDamage** not being applied to Melee Damage stat on the character screen when **BonusHtHDamageFix** is enabled
|
* Fixed **DisplayBonusDamage** not being applied to Melee Damage stat on the character screen when **BonusHtHDamageFix** is enabled
|
||||||
* Improved the functionality of **ExtraSaveSlots**: added sound effect when clicking on the navigation buttons
|
* Improved the functionality of **ExtraSaveSlots**: added sound effect when clicking on the navigation buttons
|
||||||
* Improved the fix for `start_gdialog` script function to fix a crash if calling `start_gdialog` outside of the `talk_p_proc` procedure for talking heads
|
* Improved the functionality of **StartGDialogFix** to fix a crash when calling `start_gdialog` outside the `talk_p_proc` procedure for talking heads
|
||||||
* Added a fix for the exploit that allows you to gain excessive skill points from **Tag!** perk before leaving the character screen
|
* Added a fix for the exploit that allows you to gain excessive skill points from **Tag!** perk before leaving the character screen
|
||||||
* Added an option to change the limit of how many protos per type can be loaded into memory at once, and improved the functionality of `set_proto_data` script function to be able to automatically increase the limit when needed
|
* Added an option to change the limit of how many protos per type can be loaded into memory at once, and improved the functionality of `set_proto_data` script function to be able to automatically increase the limit when needed
|
||||||
* Added an option to skip the **'Move Items'** window when taking items from containers or corpses and not holding down **ItemFastMoveKey**
|
* Added an option to skip the **'Move Items'** window when taking items from containers or corpses and not holding down **ItemFastMoveKey**
|
||||||
@@ -686,18 +833,18 @@ Various bug fixes and features based on the work by Mr.Stalin:
|
|||||||
Original engine bug fixes and various features based on the work by Mr.Stalin:
|
Original engine bug fixes and various features based on the work by Mr.Stalin:
|
||||||
* Implemented a **code injection system for game hooks**. In previous versions, the code of game hooks was always executed even if there is no corresponding hook script. Now the code of a game hook only gets injected into the game when the corresponding hook script exists
|
* Implemented a **code injection system for game hooks**. In previous versions, the code of game hooks was always executed even if there is no corresponding hook script. Now the code of a game hook only gets injected into the game when the corresponding hook script exists
|
||||||
* Code refactoring for some hook scripts
|
* Code refactoring for some hook scripts
|
||||||
* Fixed an issue with file IDs of additional game msg files being shifted when a file in **ExtraGameMsgFileList** is missing
|
* Fixed an issue where the file IDs of additional game msg files were shifted when a file in **ExtraGameMsgFileList** was missing
|
||||||
* Fixed `obj_can_see_obj` script function not checking if source and target objects are on the same elevation before calling `HOOK_WITHINPERCEPTION` hook script
|
* Fixed `obj_can_see_obj` script function not checking if source and target objects are on the same elevation before calling `HOOK_WITHINPERCEPTION` hook script
|
||||||
* Improved the functionality of **ExtraGameMsgFileList** to allow manually assigning numbers to specific msg files
|
* Improved the functionality of **ExtraGameMsgFileList** to allow manually assigning numbers to specific msg files
|
||||||
* Improved the functionality of `HOOK_AMMOCOST` hook script when **CheckWeaponAmmoCost** is enabled
|
* Improved the functionality of `HOOK_AMMOCOST` hook script when **CheckWeaponAmmoCost** is enabled
|
||||||
* Improved and expanded the functionality of **UseScrollingQuestsList** to display page numbers and add another set of scroll buttons
|
* Improved and expanded the functionality of **UseScrollingQuestsList** to display page numbers and add another set of scroll buttons
|
||||||
* Expanded `is_iface_tag_active` script function to check tag value of 0/1/2 (sneak/poisoned/radiated)
|
* Expanded `is_iface_tag_active` script function to check tag values of 0/1/2 (sneak/poisoned/radiated)
|
||||||
* Added a fix for missing AC/DR mod stats when examining ammo in the barter screen
|
* Added a fix for missing AC/DR mod stats when examining ammo in the barter screen
|
||||||
* Added a fix for the display issue in the pipboy when a quest list is too long with **UseScrollingQuestsList** diabled
|
* Added a fix for the display issue in the pipboy when a quest list is too long with **UseScrollingQuestsList** diabled
|
||||||
* Added a fix for the clickability issue of holodisk list in the pipboy
|
* Added a fix for the clickability issue of the holodisk list in the pipboy
|
||||||
* Added a fix for the broken `obj_can_hear_obj` script function
|
* Added a fix for the broken `obj_can_hear_obj` script function
|
||||||
* Added a fix for multihex critters moving too close and overlapping their targets in combat
|
* Added a fix for multihex critters moving too close and overlapping their targets in combat
|
||||||
* Added a fix for AI not checking weapon perks properly when choosing the best weapon in combat
|
* Added a fix for AI not checking weapon perks properly when choosing the best weapon
|
||||||
* Added an option to keep the selected attack mode when moving the weapon between active item slots
|
* Added an option to keep the selected attack mode when moving the weapon between active item slots
|
||||||
* Added an option to set the number of additional notification boxes to the interface
|
* Added an option to set the number of additional notification boxes to the interface
|
||||||
* Added an option to load alternative dialog msg and subtitle files for female PC (translation friendly)
|
* Added an option to load alternative dialog msg and subtitle files for female PC (translation friendly)
|
||||||
@@ -750,7 +897,7 @@ Original engine bug fixes and various features based on the work by Mr.Stalin:
|
|||||||
## 4.0.3
|
## 4.0.3
|
||||||
* Fixed the broken **ExtraGameMsgFileList** option
|
* Fixed the broken **ExtraGameMsgFileList** option
|
||||||
* Fixed a bug in **NPC combat control mod** that increases the rank of **Gecko Skinning** perk when the combat ends
|
* Fixed a bug in **NPC combat control mod** that increases the rank of **Gecko Skinning** perk when the combat ends
|
||||||
* Fixed `add_mult_objs_to_inven` script function only adding 500 of an object when the value of the **'count'** argument is over 99999
|
* Fixed `add_mult_objs_to_inven` script function adding only 500 instances of an object when the value of the **'count'** argument is over 99999
|
||||||
* Improved the fix for player's base EMP DR to make sure the value is set correctly
|
* Improved the fix for player's base EMP DR to make sure the value is set correctly
|
||||||
* **Item highlighting mod** now only highlights lootable corpses
|
* **Item highlighting mod** now only highlights lootable corpses
|
||||||
|
|
||||||
@@ -766,9 +913,9 @@ Original engine bug fixes and various features based on the work by Mr.Stalin:
|
|||||||
## 4.0
|
## 4.0
|
||||||
* The build environment is now **Visual Studio 2015**, and Win XP SP2 and Win 2000 are no longer supported
|
* The build environment is now **Visual Studio 2015**, and Win XP SP2 and Win 2000 are no longer supported
|
||||||
* Extensive code reorganizing/rewrite was made in the effort to tidy up sfall code base accumulated over the years and make it easier to read, understand, and extend. Main code was split into separate **'modules'**. Code for interacting with Fallout 2 engine was moved and expanded to allow for engine manipulations without using too much Assembly code
|
* Extensive code reorganizing/rewrite was made in the effort to tidy up sfall code base accumulated over the years and make it easier to read, understand, and extend. Main code was split into separate **'modules'**. Code for interacting with Fallout 2 engine was moved and expanded to allow for engine manipulations without using too much Assembly code
|
||||||
* Fixed an issue with the game being rendered before the **hero appearance mod** is loaded
|
* Fixed an issue where the game was rendered before the **hero appearance mod** was loaded
|
||||||
* **Item highlighting mod** was moved from sfall into a separate script (`gl_highlighting.int`) and extended with new options
|
* **Item highlighting mod** is moved from sfall into a separate script (`gl_highlighting.int`) and extended with new options
|
||||||
* **NPC combat control mod** was moved from sfall into a separate script (`gl_partycontrol.int`)
|
* **NPC combat control mod** is moved from sfall into a separate script (`gl_partycontrol.int`)
|
||||||
* Related options of **item highlighting** and **NPC combat control** mods were moved from `ddraw.ini` into a separate `sfall-mods.ini`
|
* Related options of **item highlighting** and **NPC combat control** mods were moved from `ddraw.ini` into a separate `sfall-mods.ini`
|
||||||
* A new version of **NPC armor appearance mod** was implemented as a separate script (`gl_npcarmor.int` in the **modders pack**). It can be configured and made compatible with any Fallout 2 mod
|
* A new version of **NPC armor appearance mod** was implemented as a separate script (`gl_npcarmor.int` in the **modders pack**). It can be configured and made compatible with any Fallout 2 mod
|
||||||
* Improved compatibility between **hero appearance**, **NPC combat control**, and **NPC armor appearance** mods
|
* Improved compatibility between **hero appearance**, **NPC combat control**, and **NPC armor appearance** mods
|
||||||
@@ -816,7 +963,7 @@ Original engine bug fixes and various features based on the work by Crafty:
|
|||||||
* Fixed broken `call_offset_*` script functions
|
* Fixed broken `call_offset_*` script functions
|
||||||
* Fixed **OverrideMusicDir** not using the correct path string
|
* Fixed **OverrideMusicDir** not using the correct path string
|
||||||
* Fixed a bug in `metarule2_explosions` function that caused damage type change not to work
|
* Fixed a bug in `metarule2_explosions` function that caused damage type change not to work
|
||||||
* Fixed a crash if calling `reg_anim_obj_run_to_tile` after `reg_anim_combat_check`
|
* Fixed a crash when calling `reg_anim_obj_run_to_tile` after `reg_anim_combat_check`
|
||||||
* Changed `sfallgv.sav` to be loaded before other save game files to make saved arrays available in the start procedure
|
* Changed `sfallgv.sav` to be loaded before other save game files to make saved arrays available in the start procedure
|
||||||
* Changed **BodyHit_Torso** to **BodyHit_Torso_Uncalled** because it sets both *body_torso* and *body_uncalled* hit modifiers
|
* Changed **BodyHit_Torso** to **BodyHit_Torso_Uncalled** because it sets both *body_torso* and *body_uncalled* hit modifiers
|
||||||
|
|
||||||
@@ -933,4 +1080,4 @@ Original engine bug fixes and various features based on the work by Crafty:
|
|||||||
* Added an option to allow 9 options (lines of text) to be displayed correctly in the dialog window
|
* Added an option to allow 9 options (lines of text) to be displayed correctly in the dialog window
|
||||||
* Added an option to display additional points of damage from **Bonus HtH/Ranged Damage** perks in the inventory
|
* Added an option to display additional points of damage from **Bonus HtH/Ranged Damage** perks in the inventory
|
||||||
|
|
||||||
__For changelogs prior to 3.7, please read the `sfall-readme.txt` in the [release files](https://github.com/sfall-team/sfall/releases).__
|
__For changelogs prior to version 3.7, please refer to the `sfall-readme.txt` in the [release files](https://github.com/sfall-team/sfall/releases).__
|
||||||
|
|||||||
@@ -1,7 +1,7 @@
|
|||||||
GNU GENERAL PUBLIC LICENSE
|
GNU GENERAL PUBLIC LICENSE
|
||||||
Version 3, 29 June 2007
|
Version 3, 29 June 2007
|
||||||
|
|
||||||
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
|
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||||
Everyone is permitted to copy and distribute verbatim copies
|
Everyone is permitted to copy and distribute verbatim copies
|
||||||
of this license document, but changing it is not allowed.
|
of this license document, but changing it is not allowed.
|
||||||
|
|
||||||
@@ -631,8 +631,8 @@ to attach them to the start of each source file to most effectively
|
|||||||
state the exclusion of warranty; and each file should have at least
|
state the exclusion of warranty; and each file should have at least
|
||||||
the "copyright" line and a pointer to where the full notice is found.
|
the "copyright" line and a pointer to where the full notice is found.
|
||||||
|
|
||||||
{one line to give the program's name and a brief idea of what it does.}
|
<one line to give the program's name and a brief idea of what it does.>
|
||||||
Copyright (C) {year} {name of author}
|
Copyright (C) <year> <name of author>
|
||||||
|
|
||||||
This program is free software: you can redistribute it and/or modify
|
This program is free software: you can redistribute it and/or modify
|
||||||
it under the terms of the GNU General Public License as published by
|
it under the terms of the GNU General Public License as published by
|
||||||
@@ -645,14 +645,14 @@ the "copyright" line and a pointer to where the full notice is found.
|
|||||||
GNU General Public License for more details.
|
GNU General Public License for more details.
|
||||||
|
|
||||||
You should have received a copy of the GNU General Public License
|
You should have received a copy of the GNU General Public License
|
||||||
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||||
|
|
||||||
Also add information on how to contact you by electronic and paper mail.
|
Also add information on how to contact you by electronic and paper mail.
|
||||||
|
|
||||||
If the program does terminal interaction, make it output a short
|
If the program does terminal interaction, make it output a short
|
||||||
notice like this when it starts in an interactive mode:
|
notice like this when it starts in an interactive mode:
|
||||||
|
|
||||||
{project} Copyright (C) {year} {fullname}
|
<program> Copyright (C) <year> <name of author>
|
||||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||||
This is free software, and you are welcome to redistribute it
|
This is free software, and you are welcome to redistribute it
|
||||||
under certain conditions; type `show c' for details.
|
under certain conditions; type `show c' for details.
|
||||||
@@ -664,12 +664,11 @@ might be different; for a GUI interface, you would use an "about box".
|
|||||||
You should also get your employer (if you work as a programmer) or school,
|
You should also get your employer (if you work as a programmer) or school,
|
||||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||||
For more information on this, and how to apply and follow the GNU GPL, see
|
For more information on this, and how to apply and follow the GNU GPL, see
|
||||||
<http://www.gnu.org/licenses/>.
|
<https://www.gnu.org/licenses/>.
|
||||||
|
|
||||||
The GNU General Public License does not permit incorporating your program
|
The GNU General Public License does not permit incorporating your program
|
||||||
into proprietary programs. If your program is a subroutine library, you
|
into proprietary programs. If your program is a subroutine library, you
|
||||||
may consider it more useful to permit linking proprietary applications with
|
may consider it more useful to permit linking proprietary applications with
|
||||||
the library. If this is what you want to do, use the GNU Lesser General
|
the library. If this is what you want to do, use the GNU Lesser General
|
||||||
Public License instead of this License. But first, please read
|
Public License instead of this License. But first, please read
|
||||||
<http://www.gnu.org/philosophy/why-not-lgpl.html>.
|
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||||
|
|
||||||
|
|||||||
@@ -21,7 +21,7 @@ Original description: A set of engine modifications for the classic game Fallout
|
|||||||
|
|
||||||
- Download `sfall_*.7z` from the [release archive](https://sourceforge.net/projects/sfall/files/).
|
- Download `sfall_*.7z` from the [release archive](https://sourceforge.net/projects/sfall/files/).
|
||||||
|
|
||||||
- Extract `ddraw.dll`, `ddraw.ini`, `sfall-mods.ini`, `sfall.dat`, and `data` folder to Fallout's base directory (i.e. the one that contains `fallout2.exe`).
|
- Extract `ddraw.dll`, `ddraw.ini`, `sfall.dat`, and the `mods` folder to Fallout's base directory (i.e. the one that contains `fallout2.exe`). Also, remove `gl_highlighting.int` and `gl_partycontrol.int` from Fallout's `data\scripts\` directory if you are updating from an older version.
|
||||||
|
|
||||||
- __Important Note:__\
|
- __Important Note:__\
|
||||||
If you are using a mod that already included sfall (e.g. killap's [Unofficial Patch](https://github.com/BGforgeNet/Fallout2_Unofficial_Patch) or [Restoration Project](https://github.com/BGforgeNet/Fallout2_Restoration_Project)), then that mod has probably included a custom modified `ddraw.ini`. In that case, overwriting it with sfall's vanilla `ddraw.ini` will be likely break your game. Instead, only overwrite `ddraw.dll`, and keep the mod's existing copy of `ddraw.ini`. (Or, if you know what you're doing, you can merge them together by hand.)
|
If you are using a mod that already included sfall (e.g. killap's [Unofficial Patch](https://github.com/BGforgeNet/Fallout2_Unofficial_Patch) or [Restoration Project](https://github.com/BGforgeNet/Fallout2_Restoration_Project)), then that mod has probably included a custom modified `ddraw.ini`. In that case, overwriting it with sfall's vanilla `ddraw.ini` will be likely break your game. Instead, only overwrite `ddraw.dll`, and keep the mod's existing copy of `ddraw.ini`. (Or, if you know what you're doing, you can merge them together by hand.)
|
||||||
@@ -30,18 +30,32 @@ Original description: A set of engine modifications for the classic game Fallout
|
|||||||
|
|
||||||
## Uninstallation
|
## Uninstallation
|
||||||
|
|
||||||
Delete `ddraw.dll`, `ddraw.ini`, `sfall-mods.ini`, and `sfall.dat` from your Fallout directory. Also, delete `gl_highlighting.int` and `gl_partycontrol.int` from Fallout's `data\scripts\` directory.
|
Delete `ddraw.dll`, `ddraw.ini`, and `sfall.dat` from your Fallout directory, and delete `sfall-mods.ini` from the `mods` folder.
|
||||||
|
|
||||||
## Usage
|
## Usage
|
||||||
|
|
||||||
This mod is configured via the `ddraw.ini` and `sfall-mods.ini` files, which can be opened with any text editor. Details of every configerable option are included in those files. Where a comment refers to a DX scancode, the complete list of codes can be found at the link below:\
|
This mod is configured via the `ddraw.ini` and `sfall-mods.ini` files, which can be opened with any text editor. Details of every configerable option are included in those files. Where a comment refers to a DX scancode, the complete list of codes can be found at the link below:\
|
||||||
https://kippykip.com/b3ddocs/commands/scancodes.htm
|
https://kippykip.com/b3ddocs/commands/scancodes.htm
|
||||||
|
|
||||||
In a default installation using an unmodified copy of `ddraw.ini`, the middle mouse button will be set to switch between weapons and the mouse wheel will be set to scroll through any menus that respond to the up/down arrow keys. Holding Ctrl and hitting numpad keys 0 to 6 (with Num Lock off) will adjust the game speed. Holding left Ctrl will let you move a whole stack of items at once. Pressing left Shift will highlight items on the ground. The script extender and any engine fixes are also enabled. Most of the options that change gameplay in some way not originally intended by the developers are disabled.
|
In a default installation using an unmodified copy of `ddraw.ini`, the middle mouse button will be set to switch between weapons and the mouse wheel will be set to scroll through any menus that respond to the up/down arrow keys. Holding **Ctrl** and hitting numpad keys 0 to 6 (with Num Lock off) will adjust the game speed. Holding **left Ctrl** will let you move items between inventory lists by simply clicking on them. Pressing **left Shift** will highlight items on the ground, and holding the key will let you move an entire stack of items at once. The script extender and any engine fixes are also enabled. Most of the options that change gameplay in some way not originally intended by the developers are disabled.
|
||||||
|
|
||||||
For [__Wine__](https://www.winehq.org/) users:\
|
For [__Wine__](https://www.winehq.org/) users:\
|
||||||
You need to set DLL overrides for `ddraw.dll` to __"native, builtin"__ in `winecfg` or use `WINEDLLOVERRIDES="ddraw=n,b"` to run Fallout from the command line. If you want to play alternative sound files, you'll also need to install GStreamer Good 32-bit plugins.
|
You need to set DLL overrides for `ddraw.dll` to __"native, builtin"__ in `winecfg` or use `WINEDLLOVERRIDES="ddraw=n,b"` to run Fallout from the command line. If you want to play alternative sound files, you'll also need to install GStreamer Good 32-bit plugins.
|
||||||
|
|
||||||
|
## Build Instructions
|
||||||
|
|
||||||
|
### Prerequisites:
|
||||||
|
|
||||||
|
* Visual Studio 2015 with **Windows XP support for C++** component. If you're using Visual Studio 2017/2019/2022, make sure to install **VS 2015 C++ build tools (v140)**.
|
||||||
|
* [DirectX SDK (June 2010)](https://www.microsoft.com/en-us/download/details.aspx?id=6812). You will also need `ddraw.lib` from DXSDK February 2010 and `dinput.lib` from DXSDK August 2007. Both files can be found in the [DirectX SDK Collection repo](https://github.com/NovaRain/DXSDK_Collection).
|
||||||
|
* [DirectX Runtime (June 2010)](https://www.microsoft.com/en-us/download/details.aspx?id=8109). You can also install it from DirectX SDK installer.
|
||||||
|
|
||||||
|
### Steps:
|
||||||
|
|
||||||
|
1. Set up a `postbuild.cmd` using the template from the repo.
|
||||||
|
2. Open the solution file and build with the **ReleaseXP** configuration (this is the one used for sfall releases).
|
||||||
|
3. If everything is set up correctly, you should have a new sfall `ddraw.dll` in your Fallout 2 directory.
|
||||||
|
|
||||||
## Additional info
|
## Additional info
|
||||||
|
|
||||||
* [Changelog](CHANGELOG.md)
|
* [Changelog](CHANGELOG.md)
|
||||||
|
|||||||
+13
-17
@@ -8,9 +8,7 @@ author: '@wipe2238'
|
|||||||
#
|
#
|
||||||
# - name: Build sfall
|
# - name: Build sfall
|
||||||
# id: sfall
|
# id: sfall
|
||||||
# uses: phobos2077/sfall@develop
|
# uses: sfall-team/sfall@master
|
||||||
# with:
|
|
||||||
# release-xp: true
|
|
||||||
#
|
#
|
||||||
# - name: Copy sfall to mod directory
|
# - name: Copy sfall to mod directory
|
||||||
# run: copy "${{ steps.sfall.outputs.release-xp }}" "my/mod/directory/ddraw.dll"
|
# run: copy "${{ steps.sfall.outputs.release-xp }}" "my/mod/directory/ddraw.dll"
|
||||||
@@ -22,11 +20,13 @@ inputs:
|
|||||||
|
|
||||||
release-xp:
|
release-xp:
|
||||||
description: 'Set to true to enable building with ReleaseXP configuration'
|
description: 'Set to true to enable building with ReleaseXP configuration'
|
||||||
required: true
|
required: false
|
||||||
|
default: true
|
||||||
|
|
||||||
dev-xp:
|
dev-xp:
|
||||||
description: 'Set to true to enable building with DevXP configuration'
|
description: 'Set to true to enable building with DevXP configuration'
|
||||||
required: true
|
required: false
|
||||||
|
default: false
|
||||||
|
|
||||||
# Outputs are always using Windows directory separator (`\`)
|
# Outputs are always using Windows directory separator (`\`)
|
||||||
outputs:
|
outputs:
|
||||||
@@ -49,7 +49,7 @@ runs:
|
|||||||
# Quick check for things which should never happen
|
# Quick check for things which should never happen
|
||||||
- name: Sanity checks
|
- name: Sanity checks
|
||||||
run: |
|
run: |
|
||||||
if [[ "${{ runner.os }}" != "Windows" ]]; then
|
if [[ "$RUNNER_OS" != "Windows" ]]; then
|
||||||
echo "[ERROR] This action can only be used on Windows"
|
echo "[ERROR] This action can only be used on Windows"
|
||||||
exit 1
|
exit 1
|
||||||
elif [[ "${{ inputs.release-xp }}" != "true" ]] && [[ "${{ inputs.dev-xp }}" != "true" ]]; then
|
elif [[ "${{ inputs.release-xp }}" != "true" ]] && [[ "${{ inputs.dev-xp }}" != "true" ]]; then
|
||||||
@@ -68,7 +68,7 @@ runs:
|
|||||||
|
|
||||||
# DXSDK directory must be prepared only once, in case action is used N times
|
# 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 `.lib` suffix to make sure directory is ignored by git in exotic scenarios
|
||||||
# Using `::set-output` to make sure workflow environment remains unchanged
|
# Using $GITHUB_OUTPUT to make sure workflow environment remains unchanged
|
||||||
- name: Prepare DXSDK directory
|
- name: Prepare DXSDK directory
|
||||||
id: dxsdk
|
id: dxsdk
|
||||||
run: |
|
run: |
|
||||||
@@ -82,23 +82,22 @@ runs:
|
|||||||
#
|
#
|
||||||
echo "::endgroup::"
|
echo "::endgroup::"
|
||||||
fi
|
fi
|
||||||
echo "::set-output name=dir::$(cygpath --windows "$DXSDK_DIR/DXSDK_Jun2010/")"
|
echo "dir=$(cygpath --windows "$DXSDK_DIR/DXSDK_Jun2010/")" >> $GITHUB_OUTPUT
|
||||||
shell: bash
|
shell: bash
|
||||||
|
|
||||||
# MSBuild is not in PATH on Windows machines
|
# MSBuild is not in PATH on Windows machines
|
||||||
# Using `::set-output` to make sure workflow environment remains unchanged
|
# Using $GITHUB_OUTPUT to make sure workflow environment remains unchanged
|
||||||
- name: Prepare MSBuild
|
- name: Prepare MSBuild
|
||||||
id: msbuild
|
id: msbuild
|
||||||
run: |
|
run: |
|
||||||
echo "::group::Prepare MSBuild"
|
echo "::group::Prepare MSBuild"
|
||||||
|
|
||||||
MSBUILD_EXE="$("/c/Program Files (x86)/Microsoft Visual Studio/Installer/vswhere.exe" -latest -requires Microsoft.Component.MSBuild -find MSBuild/**/Bin/MSBuild.exe)"
|
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 "exe=$MSBUILD_EXE" >> $GITHUB_OUTPUT
|
||||||
|
|
||||||
echo "::endgroup::"
|
echo "::endgroup::"
|
||||||
shell: bash
|
shell: bash
|
||||||
|
|
||||||
# Creating empty `PostBuild.cmd` to avoid false-positive build error
|
|
||||||
- name: Build ReleaseXP
|
- name: Build ReleaseXP
|
||||||
id: build-release-xp
|
id: build-release-xp
|
||||||
run: |
|
run: |
|
||||||
@@ -106,10 +105,9 @@ runs:
|
|||||||
echo ::group::Build ReleaseXP
|
echo ::group::Build ReleaseXP
|
||||||
|
|
||||||
#
|
#
|
||||||
echo "@echo off" > "$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
|
"${{ steps.msbuild.outputs.exe }}" "$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 "ddraw-dll=$(cygpath --windows "$GITHUB_ACTION_PATH/sfall/ReleaseXP/ddraw.dll")" >> $GITHUB_OUTPUT
|
||||||
|
|
||||||
echo "::endgroup::"
|
echo "::endgroup::"
|
||||||
fi
|
fi
|
||||||
@@ -117,7 +115,6 @@ runs:
|
|||||||
DXSDK_DIR: ${{ steps.dxsdk.outputs.dir }}
|
DXSDK_DIR: ${{ steps.dxsdk.outputs.dir }}
|
||||||
shell: bash
|
shell: bash
|
||||||
|
|
||||||
# Creating empty `PostBuild.cmd` to avoid false-positive build error
|
|
||||||
- name: Build DevXP
|
- name: Build DevXP
|
||||||
id: build-dev-xp
|
id: build-dev-xp
|
||||||
run: |
|
run: |
|
||||||
@@ -126,11 +123,10 @@ runs:
|
|||||||
echo "::group::Build DevXP"
|
echo "::group::Build DevXP"
|
||||||
|
|
||||||
#
|
#
|
||||||
echo "@echo off" > "$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
|
"${{ steps.msbuild.outputs.exe }}" "$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 "ddraw-dll=$(cygpath --windows "$GITHUB_ACTION_PATH/sfall/DevXP/ddraw.dll")" >> $GITHUB_OUTPUT
|
||||||
echo "::set-output name=ddraw-pdb::$(cygpath --windows "$GITHUB_ACTION_PATH/sfall/DevXP/ddraw.pdb")"
|
echo "ddraw-pdb=$(cygpath --windows "$GITHUB_ACTION_PATH/sfall/DevXP/ddraw.pdb")" >> $GITHUB_OUTPUT
|
||||||
|
|
||||||
echo "::endgroup::"
|
echo "::endgroup::"
|
||||||
fi
|
fi
|
||||||
|
|||||||
@@ -2,15 +2,64 @@
|
|||||||
|
|
||||||
;When adding extra perks to a mod, it's advisable to use the fake perk scripting functions rather than make
|
;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
|
; modifications in this file, as some perks have hardcoded effects which may catch you out
|
||||||
|
;Set the bonus value to 0 in the 'PerksTweak' section for perks to get around this problem
|
||||||
|
|
||||||
;Since traits need to be picked before any scripts run, they have an additional NoHardcode option in this file which can
|
;Since traits need to be picked before any scripts run, they have an additional 'NoHardcode' option in this file
|
||||||
; be used to remove their hardcoded effects, and add new stat/skill effects
|
; which can be used to remove their hardcoded effects, and add new stat/skill effects
|
||||||
|
|
||||||
|
;##############################################################################
|
||||||
[PerksTweak]
|
[PerksTweak]
|
||||||
|
;Changes the light level bonus for 'Night Vision' perk (ID 9)
|
||||||
|
;valid range: 0..100, 20 - default bonus
|
||||||
|
NightVisionBonus=20
|
||||||
|
|
||||||
|
;Changes the Outdoorsman skill bonus for 'Survivalist' perk (ID 16)
|
||||||
|
;125 - maximum bonus, 25 - default bonus
|
||||||
|
SurvivalistBonus=25
|
||||||
|
|
||||||
;Changes the bonus for 'Master Trader' perk (ID 17)
|
;Changes the bonus for 'Master Trader' perk (ID 17)
|
||||||
;25 - default bonus
|
;25 - default bonus
|
||||||
MasterTraderBonus=25
|
MasterTraderBonus=25
|
||||||
|
|
||||||
|
;Changes the skill point bonus for 'Educated' perk (ID 18)
|
||||||
|
;125 - maximum bonus, 2 - default bonus
|
||||||
|
EducatedBonus=2
|
||||||
|
|
||||||
|
;Changes the hit point bonuses for 'Healer' perk (ID 19)
|
||||||
|
;999 - maximum bonus, 4 - default bonus
|
||||||
|
HealerMinBonus=4
|
||||||
|
;999 - maximum bonus, 10 - default bonus
|
||||||
|
HealerMaxBonus=10
|
||||||
|
|
||||||
|
;Changes the hit point bonus for 'Lifegiver' perk (ID 28)
|
||||||
|
;125 - maximum bonus, 4 - default bonus
|
||||||
|
LifegiverBonus=4
|
||||||
|
|
||||||
|
;Changes the Science and Repair skill bonus for 'Mr.Fixit' perk (ID 31)
|
||||||
|
;125 - maximum bonus, 10 - default bonus
|
||||||
|
MrFixitBonus=10
|
||||||
|
|
||||||
|
;Changes the skill bonuses for 'Medic' perk (ID 32)
|
||||||
|
;125 - maximum bonus, 10 - default bonus
|
||||||
|
MedicFirstAidBonus=10
|
||||||
|
MedicDoctorBonus=10
|
||||||
|
|
||||||
|
;Changes the Lockpick and Steal skill bonus for 'Master Thief' perk (ID 33)
|
||||||
|
;125 - maximum bonus, 15 - default bonus
|
||||||
|
MasterThiefBonus=15
|
||||||
|
|
||||||
|
;Changes the Speech skill bonus for 'Speaker' perk (ID 34)
|
||||||
|
;125 - maximum bonus, 20 - default bonus
|
||||||
|
SpeakerBonus=20
|
||||||
|
|
||||||
|
;Changes the Sneak skill bonus (when in darkness) for 'Ghost' perk (ID 38)
|
||||||
|
;125 - maximum bonus, 20 - default bonus
|
||||||
|
GhostBonus=20
|
||||||
|
|
||||||
|
;Changes the Outdoorsman skill bonus for 'Ranger' perk (ID 47)
|
||||||
|
;125 - maximum bonus, 15 - default bonus
|
||||||
|
RangerOutdoorsmanBonus=15
|
||||||
|
|
||||||
;Changes the distance bonus for 'Weapon Long Range' weapon perk (ID 58)
|
;Changes the distance bonus for 'Weapon Long Range' weapon perk (ID 58)
|
||||||
;2 - no bonus, 4 - default bonus
|
;2 - no bonus, 4 - default bonus
|
||||||
WeaponLongRangeBonus=4
|
WeaponLongRangeBonus=4
|
||||||
@@ -30,13 +79,36 @@ WeaponScopeRangeBonus=5
|
|||||||
VaultCityInoculationsPoisonBonus=10
|
VaultCityInoculationsPoisonBonus=10
|
||||||
VaultCityInoculationsRadBonus=10
|
VaultCityInoculationsRadBonus=10
|
||||||
|
|
||||||
|
;Changes the distance bonus for 'Cautious Nature' perk (ID 80)
|
||||||
|
;Affects where critters spawn in 'surrounding' random encounters without a specified distance
|
||||||
|
;valid range: -12..20, 3 - default bonus
|
||||||
|
CautiousNatureBonus=3
|
||||||
|
|
||||||
|
;Changes the percentage bonus for 'Comprehension' perk (ID 81)
|
||||||
|
;50 - default bonus
|
||||||
|
ComprehensionBonus=50
|
||||||
|
|
||||||
;Changes the damage bonus per level for 'Demolition Expert' perk (ID 82)
|
;Changes the damage bonus per level for 'Demolition Expert' perk (ID 82)
|
||||||
;999 - maximum bonus, 10 - default bonus
|
;999 - maximum bonus, 10 - default bonus
|
||||||
DemolitionExpertBonus=10
|
DemolitionExpertBonus=10
|
||||||
|
|
||||||
;Changes the damage bonus for 'Living Anatomy' perk (ID 97)
|
;Changes the Gambling skill bonus for 'Gambler' perk (ID 83)
|
||||||
;125 - maximum bonus, 5 - default bonus
|
;125 - maximum bonus, 20 - default bonus
|
||||||
|
GamblerBonus=20
|
||||||
|
|
||||||
|
;Changes the Steal skill bonus for 'Harmless' perk (ID 91)
|
||||||
|
;125 - maximum bonus, 20 - default bonus
|
||||||
|
HarmlessBonus=20
|
||||||
|
|
||||||
|
;Changes the damage bonus and the Doctor skill bonus for 'Living Anatomy' perk (ID 97)
|
||||||
|
;125 - maximum bonus, 5 - default damage bonus
|
||||||
LivingAnatomyBonus=5
|
LivingAnatomyBonus=5
|
||||||
|
;125 - maximum bonus, 10 - default skill bonus
|
||||||
|
LivingAnatomyDoctorBonus=10
|
||||||
|
|
||||||
|
;Changes the Speech and Barter skill bonus for 'Negotiator' perk (ID 99)
|
||||||
|
;125 - maximum bonus, 10 - default bonus
|
||||||
|
NegotiatorBonus=10
|
||||||
|
|
||||||
;Changes the damage bonus for 'Pyromaniac' perk (ID 101)
|
;Changes the damage bonus for 'Pyromaniac' perk (ID 101)
|
||||||
;125 - maximum bonus, 5 - default bonus
|
;125 - maximum bonus, 5 - default bonus
|
||||||
@@ -50,10 +122,23 @@ SalesmanBonus=20
|
|||||||
;valid range: 0..100, 50 - default percent
|
;valid range: 0..100, 50 - default percent
|
||||||
StonewallPercent=50
|
StonewallPercent=50
|
||||||
|
|
||||||
|
;Changes the Lockpick, Steal, and Traps skill bonus for 'Thief' perk (ID 105)
|
||||||
|
;125 - maximum bonus, 10 - default bonus
|
||||||
|
ThiefBonus=10
|
||||||
|
|
||||||
;Changes the strength bonus for 'Weapon Handling' perk (ID 106)
|
;Changes the strength bonus for 'Weapon Handling' perk (ID 106)
|
||||||
;0 - no bonus, 10 - maximum bonus, 3 - default bonus
|
;0 - no bonus, 10 - maximum bonus, 3 - default bonus
|
||||||
WeaponHandlingBonus=3
|
WeaponHandlingBonus=3
|
||||||
|
|
||||||
|
;Changes the skill bonuses for 'Vault City Training' perk (ID 107)
|
||||||
|
;125 - maximum bonus, 5 - default bonus
|
||||||
|
VaultCityTrainingFirstAidBonus=5
|
||||||
|
VaultCityTrainingDoctorBonus=5
|
||||||
|
|
||||||
|
;Changes the Speech skill bonus for 'Expert Excrement Expeditor' perk (ID 116)
|
||||||
|
;125 - maximum bonus, 5 - default bonus
|
||||||
|
ExpertExcrementExpeditorBonus=5
|
||||||
|
|
||||||
;##############################################################################
|
;##############################################################################
|
||||||
[Perks]
|
[Perks]
|
||||||
;Set to 1 to enable the modifications for perks
|
;Set to 1 to enable the modifications for perks
|
||||||
@@ -94,7 +179,6 @@ Enable=0
|
|||||||
;Skill3-Skill5: The skill to be modified (or -1 for none)
|
;Skill3-Skill5: The skill to be modified (or -1 for none)
|
||||||
;Skill3Mod-Skill5Mod: The increased/decreased value to the modified skill
|
;Skill3Mod-Skill5Mod: The increased/decreased value to the modified skill
|
||||||
|
|
||||||
;##############################################################################
|
|
||||||
;This is a modification to vanilla perk 0
|
;This is a modification to vanilla perk 0
|
||||||
[0]
|
[0]
|
||||||
Name=Example
|
Name=Example
|
||||||
|
|||||||
@@ -76,7 +76,8 @@ Default=16777346
|
|||||||
Jacket=16777346
|
Jacket=16777346
|
||||||
Leather=16777347
|
Leather=16777347
|
||||||
Metal=16777348
|
Metal=16777348
|
||||||
Combat=16777226
|
Combat=16777367
|
||||||
|
Robe=16777368
|
||||||
|
|
||||||
; Kitsune (RP)
|
; Kitsune (RP)
|
||||||
[6]
|
[6]
|
||||||
|
|||||||
@@ -9,10 +9,13 @@ Containers=0
|
|||||||
; Set to 1 to also highlight lootable corpses
|
; Set to 1 to also highlight lootable corpses
|
||||||
Corpses=0
|
Corpses=0
|
||||||
|
|
||||||
; Set to 1 to only highlight objects in the player's line-of-sight
|
; Set to 1 to also highlight critters, with the same rules as in combat
|
||||||
CheckLOS=0
|
Critters=0
|
||||||
|
|
||||||
; Set the color of outlines, available colors:
|
; Set to 1 to only highlight objects in the player's line-of-sight
|
||||||
|
CheckLOS=1
|
||||||
|
|
||||||
|
; Set the color of outlines for items; available colors:
|
||||||
; 1 - glowing red
|
; 1 - glowing red
|
||||||
; 2 - red
|
; 2 - red
|
||||||
; 4 - grey
|
; 4 - grey
|
||||||
@@ -20,27 +23,33 @@ CheckLOS=0
|
|||||||
; 16 - bright yellow
|
; 16 - bright yellow
|
||||||
; 32 - dark yellow
|
; 32 - dark yellow
|
||||||
; 64 - purple
|
; 64 - purple
|
||||||
; You can set a custom color from the game palette by multiplying the color index value by 256 (available since sfall 4.2.7)
|
; You can set a custom color from the game palette by multiplying the color index value by 256 (in 4.2.7 or later)
|
||||||
OutlineColor=16
|
OutlineColor=16
|
||||||
|
|
||||||
|
; Set the color of outlines for containers
|
||||||
|
OutlineColorContainers=4
|
||||||
|
|
||||||
|
; Set the color of outlines for corpses
|
||||||
|
OutlineColorCorpses=4
|
||||||
|
|
||||||
; Motion Scanner mode:
|
; Motion Scanner mode:
|
||||||
; 0 - ignored
|
; 0 - ignored
|
||||||
; 1 - requires Motion Scanner present in player inventory to activate highlighting
|
; 1 - requires Motion Sensor to be present in the player's inventory to activate highlighting
|
||||||
; 2 - requires Motion Scanner and also requires 1 charge on every use (depleted scanner will not work anymore)
|
; 2 - requires Motion Sensor and consumes 1 charge on every use (depleted sensor will not work anymore)
|
||||||
MotionScanner=0
|
MotionScanner=0
|
||||||
|
|
||||||
|
|
||||||
[CombatControl]
|
[CombatControl]
|
||||||
;Allows you to directly control other critters in combat
|
;Allows you to control other critters directly in combat
|
||||||
;Set to 0 to disable
|
;Set to 0 to disable
|
||||||
;Set to 1 to control all critters in combat (allowed only in sfall debugging mode)
|
;Set to 1 to control all critters in combat (allowed only in sfall debugging mode)
|
||||||
;Set to 2 to control all party members
|
;Set to 2 to control all party members
|
||||||
;Set to 3 to let you order party members to attack specified targets after your first attack instead of controlling them directly
|
;Set to 3 to let you use the command cursor to specify targets for party members to attack in combat
|
||||||
Mode=0
|
Mode=0
|
||||||
;If you want to control only specific critters, uncomment the PIDList line and set a comma delimited list of PIDs
|
;If you want to control only specific critters, uncomment the PIDList line and set a comma-delimited list of PIDs
|
||||||
;PIDList=62,89,97,107,160,161
|
;PIDList=62,89,97,107,160,161
|
||||||
|
|
||||||
;Set a comma delimited list of perk IDs for perks to be inherited from the player during the combat control
|
;Set a comma-delimited list of perk IDs for perks to be inherited from the player during the combat control
|
||||||
PerksList=0,73
|
PerksList=0,73
|
||||||
|
|
||||||
;Set to 1 to allow the player to gain a positive reputation when killing NPCs while controlling other critters
|
;Set to 1 to allow the player to gain a positive reputation when killing NPCs while controlling other critters
|
||||||
|
|||||||
+120
-69
@@ -1,5 +1,5 @@
|
|||||||
;sfall configuration settings
|
;sfall configuration settings
|
||||||
;v4.3.8
|
;v4.4.6.1
|
||||||
|
|
||||||
[Main]
|
[Main]
|
||||||
;Set to 1 to enable the built-in High Resolution Patch mode that is similar to the hi-res patch by Mash
|
;Set to 1 to enable the built-in High Resolution Patch mode that is similar to the hi-res patch by Mash
|
||||||
@@ -19,17 +19,22 @@ UseCommandLine=0
|
|||||||
;This section allows you to set multiple paths to folders containing mods or patches
|
;This section allows you to set multiple paths to folders containing mods or patches
|
||||||
;Paths to folders and Fallout .dat files are supported
|
;Paths to folders and Fallout .dat files are supported
|
||||||
;The PatchFileXX options are available from 0 to 99. Larger numbers take precedence over smaller numbers (same as patchXXX.dat)
|
;The PatchFileXX options are available from 0 to 99. Larger numbers take precedence over smaller numbers (same as patchXXX.dat)
|
||||||
;Starting from 4.2.6, the game will automatically search and load custom .dat files (or folders named as .dat files) from <GameRoot>\mods\
|
;Starting from 4.4/3.8.40, the game will load custom .dat files and folders from <GameRoot>\mods\mods_order.txt
|
||||||
;The load order of files in the folder will be in reverse alphabetical order of the filenames
|
;The files and folders in mods_order.txt will have a higher priority than the PatchFileXX options
|
||||||
;Autoloaded files will have a higher priority than the files specified in the PatchFileXX options
|
;The complete order of how the engine loads game data is:
|
||||||
;The complete data load order is:
|
;master_patches > critter_patches > mods_order.txt > PatchFileXX > patchXXX.dat > sfall.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
|
||||||
;master_patches > critter_patches > mods > PatchFile99..PatchFile0 > patchXXX.dat > sfall.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
|
|
||||||
;PatchFile0=mods\RP_data
|
;PatchFile0=mods\RP_data
|
||||||
;PatchFile1=
|
;PatchFile1=
|
||||||
|
|
||||||
|
;Some details about mods_order.txt:
|
||||||
|
;If mods_order.txt does not exist, sfall will create one in <GameRoot>\mods\
|
||||||
|
;To install a new mod, copy the file/folder to <GameRoot>\mods\ and add its name to mods_order.txt
|
||||||
|
;Mods will be loaded line by line from top to bottom. You can change the load order in a text editor
|
||||||
|
;To disable a mod temporarily, you can comment it out by adding a ';' or '#' to the beginning of the line
|
||||||
|
|
||||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||||
[Speed]
|
[Speed]
|
||||||
;Set to 1 to enable options related to the game speed adjustment (SpeedMulti#, SpeedKey#, SpeedModKey, and SpeedToggleKey)
|
;Set to 0 to disable everything in this section
|
||||||
Enable=1
|
Enable=1
|
||||||
|
|
||||||
;The speeds corresponding to each slot in percent. (i.e. 100 is normal speed)
|
;The speeds corresponding to each slot in percent. (i.e. 100 is normal speed)
|
||||||
@@ -52,10 +57,11 @@ SpeedMultiInitial=100
|
|||||||
;Set to 0 for 8 bit fullscreen
|
;Set to 0 for 8 bit fullscreen
|
||||||
;Set to 4 for DX9 fullscreen
|
;Set to 4 for DX9 fullscreen
|
||||||
;Set to 5 for DX9 windowed
|
;Set to 5 for DX9 windowed
|
||||||
;Set to 6 for DX9 fullscreen windowed (the resolution in f2_res.ini should be set to the same aspect ratio as your desktop resolution)
|
;Set to 6 for DX9 fullscreen windowed (the resolution in f2_res.ini should be in the same aspect ratio as your desktop resolution)
|
||||||
;A DX9 mode is required for any graphics related script extender functions to work (i.e. fullscreen shaders)
|
;A DX9 mode is required for any graphics related script extender functions to work (i.e. fullscreen shaders)
|
||||||
;Modes 1, 2 and 3 are no longer supported
|
;Modes 1, 2 and 3 are no longer supported
|
||||||
;If using the hi-res patch by Mash, this option will always be read from the main ddraw.ini file
|
;If using the hi-res patch by Mash, this option will always be read from the main ddraw.ini file
|
||||||
|
;Note: When using an external DirectDraw wrapper (ddraw.dll file in <GameRoot>\wrapper\), DX9 mode will not be available
|
||||||
Mode=0
|
Mode=0
|
||||||
|
|
||||||
;If using a DX9 mode, this changes the resolution
|
;If using a DX9 mode, this changes the resolution
|
||||||
@@ -65,7 +71,7 @@ GraphicsWidth=0
|
|||||||
GraphicsHeight=0
|
GraphicsHeight=0
|
||||||
|
|
||||||
;Window position data. Do not modify
|
;Window position data. Do not modify
|
||||||
;Set to -1 or 0 to reset if the window position is incorrect
|
;Set to -1 or 0 to reset the window position to the center or top-left corner
|
||||||
WindowData=-1
|
WindowData=-1
|
||||||
|
|
||||||
;Uncomment the option to use a hardware shader (requires DX9 graphics mode)
|
;Uncomment the option to use a hardware shader (requires DX9 graphics mode)
|
||||||
@@ -85,7 +91,7 @@ TextureFilter=1
|
|||||||
GPUBlt=0
|
GPUBlt=0
|
||||||
|
|
||||||
;Set to 1 to allow using 32-bit textures for talking heads
|
;Set to 1 to allow using 32-bit textures for talking heads
|
||||||
;The texture files should be placed in art\heads\<name of the talking head FRM file>\ (w/o extension)
|
;The texture files should be placed in art\heads\<name of the talking head FRM file>\ (without extension)
|
||||||
;The files in the folder should be numbered according to the number of frames in the talking head FRM file (0.png, 1.png, etc.)
|
;The files in the folder should be numbered according to the number of frames in the talking head FRM file (0.png, 1.png, etc.)
|
||||||
;See the text file in the modders pack for a detailed description
|
;See the text file in the modders pack for a detailed description
|
||||||
;Requires DX9 graphics mode and v2.0 pixel shader support (see GPUBlt option)
|
;Requires DX9 graphics mode and v2.0 pixel shader support (see GPUBlt option)
|
||||||
@@ -104,15 +110,24 @@ FadeMultiplier=100
|
|||||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||||
[Interface]
|
[Interface]
|
||||||
;Set to 1 to expand the number of action points displayed on the interface bar
|
;Set to 1 to expand the number of action points displayed on the interface bar
|
||||||
;Requires new IFACE_E.frm and HR_IFACE_<res>E.frm files in art\intrface\ (included in sfall.dat) to display correctly
|
;Requires a new IFACE_APBAR_E.frm in art\intrface\ (included in sfall.dat) to display correctly
|
||||||
;The minimum supported version of High Resolution Patch is 4.1.8
|
|
||||||
ActionPointsBar=0
|
ActionPointsBar=0
|
||||||
|
|
||||||
|
;Set to 1 to use the expanded barter/trade interface with 4 item slots per table instead of 3
|
||||||
|
;Requires the hi-res patch/mode and new BARTER_E.frm and TRADE_E.frm files in art\intrface\ (included in sfall.dat)
|
||||||
|
;The screen resolution must be set to at least 640x528
|
||||||
|
;The only supported version of the hi-res patch is v4.1.8
|
||||||
|
ExpandBarter=0
|
||||||
|
|
||||||
|
;Set to 1 to use the expanded inventory/loot screens with 8 vertical slots instead of 6
|
||||||
|
;Requires new INVBOX_E.frm, LOOT_E.frm, and USE_E.frm files in art\intrface\ (included in sfall.dat)
|
||||||
|
ExpandInventory=0
|
||||||
|
|
||||||
;Set to 1 to use the expanded world map interface
|
;Set to 1 to use the expanded world map interface
|
||||||
;Set to 2 to skip correcting the position of entrance markers on town maps
|
;Set to 2 to skip correcting the position of entrance markers on town maps
|
||||||
;You can use resized FRMs in 700x682 for town maps in the expanded world map interface
|
;You can use resized FRMs in 700x682 for town maps in the expanded world map interface
|
||||||
;Requires High Resolution Patch v4.1.8 and a new WORLDMAP.frm file in art\intrface\ (included in sfall.dat)
|
;Requires the hi-res patch/mode and a new WORLDMAP.frm file in art\intrface\ (included in sfall.dat)
|
||||||
;The resolution of the hi-res patch must be set to at least 890x720
|
;The screen resolution must be set to at least 890x720
|
||||||
ExpandWorldMap=0
|
ExpandWorldMap=0
|
||||||
|
|
||||||
;Set to 1 to draw a dotted line while traveling on the world map (similar to Fallout 1)
|
;Set to 1 to draw a dotted line while traveling on the world map (similar to Fallout 1)
|
||||||
@@ -150,6 +165,15 @@ OverrideMusicDir=1
|
|||||||
;This will slightly increase the startup time of the game on older computers
|
;This will slightly increase the startup time of the game on older computers
|
||||||
AutoSearchSFX=1
|
AutoSearchSFX=1
|
||||||
|
|
||||||
|
;Uncomment these lines to override the names of sound files used by the engine
|
||||||
|
;Filenames are limited to 8 characters (without extension)
|
||||||
|
;MainMenuMusic=07desert
|
||||||
|
;WorldMapMusic=23world
|
||||||
|
;WorldMapCarMusic=20car
|
||||||
|
;EndGameMovieMusic0=akiss
|
||||||
|
;EndGameMovieMusic1=10labone
|
||||||
|
;MapLoadingSound=wind2
|
||||||
|
|
||||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||||
[Input]
|
[Input]
|
||||||
;Set to 1 to enable the mouse scroll wheel to scroll through the inventory, barter, and loot screens
|
;Set to 1 to enable the mouse scroll wheel to scroll through the inventory, barter, and loot screens
|
||||||
@@ -161,7 +185,7 @@ UseScrollWheel=1
|
|||||||
;Set to 0 to only ever scroll 1 click
|
;Set to 0 to only ever scroll 1 click
|
||||||
ScrollMod=0
|
ScrollMod=0
|
||||||
|
|
||||||
;Adjusts mouse sensitivity to some percentage of normal.
|
;Adjusts mouse sensitivity to some percentage of normal
|
||||||
;Negative values are valid if you want your mouse axis reversed for some reason
|
;Negative values are valid if you want your mouse axis reversed for some reason
|
||||||
MouseSensitivity=100
|
MouseSensitivity=100
|
||||||
|
|
||||||
@@ -211,14 +235,20 @@ WindowScrollKey=0
|
|||||||
;Set to 0 if you don't want a reload key, or a DX scancode otherwise
|
;Set to 0 if you don't want a reload key, or a DX scancode otherwise
|
||||||
ReloadWeaponKey=0
|
ReloadWeaponKey=0
|
||||||
|
|
||||||
;A key to hold down to let you move/drop a whole stack of items at once without the 'Move Items' window
|
;A key to hold down to let you move/drop an entire stack of items at once without the 'Move Items' window
|
||||||
;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
|
;Set to 0 if you don't want a fast move key, or a DX scancode otherwise
|
||||||
ItemFastMoveKey=29
|
ItemFastMoveKey=42
|
||||||
|
|
||||||
;Set to 1 to skip the 'Move Items' window when taking items from containers or corpses and not holding down ItemFastMoveKey
|
;Set to 1 to skip the 'Move Items' window when taking items from containers or corpses and not holding down ItemFastMoveKey
|
||||||
;Requires ItemFastMoveKey to be enabled
|
;Requires ItemFastMoveKey to be enabled
|
||||||
FastMoveFromContainer=0
|
FastMoveFromContainer=0
|
||||||
|
|
||||||
|
;A key to hold down to let you move items between inventory lists by simply clicking on them
|
||||||
|
;In the inventory screen, items from the main inventory list will go to appropriate slots
|
||||||
|
;Set to 0 if you don't want a skip drag key, or a DX scancode otherwise
|
||||||
|
;Can be mapped to the same key as ItemFastMoveKey for a combined effect
|
||||||
|
ItemMoveSkipDragKey=29
|
||||||
|
|
||||||
;A key to press to open a debug game editor
|
;A key to press to open a debug game editor
|
||||||
;Set to 0 to disable, or a DX scancode otherwise
|
;Set to 0 to disable, or a DX scancode otherwise
|
||||||
;Requires sfall debugging mode and FalloutDebug.exe from the modders pack
|
;Requires sfall debugging mode and FalloutDebug.exe from the modders pack
|
||||||
@@ -247,7 +277,7 @@ WorldMapTimeMod=100
|
|||||||
WorldMapFPSPatch=1
|
WorldMapFPSPatch=1
|
||||||
|
|
||||||
;Controls the world map speed if WorldMapFPSPatch is 1. Higher values cause slower movement
|
;Controls the world map speed if WorldMapFPSPatch is 1. Higher values cause slower movement
|
||||||
;Default is 66 milliseconds
|
;Default is 66 milliseconds, and the maximum is 150
|
||||||
WorldMapDelay2=66
|
WorldMapDelay2=66
|
||||||
|
|
||||||
;Set to 1 to enable Ray's patch to make world map encounter rate independent of your travel speed
|
;Set to 1 to enable Ray's patch to make world map encounter rate independent of your travel speed
|
||||||
@@ -277,9 +307,9 @@ UseFileSystemOverride=0
|
|||||||
;If you want to load multiple patch files (up to 1000) at once, you can include a %d in the file name (sprintf syntax)
|
;If you want to load multiple patch files (up to 1000) at once, you can include a %d in the file name (sprintf syntax)
|
||||||
;PatchFile=patch%03d.dat
|
;PatchFile=patch%03d.dat
|
||||||
|
|
||||||
;Set to 1 to use the modified data load order for the engine to find game data
|
;Set to 1 to change the order of how the engine loads game data
|
||||||
;Original: patchXXX.dat > critter_patches > critter_dat > f2_res_patches > f2_res_dat > master_patches > master_dat
|
;Old: patchXXX.dat > critter_patches > critter_dat > f2_res_patches > f2_res_dat > master_patches > master_dat
|
||||||
;Modified: master_patches > critter_patches > extra_patches > patchXXX.dat > sfall.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
|
;New: master_patches > critter_patches > [ExtraPatches] > patchXXX.dat > sfall.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
|
||||||
;This option is always enabled in 4.3/3.8.30 or later. The information is left for reference only
|
;This option is always enabled in 4.3/3.8.30 or later. The information is left for reference only
|
||||||
DataLoadOrderPatch=1
|
DataLoadOrderPatch=1
|
||||||
|
|
||||||
@@ -287,21 +317,20 @@ DataLoadOrderPatch=1
|
|||||||
;Set to 2 to also load subtitle files from text\<language>\cuts_female\ for female PC
|
;Set to 2 to also load subtitle files from text\<language>\cuts_female\ for female PC
|
||||||
FemaleDialogMsgs=0
|
FemaleDialogMsgs=0
|
||||||
|
|
||||||
;Set to 1 to allow using the special '^' character in dialog msg files to specify the alternative text
|
;Set to 1 to allow using the caret character '^' in dialog msg files to specify alternative text in dialogue based on the player's gender
|
||||||
;that will be displayed in the dialogue based on the player's gender
|
|
||||||
;The text must be enclosed in angle brackets (example: <MaleText^FemaleText>)
|
;The text must be enclosed in angle brackets (example: <MaleText^FemaleText>)
|
||||||
DialogGenderWords=0
|
DialogGenderWords=0
|
||||||
|
|
||||||
;To change the default and starting player models, uncomment the next four lines.
|
;To change the default and starting player models, uncomment the next four lines
|
||||||
;The default models can also be changed ingame via script
|
;The default models can also be changed in-game via script
|
||||||
;MaleStartModel=hmwarr
|
;MaleStartModel=hmwarr
|
||||||
;MaleDefaultModel=hmjmps
|
;MaleDefaultModel=hmjmps
|
||||||
;FemaleStartModel=hfprim
|
;FemaleStartModel=hfprim
|
||||||
;FemaleDefaultModel=hfjmps
|
;FemaleDefaultModel=hfjmps
|
||||||
|
|
||||||
;To change the various ingame movies, modify the next 17 lines
|
;To change the various in-game movies, modify the next 17 lines
|
||||||
;You can also define additional movies by adding Movie18 - Movie32 lines
|
;You can also define additional movies by adding Movie18 - Movie32 lines
|
||||||
;Most of these can also be changed ingame via script
|
;Most of these can also be changed in-game via script
|
||||||
Movie1=iplogo.mve
|
Movie1=iplogo.mve
|
||||||
Movie2=intro.mve
|
Movie2=intro.mve
|
||||||
Movie3=elder.mve
|
Movie3=elder.mve
|
||||||
@@ -327,23 +356,23 @@ Movie17=credits.mve
|
|||||||
;StartDay=-1
|
;StartDay=-1
|
||||||
|
|
||||||
;To change the limit of the distance away from the player to which you're allowed to scroll the local maps, uncomment the next two lines
|
;To change the limit of the distance away from the player to which you're allowed to scroll the local maps, uncomment the next two lines
|
||||||
;Defaults are 480 in the x direction and 400 in the y direction.
|
;Defaults are 480 in the x direction and 400 in the y direction
|
||||||
;Does not work with the hi-res patch by Mash!
|
;Does not work with the hi-res patch by Mash!
|
||||||
;LocalMapXLimit=480
|
;LocalMapXLimit=480
|
||||||
;LocalMapYLimit=400
|
;LocalMapYLimit=400
|
||||||
|
|
||||||
;Set to 1 if you want the pipboy to be available at the start of the game
|
;Set to 1 to make the pipboy and the vault suit available when the game starts
|
||||||
;Set to 2 to make the pipboy available by only skipping the vault suit movie check
|
;Set to 2 to make only the pipboy available
|
||||||
PipBoyAvailableAtGameStart=0
|
PipBoyAvailableAtGameStart=0
|
||||||
|
|
||||||
;Set to 1 to double the number of available kill types
|
;Set to 1 to double the number of available kill types
|
||||||
;If you use this, you need to provide the extra descriptions in proto.msg (entries from 1450 to 1487 are names and 1488 to 1525 are descriptions)
|
;If you use this, you need to provide the extra descriptions in proto.msg (entries from 1450 to 1487 are names and 1488 to 1525 are descriptions)
|
||||||
;Changing this option mid game will not invalidate old save games, but the player's kill counters will be completely screwed.
|
;Changing this option mid game will not invalidate old save games, but the player's kill counters will be completely screwed
|
||||||
;Setting this to 1 may cause problems if the player kills more than 32767 of any one critter type
|
;Setting this to 1 may cause problems if the player kills more than 32767 of any one critter type
|
||||||
;Additional kill types must have their new critical tables set! (See the OverrideCriticalTable option)
|
;Additional kill types must have their new critical tables set! (See the OverrideCriticalTable option)
|
||||||
ExtraKillTypes=0
|
ExtraKillTypes=0
|
||||||
|
|
||||||
;Choose the damage formula used to calculate combat damage.
|
;Choose the damage formula used to calculate combat damage
|
||||||
;Don't set this to anything other than 0 unless another mod you're using explicitly tells you to!
|
;Don't set this to anything other than 0 unless another mod you're using explicitly tells you to!
|
||||||
;0 - Fallout default
|
;0 - Fallout default
|
||||||
;1 - Glovz's Damage Fix
|
;1 - Glovz's Damage Fix
|
||||||
@@ -351,7 +380,7 @@ ExtraKillTypes=0
|
|||||||
;5 - Haenlomal's Yet Another Ammo Mod
|
;5 - Haenlomal's Yet Another Ammo Mod
|
||||||
DamageFormula=0
|
DamageFormula=0
|
||||||
|
|
||||||
;Prevents you from using 0 to escape from dialogue at any time.
|
;Prevents you from using 0 to escape from dialogue at any time
|
||||||
DialogueFix=1
|
DialogueFix=1
|
||||||
|
|
||||||
;Prevents you from using number keys to enter unvisited areas on a town map
|
;Prevents you from using number keys to enter unvisited areas on a town map
|
||||||
@@ -360,9 +389,9 @@ TownMapHotkeysFix=1
|
|||||||
;Set to 1 to disable the Horrigan encounter
|
;Set to 1 to disable the Horrigan encounter
|
||||||
DisableHorrigan=0
|
DisableHorrigan=0
|
||||||
|
|
||||||
;Set to 1 to disable the random element in NPC levelling.
|
;Set to 1 to disable the random element in party member leveling
|
||||||
;This will cause all NPC party members to automatically level up as soon as the player reaches the requirements
|
;This will prevent party members from randomly leveling up early and instead level them up at defined intervals
|
||||||
NPCAutoLevel=0
|
PartyMemberNonRandomLevelUp=0
|
||||||
|
|
||||||
;Change the initial starting location and world map viewport
|
;Change the initial starting location and world map viewport
|
||||||
;Leave at -1 for default
|
;Leave at -1 for default
|
||||||
@@ -382,13 +411,14 @@ OverrideArtCacheSize=0
|
|||||||
;Set to 2 to block all saving in combat
|
;Set to 2 to block all saving in combat
|
||||||
SaveInCombatFix=1
|
SaveInCombatFix=1
|
||||||
|
|
||||||
;Uncomment and set a comma delimited list of numbers to use a custom xp table.
|
;Uncomment and set a comma-delimited list of numbers to use a custom xp table
|
||||||
;Player's level is capped once the highest specified level is reached
|
;Player's level is capped once the highest specified level is reached
|
||||||
;XPTable=50,100,200
|
;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
|
;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'
|
;Since the letters 'n' and 'r' are in use for other animations, an animation code of 11 corresponds to 's' and 15 to 't'
|
||||||
|
;This option is always enabled in 4.4.1/3.8.41 or later. The information is left for reference only
|
||||||
AdditionalWeaponAnims=1
|
AdditionalWeaponAnims=1
|
||||||
|
|
||||||
;Uncomment these lines to modify the default modifiers for aimed shots at specific bodyparts
|
;Uncomment these lines to modify the default modifiers for aimed shots at specific bodyparts
|
||||||
@@ -425,11 +455,8 @@ PlayIdleAnimOnReload=0
|
|||||||
;Default is 6. Set to 0 for a 12-hour timer
|
;Default is 6. Set to 0 for a 12-hour timer
|
||||||
CorpseDeleteTime=6
|
CorpseDeleteTime=6
|
||||||
|
|
||||||
;Set a number of milliseconds to idle each input loop
|
;Set to 1 to allow the game to go idle during each input loop, preventing 100% CPU usage
|
||||||
;Set to -1 to disable
|
ProcessorIdle=0
|
||||||
;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 50
|
|
||||||
ProcessorIdle=-1
|
|
||||||
|
|
||||||
;Set to 1 if using the hero appearance mod
|
;Set to 1 if using the hero appearance mod
|
||||||
;Set to 2 for backward compatibility with scripts that manually fix obj_art_fid/art_change_fid_num script functions for dude_obj
|
;Set to 2 for backward compatibility with scripts that manually fix obj_art_fid/art_change_fid_num script functions for dude_obj
|
||||||
@@ -440,8 +467,8 @@ EnableHeroAppearanceMod=0
|
|||||||
;Set to 2 to also skip the splash screen
|
;Set to 2 to also skip the splash screen
|
||||||
SkipOpeningMovies=0
|
SkipOpeningMovies=0
|
||||||
|
|
||||||
;Causes NPCs who complete their combat turn with AP left over will try and find other ways to spend it.
|
;Causes NPCs who complete their combat turn with AP left over will try and find other ways to spend it
|
||||||
;Only NPCs with AP left equal to or greater than the value given here will be considered.
|
;Only NPCs with AP left equal to or greater than the value given here will be considered
|
||||||
;Set to 0 to disable
|
;Set to 0 to disable
|
||||||
NPCsTryToSpendExtraAP=0
|
NPCsTryToSpendExtraAP=0
|
||||||
|
|
||||||
@@ -480,7 +507,7 @@ UseScrollingQuestsList=1
|
|||||||
;PremadeFIDs=201,203,202
|
;PremadeFIDs=201,203,202
|
||||||
|
|
||||||
;Use this line to modify the list of cities and their associated global variables used for city reputations
|
;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
|
||||||
;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
|
;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
|
||||||
|
|
||||||
;Set this to a valid path to save a copy of the console contents
|
;Set this to a valid path to save a copy of the console contents
|
||||||
@@ -500,7 +527,6 @@ AutoQuickSavePage=1
|
|||||||
|
|
||||||
;Set to 1 to speed up the HP/AC counter animations
|
;Set to 1 to speed up the HP/AC counter animations
|
||||||
;Set to 2 to update the HP/AC counters instantly
|
;Set to 2 to update the HP/AC counters instantly
|
||||||
;Set to 3 to update the AC counter instantly when switching to other controlled critters in combat
|
|
||||||
SpeedInterfaceCounterAnims=0
|
SpeedInterfaceCounterAnims=0
|
||||||
|
|
||||||
;These lines allow you to control the karma FRMs displayed on the character screen
|
;These lines allow you to control the karma FRMs displayed on the character screen
|
||||||
@@ -515,23 +541,23 @@ ScienceOnCritters=0
|
|||||||
;Default is 166 (lower - faster; valid range: 0..1000)
|
;Default is 166 (lower - faster; valid range: 0..1000)
|
||||||
SpeedInventoryPCRotation=166
|
SpeedInventoryPCRotation=166
|
||||||
|
|
||||||
;Modify the number of the extra interface boxes available to modders. (Default is 5, and the maximum is 95)
|
;Modify the number of the extra interface boxes available to modders (Default is 5, and the maximum is 95)
|
||||||
BoxBarCount=5
|
BoxBarCount=5
|
||||||
|
|
||||||
;Uncomment to set the text colour of the extra interface boxes
|
;Uncomment to set the text colour of the extra interface boxes
|
||||||
;The line must contain the same number of digits as the value of BoxBarCount, each either a 0 for green or 1 for red
|
;The line must contain the same number of digits as the value of BoxBarCount, each either a 0 for green or 1 for red
|
||||||
;BoxBarColours=00000
|
;BoxBarColours=00000
|
||||||
|
|
||||||
;Set to 1 to fix the bug that caused bonus HtH damage to not be applied correctly.
|
;Set to 1 to fix the bug that caused bonus HtH damage to not be applied correctly
|
||||||
BonusHtHDamageFix=1
|
BonusHtHDamageFix=1
|
||||||
|
|
||||||
;Set to 1 to display additional points of damage from Bonus HtH/Ranged Damage perks in the inventory
|
;Set to 1 to display additional points of damage from Bonus HtH/Ranged Damage perks in the inventory
|
||||||
DisplayBonusDamage=0
|
DisplayBonusDamage=0
|
||||||
|
|
||||||
;Modify the maximum number of animations allowed to run on a map. (Default is 32, and the maximum is 127)
|
;Modify the maximum number of animations allowed to run on a map (Default is 32, and the maximum is 127)
|
||||||
AnimationsAtOnceLimit=64
|
AnimationsAtOnceLimit=64
|
||||||
|
|
||||||
;Set to 1 to remove the limits that stop the player rolling critical successes/misses in the first few days of game time
|
;Set to 1 to remove the limits that stop the game from rolling critical successes/failures in the first few days of game time
|
||||||
RemoveCriticalTimelimits=0
|
RemoveCriticalTimelimits=0
|
||||||
|
|
||||||
;Change the colour of the font used on the main menu for the Fallout/sfall version string and copyright text
|
;Change the colour of the font used on the main menu for the Fallout/sfall version string and copyright text
|
||||||
@@ -565,7 +591,7 @@ CritterInvSizeLimitMode=0
|
|||||||
CritterInvSizeLimit=200
|
CritterInvSizeLimit=200
|
||||||
|
|
||||||
;Some bit flags to alter behaviour of the motion sensor
|
;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
|
;1 - Allow sensor use on automap when the motion sensor is in the pack rather than hands
|
||||||
;2 - Motion sensor doesn't require charges
|
;2 - Motion sensor doesn't require charges
|
||||||
MotionScannerFlags=1
|
MotionScannerFlags=1
|
||||||
|
|
||||||
@@ -584,7 +610,7 @@ DisablePipboyAlarm=0
|
|||||||
;MainMenuCreditsOffsetX=0
|
;MainMenuCreditsOffsetX=0
|
||||||
;MainMenuCreditsOffsetY=0
|
;MainMenuCreditsOffsetY=0
|
||||||
|
|
||||||
;Prevents you from using super stims on a critter who is at full health.
|
;Prevents you from using super stims on a critter who is at full health
|
||||||
SuperStimExploitFix=0
|
SuperStimExploitFix=0
|
||||||
|
|
||||||
;Change the AP cost for accessing inventory in combat, and the related effect of Quick Pockets perk
|
;Change the AP cost for accessing inventory in combat, and the related effect of Quick Pockets perk
|
||||||
@@ -617,10 +643,10 @@ ExplosionsEmitLight=0
|
|||||||
;MovieTimer_artimer3=270
|
;MovieTimer_artimer3=270
|
||||||
;MovieTimer_artimer4=360
|
;MovieTimer_artimer4=360
|
||||||
|
|
||||||
;Set to 1 to add proper check for ammo before attacking and proper calculation of the number of burst rounds
|
;Set to 1 to add proper checks for ammo before attacking
|
||||||
;By default, weapons can make attacks when at least one ammo is left, regardless of ammo cost calculations
|
;By default, a weapon can perform an attack with at least one ammo, regardless of ammo cost calculation
|
||||||
;Note that enabling this option will prevent super cattle prods and mega power fists from attacking with only one ammo left
|
;Note that enabling this option will prevent super cattle prods and mega power fists from attacking with only one ammo left
|
||||||
CheckWeaponAmmoCost=0
|
CheckWeaponAmmoCost=1
|
||||||
|
|
||||||
;Controls the speed of combat panel animations (lower - faster; valid range: 0..65535)
|
;Controls the speed of combat panel animations (lower - faster; valid range: 0..65535)
|
||||||
CombatPanelAnimDelay=1000
|
CombatPanelAnimDelay=1000
|
||||||
@@ -639,6 +665,10 @@ ReloadReserve=-1
|
|||||||
;Set to 1 to change the counter in the 'Move Items' window to start with maximum number, except in the barter screen
|
;Set to 1 to change the counter in the 'Move Items' window to start with maximum number, except in the barter screen
|
||||||
ItemCounterDefaultMax=0
|
ItemCounterDefaultMax=0
|
||||||
|
|
||||||
|
;Set to 1 to enable money/caps auto-balancing in the barter screen
|
||||||
|
;When moving money/caps to or from the table, the 'Move Items' window will be pre-filled with the correct balancing amount
|
||||||
|
ItemCounterAutoCaps=0
|
||||||
|
|
||||||
;Set to 1 to leave the music playing in dialogue with talking heads
|
;Set to 1 to leave the music playing in dialogue with talking heads
|
||||||
EnableMusicInDialogue=0
|
EnableMusicInDialogue=0
|
||||||
|
|
||||||
@@ -662,7 +692,7 @@ CanSellUsedGeiger=1
|
|||||||
;Set to 1 to skip weapon equip/unequip animations when performing various actions
|
;Set to 1 to skip weapon equip/unequip animations when performing various actions
|
||||||
InstantWeaponEquip=0
|
InstantWeaponEquip=0
|
||||||
|
|
||||||
;To add additional game msg files, uncomment the next line and set a comma delimited list of filenames without .msg extension
|
;To add additional game msg files, uncomment the next line and set a comma-delimited list of filenames without .msg extension
|
||||||
;By default, the files will have consecutive numbers assigned beginning with 0
|
;By default, the files will have consecutive numbers assigned beginning with 0
|
||||||
;You can use the syntax 'filename:number' to manually assign numbers to specific msg files, with each pair separated by a comma
|
;You can use the syntax 'filename:number' to manually assign numbers to specific msg files, with each pair separated by a comma
|
||||||
;If a file after the specified pair does not have a number assigned, it will have the next consecutive number from the last pair
|
;If a file after the specified pair does not have a number assigned, it will have the next consecutive number from the last pair
|
||||||
@@ -675,16 +705,13 @@ NumbersInDialogue=0
|
|||||||
;Set to 1 to use Fallout's normal text font instead of DOS-like font on the world map
|
;Set to 1 to use Fallout's normal text font instead of DOS-like font on the world map
|
||||||
WorldMapFontPatch=0
|
WorldMapFontPatch=0
|
||||||
|
|
||||||
;Set to 1 to use Fallout's normal text font for death screen subtitles
|
;Set to 1 to use Fallout's normal text font instead of DOS-like font for death screen subtitles
|
||||||
;Requires changing the color of subtitles in death.pal palette to white color (index 220) to display the text correctly
|
;Requires changing the color of subtitles in death.pal palette to white color (index 220) to display the text correctly
|
||||||
DeathScreenFontPatch=0
|
DeathScreenFontPatch=0
|
||||||
|
|
||||||
;Set to 1 to display full item description for weapon/ammo in the barter screen
|
;Set to 1 to display full item description for weapon/ammo in the barter screen
|
||||||
FullItemDescInBarter=0
|
FullItemDescInBarter=0
|
||||||
|
|
||||||
;Set to 1 to display experience points with the bonus from Swift Learner perk when gained from non-scripted situations
|
|
||||||
DisplaySwiftLearnerExp=1
|
|
||||||
|
|
||||||
;Set to 1 to display party member's current level/AC/addict flag on the combat control panel
|
;Set to 1 to display party member's current level/AC/addict flag on the combat control panel
|
||||||
PartyMemberExtraInfo=0
|
PartyMemberExtraInfo=0
|
||||||
|
|
||||||
@@ -741,9 +768,9 @@ 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 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)
|
;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
|
;Note: chem_primary_desire without fixes prevents the specified item 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
|
;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
|
AIDrugUsePerfFix=1
|
||||||
|
|
||||||
;Set to 1 to fix the bug of using First Aid/Doctor skills when using them on the player
|
;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 perform First Aid/Doctor skills when you use them on the player, but only if
|
;This will cause the party member to perform First Aid/Doctor skills when you use them on the player, but only if
|
||||||
@@ -809,10 +836,9 @@ DisableSpecialAreas=0
|
|||||||
;Paths outside of scripts folder are supported
|
;Paths outside of scripts folder are supported
|
||||||
GlobalScriptPaths=scripts\gl*.int,scripts\sfall\gl*.int
|
GlobalScriptPaths=scripts\gl*.int,scripts\sfall\gl*.int
|
||||||
|
|
||||||
;Uncomment the option to specify an additional folder path for ini files used by scripts
|
;Uncomment the option to specify an additional directory for ini files used by scripts
|
||||||
;The game will search for the ini files relative to this directory
|
;The game will search for ini files first relative to this directory and then relative to the root directory if not found
|
||||||
;If the file is not found, the search will proceed relative to the root directory of the game
|
;The path length is limited to 61 characters
|
||||||
;The maximum length of the specified path is 61 characters
|
|
||||||
;IniConfigFolder=mods\iniConfigs
|
;IniConfigFolder=mods\iniConfigs
|
||||||
|
|
||||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||||
@@ -838,7 +864,7 @@ AllowUnsafeScripting=0
|
|||||||
SkipCompatModeCheck=0
|
SkipCompatModeCheck=0
|
||||||
|
|
||||||
;Fallout 2 Debug Patch
|
;Fallout 2 Debug Patch
|
||||||
;Set to 1 to send debug output to the screen, 2 to a debug.log file, or 3 to both the screen and debug.log
|
;Set to 1 to send debug output to the screen, 2 to a debug.log file, or 3 to both
|
||||||
;Does not require sfall debugging mode
|
;Does not require sfall debugging mode
|
||||||
;While you don't need to create an environment variable, you do still need to set the appropriate lines in fallout2.cfg
|
;While you don't need to create an environment variable, you do still need to set the appropriate lines in fallout2.cfg
|
||||||
;-------
|
;-------
|
||||||
@@ -854,6 +880,15 @@ SkipCompatModeCheck=0
|
|||||||
;-------
|
;-------
|
||||||
DebugMode=0
|
DebugMode=0
|
||||||
|
|
||||||
|
;Changes the font used for debug output in the internal debug window (DebugMode 1 or 3)
|
||||||
|
;Set to 1 to use Fallout's normal text font instead of DOS-like font
|
||||||
|
DebugWindowFont=0
|
||||||
|
|
||||||
|
;Changes the width of the internal debug window (valid range: 300..1920; default is 300)
|
||||||
|
DebugWindowWidth=300
|
||||||
|
;Changes the height of the internal debug window (valid range: 192..1080; default is 192)
|
||||||
|
DebugWindowHeight=192
|
||||||
|
|
||||||
;Set to 1 to hide error messages in debug output when a null value is passed to the function as an object
|
;Set to 1 to hide error messages in debug output when a null value is passed to the function as an object
|
||||||
HideObjIsNullMsg=0
|
HideObjIsNullMsg=0
|
||||||
|
|
||||||
@@ -876,7 +911,7 @@ AlwaysFindScripts=0
|
|||||||
Test_ForceFloats=0
|
Test_ForceFloats=0
|
||||||
|
|
||||||
;These options control what output is saved in the debug log (sfall-log.txt)
|
;These options control what output is saved in the debug log (sfall-log.txt)
|
||||||
;Prints messages duing sfall initialization
|
;Prints messages during sfall initialization
|
||||||
Init=1
|
Init=1
|
||||||
;Prints messages relating to hook scripts
|
;Prints messages relating to hook scripts
|
||||||
Hook=0
|
Hook=0
|
||||||
@@ -886,3 +921,19 @@ Script=0
|
|||||||
Criticals=1
|
Criticals=1
|
||||||
;Prints messages relating to engine fixes
|
;Prints messages relating to engine fixes
|
||||||
Fixes=1
|
Fixes=1
|
||||||
|
|
||||||
|
;Duplicates logs to a dedicated console window alongside the game window
|
||||||
|
;This option uses bit flags to control the types of messages to be shown
|
||||||
|
;All types other than sfall log (bit 1) require DebugMode to be enabled
|
||||||
|
;1 (bit 0) - debug output from the engine
|
||||||
|
;2 (bit 1) - sfall log
|
||||||
|
;4 (bit 2) - messages from debug_msg script function
|
||||||
|
;8 (bit 3) - messages from display_msg script function
|
||||||
|
ConsoleWindow=0b0000
|
||||||
|
|
||||||
|
;Console window position and size data. Do not modify
|
||||||
|
;Clear the data to reset the window position and size
|
||||||
|
ConsoleWindowData=
|
||||||
|
|
||||||
|
;Set the code page for the console window (Default is your system code page)
|
||||||
|
ConsoleCodePage=0
|
||||||
|
|||||||
@@ -0,0 +1,30 @@
|
|||||||
|
/*
|
||||||
|
A basic example of how to use set_spray_settings function for script-based burst control
|
||||||
|
*/
|
||||||
|
|
||||||
|
#include "..\headers\define.h"
|
||||||
|
#include "..\headers\sfall\define_extra.h"
|
||||||
|
#include "..\headers\sfall\sfall.h"
|
||||||
|
|
||||||
|
procedure start;
|
||||||
|
procedure ammocost_handler;
|
||||||
|
|
||||||
|
procedure start begin
|
||||||
|
if game_loaded then begin
|
||||||
|
register_hook_proc(HOOK_AMMOCOST, ammocost_handler);
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
procedure ammocost_handler begin
|
||||||
|
variable
|
||||||
|
weapon := get_sfall_arg,
|
||||||
|
bullets := get_sfall_arg,
|
||||||
|
cost := get_sfall_arg,
|
||||||
|
event := get_sfall_arg;
|
||||||
|
|
||||||
|
if (event == 2 and weapon > 0) then begin // when calculating number of burst rounds
|
||||||
|
if (obj_pid(weapon) == PID_ASSAULT_RIFLE) then begin
|
||||||
|
set_spray_settings(1, 1, 1, 1); // burst attack will not hit other targets
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
@@ -1,28 +1,69 @@
|
|||||||
/*
|
/*
|
||||||
Example algorithm of how the game engine calculates combat damage
|
This script reimplements the combat damage calculation of the original game.
|
||||||
|
Use this to implement your own damage formula!
|
||||||
*/
|
*/
|
||||||
|
|
||||||
#include "..\headers\define.h"
|
#include "../sfall/define_lite.h"
|
||||||
#include "..\headers\command.h"
|
#include "../sfall/define_extra.h"
|
||||||
#include "..\headers\sfall\sfall.h"
|
#include "../sfall/sfall.h"
|
||||||
#include "..\headers\sfall\define_extra.h"
|
|
||||||
|
#define DAMAGE_FORMULA_VANILLA (0)
|
||||||
|
#define DAMAGE_FORMULA_GLOVZ (1)
|
||||||
|
#define DAMAGE_FORMULA_GLOVZ2 (2)
|
||||||
|
#define DAMAGE_FORMULA_YAAM (5)
|
||||||
|
|
||||||
procedure start;
|
procedure start;
|
||||||
procedure compute_damage_F2;
|
procedure combatdamage_handler;
|
||||||
procedure item_w_damage_hook;
|
procedure itemdamage_handler;
|
||||||
|
procedure calc_damage_YAAM(variable weapon, variable rounds, variable armorDT, variable armorDR, variable bonusRangedDamage, variable multiplyDamage, variable difficulty);
|
||||||
procedure item_w_subtype(variable weapon, variable hit_mode);
|
procedure item_w_subtype(variable weapon, variable hit_mode);
|
||||||
procedure get_ammo_value(variable weapon, variable param);
|
procedure get_ammo_value(variable weapon, variable param);
|
||||||
|
|
||||||
variable item_w_damage;
|
variable
|
||||||
|
damage_formula,
|
||||||
|
item_damage_min,
|
||||||
|
item_damage_max,
|
||||||
|
item_damage_weapon,
|
||||||
|
item_damage_attacker;
|
||||||
|
|
||||||
procedure start begin
|
procedure start begin
|
||||||
if game_loaded then begin
|
if game_loaded then begin
|
||||||
register_hook_proc(HOOK_COMBATDAMAGE, compute_damage_F2);
|
damage_formula := get_ini_setting("ddraw.ini|Misc|DamageFormula");
|
||||||
register_hook_proc(HOOK_ITEMDAMAGE, item_w_damage_hook);
|
register_hook_proc(HOOK_COMBATDAMAGE, combatdamage_handler);
|
||||||
|
register_hook_proc(HOOK_ITEMDAMAGE, itemdamage_handler);
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
procedure compute_damage_F2 begin
|
/*
|
||||||
|
HOOK_COMBATDAMAGE
|
||||||
|
|
||||||
|
Runs when:
|
||||||
|
1) Game calculates how much damage each target will get. This includes primary target as well as all extras (explosions and bursts). This happens BEFORE the actual attack animation.
|
||||||
|
2) AI decides whether it is safe to use area attack (burst, grenades), if he might hit friendlies.
|
||||||
|
|
||||||
|
Does not run for misses, or non-combat damage like dynamite explosions.
|
||||||
|
|
||||||
|
Critter arg0 - The target
|
||||||
|
Critter arg1 - The attacker
|
||||||
|
int arg2 - The amount of damage to the target
|
||||||
|
int arg3 - The amount of damage to the attacker
|
||||||
|
int arg4 - The special effect flags for the target (use bwand DAM_* to check specific flags)
|
||||||
|
int arg5 - The special effect flags for the attacker (use bwand DAM_* to check specific flags)
|
||||||
|
Item arg6 - The weapon used in the attack
|
||||||
|
int arg7 - The bodypart that was struck
|
||||||
|
int arg8 - Damage Multiplier (this is divided by 2, so a value of 3 does 1.5x damage, and 8 does 4x damage. Usually it's 2; for critical hits, the value is taken from the critical table; with Silent Death perk and the corresponding attack conditions, the value will be doubled)
|
||||||
|
int arg9 - Number of bullets actually hit the target (1 for melee attacks)
|
||||||
|
int arg10 - The amount of knockback to the target
|
||||||
|
int arg11 - Attack Type (see ATKTYPE_* constants)
|
||||||
|
mixed arg12 - computed attack data (see C_ATTACK_* for offsets and use get/set_object_data functions to get/set the data)
|
||||||
|
|
||||||
|
int ret0 - The damage to the target
|
||||||
|
int ret1 - The damage to the attacker
|
||||||
|
int ret2 - The special effect flags for the target
|
||||||
|
int ret3 - The special effect flags for the attacker
|
||||||
|
int ret4 - The amount of knockback to the target
|
||||||
|
*/
|
||||||
|
procedure combatdamage_handler begin
|
||||||
variable dmg_type, weapon_perk, dmg_thresh, dmg_resist, weapon_subtype, bonus_ranged, difficulty, i, dmg_mult, dmg_div, damage;
|
variable dmg_type, weapon_perk, dmg_thresh, dmg_resist, weapon_subtype, bonus_ranged, difficulty, i, dmg_mult, dmg_div, damage;
|
||||||
variable target, flags, knockback, amount;
|
variable target, flags, knockback, amount;
|
||||||
|
|
||||||
@@ -40,6 +81,11 @@ procedure compute_damage_F2 begin
|
|||||||
amountKnockback := get_sfall_arg,
|
amountKnockback := get_sfall_arg,
|
||||||
hit_mode := get_sfall_arg;
|
hit_mode := get_sfall_arg;
|
||||||
|
|
||||||
|
if (ctdSource != item_damage_attacker or weapon != item_damage_weapon) then begin
|
||||||
|
debug_msg("! ERROR ! compute_damage: Expected attacker or weapon differs!");
|
||||||
|
return;
|
||||||
|
end
|
||||||
|
|
||||||
if (flagsSource bwand DAM_HIT) then begin
|
if (flagsSource bwand DAM_HIT) then begin
|
||||||
target := ctdTarget;
|
target := ctdTarget;
|
||||||
flags := flagsTarget;
|
flags := flagsTarget;
|
||||||
@@ -50,7 +96,6 @@ procedure compute_damage_F2 begin
|
|||||||
knockback := 0;
|
knockback := 0;
|
||||||
end
|
end
|
||||||
|
|
||||||
//amount := 0;
|
|
||||||
if target and (obj_type(target) == OBJ_TYPE_CRITTER) then begin
|
if target and (obj_type(target) == OBJ_TYPE_CRITTER) then begin
|
||||||
if weapon then begin
|
if weapon then begin
|
||||||
dmg_type := weapon_dmg_type(weapon);
|
dmg_type := weapon_dmg_type(weapon);
|
||||||
@@ -77,7 +122,7 @@ procedure compute_damage_F2 begin
|
|||||||
end
|
end
|
||||||
|
|
||||||
weapon_subtype := item_w_subtype(weapon, hit_mode); // item_w_subtype_
|
weapon_subtype := item_w_subtype(weapon, hit_mode); // item_w_subtype_
|
||||||
if (ctdSource != dude_obj) or (weapon_subtype != WEAPON_TYPE_GUNS) then
|
if (ctdSource != dude_obj) or (weapon_subtype != WEAPON_TYPE_RANGED) then
|
||||||
bonus_ranged := 0;
|
bonus_ranged := 0;
|
||||||
else
|
else
|
||||||
bonus_ranged := has_trait(TRAIT_PERK, ctdSource, PERK_bonus_ranged_damage) * 2;
|
bonus_ranged := has_trait(TRAIT_PERK, ctdSource, PERK_bonus_ranged_damage) * 2;
|
||||||
@@ -90,6 +135,9 @@ procedure compute_damage_F2 begin
|
|||||||
difficulty := 125;
|
difficulty := 125;
|
||||||
end
|
end
|
||||||
|
|
||||||
|
if (damage_formula == DAMAGE_FORMULA_YAAM) then begin
|
||||||
|
amount := calc_damage_YAAM(weapon, rounds, dmg_thresh, dmg_resist, bonus_ranged, damageMultiplier, difficulty);
|
||||||
|
end else begin
|
||||||
// F2 default start
|
// F2 default start
|
||||||
// Damage = (1 - (DR_armor + DR_ammo_adjust) * (((raw_damage * (dmg_mult * damageMultiplier)) / dmg_div) - dmg_thresh)
|
// Damage = (1 - (DR_armor + DR_ammo_adjust) * (((raw_damage * (dmg_mult * damageMultiplier)) / dmg_div) - dmg_thresh)
|
||||||
dmg_resist += get_ammo_value(weapon, PROTO_AM_DR_MOD); // item_w_dr_adjust_ (DR Adjust %)
|
dmg_resist += get_ammo_value(weapon, PROTO_AM_DR_MOD); // item_w_dr_adjust_ (DR Adjust %)
|
||||||
@@ -100,7 +148,7 @@ procedure compute_damage_F2 begin
|
|||||||
dmg_div := get_ammo_value(weapon, PROTO_AM_DMG_DIV); // item_w_dam_div_ (Dmg mod B)
|
dmg_div := get_ammo_value(weapon, PROTO_AM_DMG_DIV); // item_w_dam_div_ (Dmg mod B)
|
||||||
|
|
||||||
for (i := 1; i <= rounds; i++) begin
|
for (i := 1; i <= rounds; i++) begin
|
||||||
damage := (item_w_damage + bonus_ranged) * dmg_mult; // item_w_damage_ (raw_damage)
|
damage := (random(item_damage_min, item_damage_max) + bonus_ranged) * dmg_mult; // item_w_damage_ (raw_damage)
|
||||||
if dmg_div then damage /= dmg_div;
|
if dmg_div then damage /= dmg_div;
|
||||||
|
|
||||||
damage := (((damage / 2) * difficulty) / 100) - dmg_thresh;
|
damage := (((damage / 2) * difficulty) / 100) - dmg_thresh;
|
||||||
@@ -111,6 +159,7 @@ procedure compute_damage_F2 begin
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
// F2 default end
|
// F2 default end
|
||||||
|
end
|
||||||
|
|
||||||
if (ctdSource == dude_obj) then begin
|
if (ctdSource == dude_obj) then begin
|
||||||
if has_trait(TRAIT_PERK, ctdSource, PERK_living_anatomy_perk) and (critter_kill_type(ctdTarget) != KILL_TYPE_robot_kills)
|
if has_trait(TRAIT_PERK, ctdSource, PERK_living_anatomy_perk) and (critter_kill_type(ctdTarget) != KILL_TYPE_robot_kills)
|
||||||
@@ -140,11 +189,11 @@ procedure compute_damage_F2 begin
|
|||||||
end
|
end
|
||||||
|
|
||||||
if (flagsSource bwand DAM_HIT) then begin
|
if (flagsSource bwand DAM_HIT) then begin
|
||||||
display_msg("amountTarget = " + amountTarget+ ", amount = " + amount);
|
display_msg("COMBATDAMAGE amountTarget = " + amountTarget+ ", amount = " + amount);
|
||||||
amountTarget := amount;
|
amountTarget := amount;
|
||||||
flagsTarget := flags;
|
flagsTarget := flags;
|
||||||
end else begin
|
end else begin
|
||||||
display_msg("amountSource = " + amountSource+ ", amount = " + amount);
|
display_msg("COMBATDAMAGE amountSource = " + amountSource+ ", amount = " + amount);
|
||||||
amountSource := amount;
|
amountSource := amount;
|
||||||
flagsSource := flags;
|
flagsSource := flags;
|
||||||
end
|
end
|
||||||
@@ -154,40 +203,118 @@ procedure compute_damage_F2 begin
|
|||||||
set_sfall_return(flagsTarget);
|
set_sfall_return(flagsTarget);
|
||||||
set_sfall_return(flagsSource);
|
set_sfall_return(flagsSource);
|
||||||
set_sfall_return(amountKnockback);
|
set_sfall_return(amountKnockback);
|
||||||
|
|
||||||
|
set_sfall_arg(2, amountTarget);
|
||||||
|
set_sfall_arg(3, amountSource);
|
||||||
|
set_sfall_arg(4, flagsTarget);
|
||||||
|
set_sfall_arg(5, flagsSource);
|
||||||
|
set_sfall_arg(10, amountKnockback);
|
||||||
end
|
end
|
||||||
|
|
||||||
procedure item_w_damage_hook begin
|
procedure calc_damage_YAAM(variable weapon, variable rounds, variable armorDT, variable armorDR, variable bonusRangedDamage, variable multiplyDamage, variable difficulty) begin
|
||||||
variable
|
variable accumulatedDamage, ammoDiv, ammoMult, ammoDT, calcDT, _calcDT, calcDR, i, rawDamage, resistedDamage;
|
||||||
item_w_damage_min := get_sfall_arg,
|
if (rounds <= 0) then begin
|
||||||
item_w_damage_max := get_sfall_arg;
|
return 0;
|
||||||
//weapon := get_sfall_arg,
|
end
|
||||||
//source := get_sfall_arg,
|
|
||||||
|
ammoDiv := get_ammo_value(weapon, PROTO_AM_DMG_DIV);
|
||||||
|
ammoMult := get_ammo_value(weapon, PROTO_AM_DMG_MULT);
|
||||||
|
|
||||||
|
// Damage Multipler = Critical Multipler * Ammo Dividend
|
||||||
|
multiplyDamage *= ammoMult;
|
||||||
|
|
||||||
|
// Retrieve ammo DT (well, it's really Retrieve ammo DR, but since we're treating ammo DR as ammo DT...)
|
||||||
|
ammoDT := get_ammo_value(weapon, PROTO_AM_DR_MOD);
|
||||||
|
|
||||||
|
calcDT := armorDT - ammoDT;
|
||||||
|
_calcDT := calcDT;
|
||||||
|
|
||||||
|
if (calcDT >= 0) then begin
|
||||||
|
_calcDT := 0;
|
||||||
|
end else begin
|
||||||
|
// note that this should be a negative value
|
||||||
|
_calcDT *= 10;
|
||||||
|
calcDT := 0;
|
||||||
|
end
|
||||||
|
|
||||||
|
// DR = armor DR + DT (note that DT should be less than or equal to zero)
|
||||||
|
calcDR = armorDR + _calcDT;
|
||||||
|
if (calcDR < 0) then begin
|
||||||
|
calcDR = 0;
|
||||||
|
end else if (calcDR >= 100) then begin
|
||||||
|
return 0;
|
||||||
|
end
|
||||||
|
|
||||||
|
display_msg("YAAM: AmmoDT=" + ammoDT + ", DT=" + calcDT + "/" + armorDT + ", DR=" + calcDR + "/" + armorDR);
|
||||||
|
// Start of damage calculation loop
|
||||||
|
for (i := 0; i < rounds; i++) begin
|
||||||
|
rawDamage = random(item_damage_min, item_damage_max);
|
||||||
|
rawDamage += bonusRangedDamage;
|
||||||
|
|
||||||
|
rawDamage -= calcDT;
|
||||||
|
if (rawDamage <= 0) then
|
||||||
|
continue;
|
||||||
|
|
||||||
|
rawDamage *= multiplyDamage;
|
||||||
|
if (ammoDiv != 0) then begin
|
||||||
|
rawDamage /= ammoDiv;
|
||||||
|
end
|
||||||
|
rawDamage /= 2; // related to critical hit damage multiplier bonus
|
||||||
|
rawDamage *= difficulty; // combat difficulty setting (75 if wimpy, 100 if normal or if attacker is player, 125 if rough)
|
||||||
|
rawDamage /= 100;
|
||||||
|
|
||||||
|
resistedDamage = calcDR * rawDamage;
|
||||||
|
resistedDamage /= 100;
|
||||||
|
rawDamage -= resistedDamage;
|
||||||
|
|
||||||
|
if (rawDamage > 0) then begin
|
||||||
|
display_msg("YAAM: Bullet " + i + " dmg=" + rawDamage);
|
||||||
|
accumulatedDamage += rawDamage;
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return accumulatedDamage;
|
||||||
|
end
|
||||||
|
|
||||||
|
/*
|
||||||
|
HOOK_ITEMDAMAGE
|
||||||
|
|
||||||
|
Runs when retrieving the damage rating of the player's used weapon. (Which may be their fists.)
|
||||||
|
|
||||||
|
int arg0 - The default min damage
|
||||||
|
int arg1 - The default max damage
|
||||||
|
Item arg2 - The weapon used (0 if unarmed)
|
||||||
|
Critter arg3 - The critter doing the attacking
|
||||||
|
int arg4 - The type of attack
|
||||||
|
int arg5 - non-zero if this is an attack using a melee weapon
|
||||||
|
|
||||||
|
int ret0 - Either the damage to be used, if ret1 isn't given, or the new minimum damage if it is
|
||||||
|
int ret1 - The new maximum damage
|
||||||
|
*/
|
||||||
|
procedure itemdamage_handler begin
|
||||||
|
item_damage_min := get_sfall_arg;
|
||||||
|
item_damage_max := get_sfall_arg;
|
||||||
|
item_damage_weapon := get_sfall_arg;
|
||||||
|
item_damage_attacker := get_sfall_arg;
|
||||||
//hit_mode := get_sfall_arg,
|
//hit_mode := get_sfall_arg,
|
||||||
//isMelee := get_sfall_arg;
|
//isMelee := get_sfall_arg;
|
||||||
|
|
||||||
item_w_damage := (item_w_damage_min + (item_w_damage_max - item_w_damage_min) / 2);
|
display_msg("itemdamage: " + item_damage_min + "-" + item_damage_max);
|
||||||
display_msg("item_w_damage_ = " + item_w_damage);
|
|
||||||
|
|
||||||
set_sfall_return(item_w_damage);
|
|
||||||
end
|
end
|
||||||
|
|
||||||
procedure item_w_subtype(variable weapon, variable hit_mode) begin
|
procedure item_w_subtype(variable weapon, variable hit_mode) begin
|
||||||
variable attack_mode, type := WEAPON_TYPE_UNARMED;
|
variable attack_mode, type := WEAPON_TYPE_UNARMED;
|
||||||
|
|
||||||
if weapon and (hit_mode <= ATKTYPE_RWEP2) then begin
|
if weapon and (hit_mode <= ATKTYPE_RWEP2) then begin
|
||||||
attack_mode := (get_proto_data(obj_pid(weapon), PROTO_IT_FLAGS));
|
attack_mode := weapon_attack_mode(obj_pid(weapon), hit_mode);
|
||||||
|
|
||||||
if (hit_mode == ATKTYPE_LWEP2) or (hit_mode == ATKTYPE_RWEP2) then
|
if (attack_mode >= ATTACK_MODE_SINGLE) then
|
||||||
attack_mode := (attack_mode bwand 0xF0) / 16; // shift 4 bits to the right
|
type := WEAPON_TYPE_RANGED;
|
||||||
else
|
else if (attack_mode == ATTACK_MODE_THROW) then
|
||||||
attack_mode := (attack_mode bwand 0x0F);
|
|
||||||
|
|
||||||
if (attack_mode > ATKMODE_PRI_THROW) then
|
|
||||||
type := WEAPON_TYPE_GUNS;
|
|
||||||
else if (attack_mode == ATKMODE_PRI_THROW) then
|
|
||||||
type := WEAPON_TYPE_THROWN;
|
type := WEAPON_TYPE_THROWN;
|
||||||
else if (attack_mode > ATKMODE_PRI_KICK) then
|
else if (attack_mode >= ATTACK_MODE_SWING) then
|
||||||
type := WEAPON_TYPE_MELEE;
|
type := WEAPON_TYPE_MELEE;
|
||||||
|
else if (attack_mode == ATTACK_MODE_NONE) then
|
||||||
|
type := WEAPON_TYPE_NONE;
|
||||||
end
|
end
|
||||||
|
|
||||||
return type;
|
return type;
|
||||||
|
|||||||
Binary file not shown.
@@ -0,0 +1,429 @@
|
|||||||
|
/*
|
||||||
|
This script reimplements the healing skills of the original game.
|
||||||
|
This version uses a refactored code with no less code duplication, but potentially some minor differences from vanilla.
|
||||||
|
You can use this to make any tweaks you want to these skills.
|
||||||
|
*/
|
||||||
|
|
||||||
|
#include "../../scripting/headers/define_lite.h"
|
||||||
|
#include "../../scripting/headers/define_extra.h"
|
||||||
|
#include "../../scripting/headers/sfall.h"
|
||||||
|
#include "../../scripting/headers/lib.arrays.h"
|
||||||
|
#include "../../scripting/headers/lib.math.h"
|
||||||
|
|
||||||
|
#define PID_FIRST_AID_KIT (47)
|
||||||
|
#define PID_DOCTORS_BAG (91)
|
||||||
|
#define PID_FIELD_MEDIC_KIT (408)
|
||||||
|
#define PID_PARAMEDICS_BAG (409)
|
||||||
|
|
||||||
|
#define DAM_CRIP (DAM_CRIP_ARM_LEFT bwor DAM_CRIP_ARM_RIGHT bwor DAM_CRIP_LEG_LEFT bwor DAM_CRIP_LEG_RIGHT bwor DAM_BLIND)
|
||||||
|
#define COMBAT_STATE_FLEEING (4)
|
||||||
|
|
||||||
|
#define critter_max_hp(cr) get_critter_stat(cr, STAT_max_hit_points)
|
||||||
|
#define critter_cur_hp(cr) get_critter_stat(cr, STAT_current_hp)
|
||||||
|
#define critter_has_dmg_flag(cr, flag) ((get_object_data(cr, OBJ_DATA_DAMAGE_FLAGS) bwand flag) != 0)
|
||||||
|
|
||||||
|
#define clear_critter_flag(cr, offset, flag) set_object_data(cr, offset, get_object_data(cr, offset) bwand bwnot(flag))
|
||||||
|
#define clear_critter_dmg_flag(cr, flag) clear_critter_flag(cr, OBJ_DATA_DAMAGE_FLAGS, flag)
|
||||||
|
#define clear_critter_combat_flag(cr, flag) clear_critter_flag(cr, OBJ_DATA_COMBAT_STATE, flag)
|
||||||
|
|
||||||
|
#define SKILLS_MAX_USES_PER_DAY (3)
|
||||||
|
|
||||||
|
variable times_skill_used, healable_damage_flags;
|
||||||
|
|
||||||
|
procedure skill_use_slot_available(variable skill) begin
|
||||||
|
variable slot, time, hoursSinceLastUsage, timesUsed;
|
||||||
|
|
||||||
|
// Lazy init array
|
||||||
|
if (not times_skill_used) then
|
||||||
|
times_skill_used := create_array_map;
|
||||||
|
|
||||||
|
if (not times_skill_used[skill]) then
|
||||||
|
times_skill_used[skill] := create_array_list(SKILLS_MAX_USES_PER_DAY);
|
||||||
|
|
||||||
|
timesUsed := times_skill_used[skill];
|
||||||
|
for (slot := 0; slot < SKILLS_MAX_USES_PER_DAY; slot++) begin
|
||||||
|
if (timesUsed[slot] == 0) then
|
||||||
|
return slot;
|
||||||
|
end
|
||||||
|
time := game_time;
|
||||||
|
hoursSinceLastUsage = (time - timesUsed[0]) / ONE_GAME_HOUR;
|
||||||
|
if (hoursSinceLastUsage <= 24) then begin
|
||||||
|
return -1;
|
||||||
|
end
|
||||||
|
return SKILLS_MAX_USES_PER_DAY - 1;
|
||||||
|
end
|
||||||
|
|
||||||
|
procedure skill_use_slot_add(variable skill) begin
|
||||||
|
variable i, timesUsed,
|
||||||
|
slot := skill_use_slot_available(skill);
|
||||||
|
|
||||||
|
if (slot == -1) then
|
||||||
|
return -1;
|
||||||
|
|
||||||
|
timesUsed := times_skill_used[skill];
|
||||||
|
if (timesUsed[slot] != 0) then begin
|
||||||
|
// Shift all earlier use times to make use for the new time.
|
||||||
|
for (i := 0; i < slot; i++) begin
|
||||||
|
timesUsed[i] := timesUsed[i + 1];
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
timesUsed[slot] = game_time;
|
||||||
|
return 0;
|
||||||
|
end
|
||||||
|
|
||||||
|
procedure critter_is_dead(variable critter) begin
|
||||||
|
if (not critter) then
|
||||||
|
return false;
|
||||||
|
|
||||||
|
if (obj_type(critter) != OBJ_TYPE_CRITTER) then
|
||||||
|
return false;
|
||||||
|
|
||||||
|
if (critter_cur_hp(critter) <= 0) then
|
||||||
|
return true;
|
||||||
|
|
||||||
|
if (is_critter_dead(critter) != 0) then
|
||||||
|
return true;
|
||||||
|
|
||||||
|
return false;
|
||||||
|
end
|
||||||
|
|
||||||
|
procedure critter_body_type(variable critter) begin
|
||||||
|
if (not critter) then begin
|
||||||
|
debug_msg("\nError: critter_body_type: pobj was NULL!");
|
||||||
|
return CR_BODY_BIPED;
|
||||||
|
end
|
||||||
|
|
||||||
|
if (obj_type(critter) != OBJ_TYPE_CRITTER) then
|
||||||
|
return CR_BODY_BIPED;
|
||||||
|
|
||||||
|
return proto_data(obj_pid(critter), cr_body_type);
|
||||||
|
end
|
||||||
|
|
||||||
|
procedure critter_is_crippled(variable critter) begin
|
||||||
|
if (not critter) then
|
||||||
|
return false;
|
||||||
|
|
||||||
|
if (obj_type(critter) != OBJ_TYPE_CRITTER) then
|
||||||
|
return false;
|
||||||
|
|
||||||
|
return critter_has_dmg_flag(critter, DAM_CRIP);
|
||||||
|
end
|
||||||
|
|
||||||
|
procedure get_skill_xp(variable skill) begin
|
||||||
|
switch (skill) begin
|
||||||
|
case SKILL_FIRST_AID: return 25;
|
||||||
|
// case SKILL_REPAIR: return 0; // no exp for repair skill in vanilla!
|
||||||
|
case SKILL_DOCTOR: return 50;
|
||||||
|
default: return 0;
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
procedure show_skill_use_messages(variable skill, variable successCount := 1) begin
|
||||||
|
variable baseExp, xpToAdd, before, after;
|
||||||
|
if (successCount <= 0) then return;
|
||||||
|
|
||||||
|
baseExp = get_skill_xp(skill);
|
||||||
|
if (baseExp == 0) then return;
|
||||||
|
|
||||||
|
xpToAdd = successCount * baseExp;
|
||||||
|
|
||||||
|
before = get_pc_stat(PCSTAT_experience);
|
||||||
|
|
||||||
|
give_exp_points(xpToAdd);
|
||||||
|
|
||||||
|
after = get_pc_stat(PCSTAT_experience);
|
||||||
|
display_msg(sprintf(mstr_skill(505), after - before));
|
||||||
|
end
|
||||||
|
|
||||||
|
variable sfall_ini_RemoveCriticalTimelimits := -2;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Exactly like FO2 roll_check function, but without returning "how_much".
|
||||||
|
* @arg {int} rollMod
|
||||||
|
* @arg {int} critSuccessMod
|
||||||
|
*/
|
||||||
|
procedure roll_check(variable rollMod, variable critSuccessMod) begin
|
||||||
|
variable
|
||||||
|
delta := rollMod - random(1, 100),
|
||||||
|
roll, criticalsAllowed;
|
||||||
|
|
||||||
|
if (sfall_ini_RemoveCriticalTimelimits == -2) then
|
||||||
|
sfall_ini_RemoveCriticalTimelimits := get_ini_setting("ddraw.ini|Misc|RemoveCriticalTimelimits");
|
||||||
|
|
||||||
|
criticalsAllowed := (sfall_ini_RemoveCriticalTimelimits > 0) or (game_time >= ONE_GAME_DAY);
|
||||||
|
|
||||||
|
if (delta < 0) then begin
|
||||||
|
return ROLL_CRITICAL_FAILURE
|
||||||
|
if (criticalsAllowed and random(1, 100) <= -delta / 10)
|
||||||
|
else ROLL_FAILURE;
|
||||||
|
end
|
||||||
|
return ROLL_CRITICAL_SUCCESS
|
||||||
|
if (criticalsAllowed and random(1, 100) <= delta / 10 + critSuccessMod)
|
||||||
|
else ROLL_SUCCESS;
|
||||||
|
end
|
||||||
|
|
||||||
|
// 530: damaged eye
|
||||||
|
// 531: crippled left arm
|
||||||
|
// 532: crippled right arm
|
||||||
|
// 533: crippled right leg
|
||||||
|
// 534: crippled left leg
|
||||||
|
#define display_uncrippled_msg(dmgFlagIdx, prefixMsgId) display_msg(sprintf(mstr_skill(prefixMsgId), mstr_skill(530 + dmgFlagIdx)))
|
||||||
|
|
||||||
|
|
||||||
|
/**
|
||||||
|
* A refactored version of skill_use function from the engine, for use with healing skills only. Returns true if skill use was actually attempted.
|
||||||
|
* @arg {ObjectPtr} user
|
||||||
|
* @arg {ObjectPtr} target
|
||||||
|
* @arg {int} skill - First Aid, Doctor or Repair
|
||||||
|
* @arg {int} skillBonus
|
||||||
|
*/
|
||||||
|
procedure use_healing_skill(variable user, variable target, variable skill, variable skillBonus) begin
|
||||||
|
variable curHp, maxHp, healingAttempts, isRobot, isRepair, isFirstAid;
|
||||||
|
|
||||||
|
display_msg(string_format("use_healing_skill: user = %s, target = %s, bonus = %d, skill = %d", obj_name(user), obj_name(target), skillBonus, skill));
|
||||||
|
|
||||||
|
isRobot := (critter_body_type(target) == CR_BODY_ROBOTIC);
|
||||||
|
isRepair := (skill == SKILL_REPAIR);
|
||||||
|
if (isRepair and not isRobot) then begin
|
||||||
|
// You cannot repair that.
|
||||||
|
display_msg(mstr_skill(553));
|
||||||
|
return false;
|
||||||
|
end
|
||||||
|
if (skill_use_slot_available(skill) == -1) then begin
|
||||||
|
// 590: You've taxed your ability with that skill. Wait a while.
|
||||||
|
// 591: You're too tired.
|
||||||
|
// 592: The strain might kill you.
|
||||||
|
display_msg(mstr_skill(590 + random(0, 2)));
|
||||||
|
return false;
|
||||||
|
end
|
||||||
|
if (critter_is_dead(target)) then begin
|
||||||
|
// 512: You can't heal the dead.
|
||||||
|
// 513: Let the dead rest in peace.
|
||||||
|
// 514: It's dead, get over it.
|
||||||
|
display_msg(mstr_skill(512 + random(0, 2)));
|
||||||
|
return false;
|
||||||
|
end
|
||||||
|
|
||||||
|
isFirstAid := (skill == SKILL_FIRST_AID);
|
||||||
|
|
||||||
|
curHp := critter_cur_hp(target);
|
||||||
|
maxHp := critter_max_hp(target);
|
||||||
|
healingAttempts := 1;
|
||||||
|
if (curHp < maxHp or (not isFirstAid and critter_is_crippled(target))) then begin
|
||||||
|
variable skillUseSlotAdded, roll, i, prefixMsg,
|
||||||
|
critChance := get_critter_stat(user, STAT_crit_chance) + skillBonus;
|
||||||
|
|
||||||
|
fade_out;
|
||||||
|
|
||||||
|
// Heal crippled limbs.
|
||||||
|
if (not isFirstAid and (not isRepair or not isRobot) and critter_is_crippled(target)) then begin
|
||||||
|
// Lazy init healable flags
|
||||||
|
if (not healable_damage_flags) then
|
||||||
|
healable_damage_flags := array_fixed([
|
||||||
|
DAM_BLIND,
|
||||||
|
DAM_CRIP_ARM_LEFT,
|
||||||
|
DAM_CRIP_ARM_RIGHT,
|
||||||
|
DAM_CRIP_LEG_RIGHT,
|
||||||
|
DAM_CRIP_LEG_LEFT
|
||||||
|
]);
|
||||||
|
|
||||||
|
for (i := 0; i < len_array(healable_damage_flags); i++) begin
|
||||||
|
if (not critter_has_dmg_flag(target, healable_damage_flags[i])) then
|
||||||
|
continue;
|
||||||
|
|
||||||
|
healingAttempts += 1;
|
||||||
|
roll := roll_vs_skill(user, skill, critChance);
|
||||||
|
if (roll == ROLL_SUCCESS or roll == ROLL_CRITICAL_SUCCESS) then begin
|
||||||
|
clear_critter_dmg_flag(target, healable_damage_flags[i]);
|
||||||
|
clear_critter_combat_flag(target, COMBAT_STATE_FLEEING);
|
||||||
|
// 520: You heal your %s.
|
||||||
|
// 521: You heal the %s.
|
||||||
|
display_uncrippled_msg(i, 520 if (target == dude_obj) else 521);
|
||||||
|
call skill_use_slot_add(skill);
|
||||||
|
skillUseSlotAdded := true;
|
||||||
|
if (user == dude_obj) then
|
||||||
|
call show_skill_use_messages(skill);
|
||||||
|
end else begin
|
||||||
|
// 525: You fail to heal your %s.
|
||||||
|
// 526: You fail to heal the %s.
|
||||||
|
display_uncrippled_msg(i, 525 if (target == dude_obj) else 526);
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
// Restore hit points.
|
||||||
|
roll := (roll_vs_skill(user, skill, critChance) if isFirstAid else roll_check(has_skill(user, skill), critChance))
|
||||||
|
if (isRepair or not isRobot)
|
||||||
|
else ROLL_FAILURE;
|
||||||
|
|
||||||
|
if (roll == ROLL_SUCCESS or roll == ROLL_CRITICAL_SUCCESS) then begin
|
||||||
|
variable
|
||||||
|
minHpToHeal := (1 if isFirstAid else 4),
|
||||||
|
maxHpToHeal := (5 if isFirstAid else 10),
|
||||||
|
hpToHeal;
|
||||||
|
if (user == dude_obj and not isRepair) then begin
|
||||||
|
variable healerRank := has_trait(TRAIT_PERK, user, PERK_healer);
|
||||||
|
minHpToHeal += 4 * healerRank;
|
||||||
|
maxHpToHeal += 10 * healerRank;
|
||||||
|
end
|
||||||
|
hpToHeal = random(minHpToHeal, maxHpToHeal);
|
||||||
|
critter_heal(target, hpToHeal);
|
||||||
|
|
||||||
|
if (user == dude_obj) then begin
|
||||||
|
// You heal %d hit points.
|
||||||
|
display_msg(sprintf(mstr_skill(500), math_min(maxHp - curHp, hpToHeal)));
|
||||||
|
end
|
||||||
|
|
||||||
|
if (not skillUseSlotAdded) then
|
||||||
|
call skill_use_slot_add(skill);
|
||||||
|
|
||||||
|
clear_critter_combat_flag(target, COMBAT_STATE_FLEEING);
|
||||||
|
if (user == dude_obj) then
|
||||||
|
call show_skill_use_messages(skill);
|
||||||
|
end else begin
|
||||||
|
// You fail to do any healing.
|
||||||
|
display_msg(sprintf(mstr_skill(503), how_much(0)));
|
||||||
|
end
|
||||||
|
|
||||||
|
fade_in;
|
||||||
|
end else if (user == dude_obj) then begin
|
||||||
|
// 501: You look healty already
|
||||||
|
// 502: %s looks healthy already
|
||||||
|
display_msg(mstr_skill(501)
|
||||||
|
if (target == dude_obj)
|
||||||
|
else sprintf(mstr_skill(502), obj_name(target)));
|
||||||
|
end
|
||||||
|
if (user == dude_obj) then begin
|
||||||
|
game_time_advance((ONE_GAME_HOUR if (skill == SKILL_DOCTOR) else (30 * ONE_GAME_MINUTE)) * healingAttempts);
|
||||||
|
end
|
||||||
|
// TODO: not sure if this is needed
|
||||||
|
//exec_map_update_scripts
|
||||||
|
return true;
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
|
/**
|
||||||
|
* A partial copy of engine's protinst_use_item_on with code pertinent to healing skills. Returns value for set_sfall_return in useobjon_hook.
|
||||||
|
* @arg {ObjectPtr} user - item user
|
||||||
|
* @arg {ObjectPtr} target - target
|
||||||
|
* @arg {ObjectPtr} item - item
|
||||||
|
* @ret {bool}
|
||||||
|
*/
|
||||||
|
procedure protinst_use_item_on(variable user, variable target, variable item) begin
|
||||||
|
variable begin
|
||||||
|
messageId := -1;
|
||||||
|
skillBonus := 0;
|
||||||
|
skill := -1;
|
||||||
|
end
|
||||||
|
switch (obj_pid(item)) begin
|
||||||
|
case PID_DOCTORS_BAG: begin
|
||||||
|
// The supplies in the Doctor's Bag run out.
|
||||||
|
messageId = 900;
|
||||||
|
skillBonus = 20;
|
||||||
|
skill = SKILL_DOCTOR;
|
||||||
|
end
|
||||||
|
case PID_FIRST_AID_KIT: begin
|
||||||
|
// The supplies in the First Aid Kit run out.
|
||||||
|
messageId = 901;
|
||||||
|
skillBonus = 20;
|
||||||
|
skill = SKILL_FIRST_AID;
|
||||||
|
end
|
||||||
|
case PID_PARAMEDICS_BAG: begin
|
||||||
|
// The supplies in the Paramedic's Bag run out.
|
||||||
|
messageId = 910;
|
||||||
|
skillBonus = 40;
|
||||||
|
skill = SKILL_DOCTOR;
|
||||||
|
end
|
||||||
|
case PID_FIELD_MEDIC_KIT: begin
|
||||||
|
// The supplies in the Field Medic First Aid Kit run out.
|
||||||
|
messageId = 911;
|
||||||
|
skillBonus = 40;
|
||||||
|
skill = SKILL_FIRST_AID;
|
||||||
|
end
|
||||||
|
end
|
||||||
|
if (skill == -1) then
|
||||||
|
return -1;
|
||||||
|
|
||||||
|
if (combat_is_initialized) then begin
|
||||||
|
// You cannot do that in combat.
|
||||||
|
if (user == dude_obj) then
|
||||||
|
display_msg(mstr_proto(902));
|
||||||
|
return 0;
|
||||||
|
end
|
||||||
|
|
||||||
|
if (not use_healing_skill(user, target, skill, skillBonus)) then
|
||||||
|
return 0;
|
||||||
|
|
||||||
|
if (random(1, 10) != 1) then
|
||||||
|
return 0;
|
||||||
|
|
||||||
|
if (user == dude_obj) then
|
||||||
|
display_msg(mstr_proto(messageId));
|
||||||
|
|
||||||
|
return 1;
|
||||||
|
end
|
||||||
|
|
||||||
|
/*
|
||||||
|
Runs when:
|
||||||
|
|
||||||
|
a critter uses an object on another critter. (Or themselves)
|
||||||
|
a critter uses an object from inventory screen AND this object does not have "Use" action flag set and it's not active flare or explosive.
|
||||||
|
player or AI uses any drug
|
||||||
|
This is fired before the object is used, and the relevant use_obj_on script procedures are run. You can disable default item behavior.
|
||||||
|
|
||||||
|
NOTE: You can't remove and/or destroy this object during the hookscript (game will crash otherwise). To remove it, return 1.
|
||||||
|
|
||||||
|
Critter arg0 - The target
|
||||||
|
Critter arg1 - The user
|
||||||
|
int arg2 - The object used
|
||||||
|
|
||||||
|
int ret0 - overrides hard-coded handler and selects what should happen with the item (0 - place it back, 1 - remove it, -1 - use engine handler)
|
||||||
|
*/
|
||||||
|
procedure useobjon_hook begin
|
||||||
|
variable
|
||||||
|
target := get_sfall_arg,
|
||||||
|
user := get_sfall_arg,
|
||||||
|
item := get_sfall_arg,
|
||||||
|
useItemResult;
|
||||||
|
|
||||||
|
useItemResult := protinst_use_item_on(user, target, item);
|
||||||
|
if (useItemResult != -1) then
|
||||||
|
set_sfall_return(useItemResult);
|
||||||
|
end
|
||||||
|
|
||||||
|
/*
|
||||||
|
Runs when using any skill on any object.
|
||||||
|
|
||||||
|
This is fired before the default handlers are called, which you can override. In this case you should write your own skill use handler entirely, or otherwise nothing will happen (this includes fade in/fade out, time lapsing and messages - all of this can be scripted; to get vanilla text messages - use message_str_game along with sprintf). Suggested use - override First Aid/Doctor skills to buff/nerf them, override Steal skill to disallow observing NPCs inventories in some cases.
|
||||||
|
|
||||||
|
Does not run if the script of the object calls script_overrides for using the skill.
|
||||||
|
|
||||||
|
Critter arg0 - The user critter
|
||||||
|
Obj arg1 - The target object
|
||||||
|
int arg2 - skill being used
|
||||||
|
int arg3 - skill bonus from items such as first aid kits
|
||||||
|
|
||||||
|
int ret0 - overrides hard-coded handler (-1 - use engine handler, any other value - override; if it is 0, there will be a 10% chance of removing the used medical item)
|
||||||
|
*/
|
||||||
|
procedure useskill_hook begin
|
||||||
|
variable
|
||||||
|
user := get_sfall_arg,
|
||||||
|
target := get_sfall_arg,
|
||||||
|
skill := get_sfall_arg,
|
||||||
|
skillBonus := get_sfall_arg,
|
||||||
|
isSuccess;
|
||||||
|
|
||||||
|
if (skill == SKILL_FIRST_AID or skill == SKILL_DOCTOR or skill == SKILL_REPAIR) then begin
|
||||||
|
isSuccess := use_healing_skill(user, target, skill, skillBonus);
|
||||||
|
set_sfall_return(0 if isSuccess else 1);
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
|
procedure start begin
|
||||||
|
if (game_loaded) then begin
|
||||||
|
register_hook_proc(HOOK_USEOBJON, useobjon_hook);
|
||||||
|
register_hook_proc(HOOK_USESKILL, useskill_hook);
|
||||||
|
end
|
||||||
|
end
|
||||||
Binary file not shown.
@@ -0,0 +1,55 @@
|
|||||||
|
/*
|
||||||
|
|
||||||
|
Molotov Fire Damage mod for Fallout 2 by NovaRain
|
||||||
|
-------------------------------------------------
|
||||||
|
|
||||||
|
- molotov cocktail now inflicts fire damage to critters
|
||||||
|
- molotov cocktail can still blow up some doors and scenery objects as before
|
||||||
|
|
||||||
|
Requires sfall 3.8.4 or higher
|
||||||
|
|
||||||
|
NOTE: this script requires compiler from sfall modderspack with -s option
|
||||||
|
(short circuit evaluation)
|
||||||
|
|
||||||
|
*/
|
||||||
|
|
||||||
|
|
||||||
|
procedure start;
|
||||||
|
procedure afterhitroll_handler;
|
||||||
|
|
||||||
|
#include "..\headers\define.h"
|
||||||
|
#include "..\headers\sfall\sfall.h"
|
||||||
|
#include "..\headers\sfall\define_extra.h"
|
||||||
|
|
||||||
|
procedure start begin
|
||||||
|
if game_loaded then begin
|
||||||
|
register_hook_proc(HOOK_AFTERHITROLL, afterhitroll_handler);
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
procedure afterhitroll_handler begin
|
||||||
|
variable
|
||||||
|
hitType := get_sfall_arg,
|
||||||
|
attacker := get_sfall_arg,
|
||||||
|
target := get_sfall_arg,
|
||||||
|
slot, item;
|
||||||
|
|
||||||
|
if (target and attacker) then begin
|
||||||
|
if (attacker == dude_obj and active_hand == 0) then begin
|
||||||
|
slot := INVEN_TYPE_LEFT_HAND;
|
||||||
|
end else begin
|
||||||
|
slot := INVEN_TYPE_RIGHT_HAND;
|
||||||
|
end
|
||||||
|
item := critter_inven_obj(attacker, slot);
|
||||||
|
|
||||||
|
if (item and obj_pid(item) == PID_MOLOTOV_COCKTAIL) then begin
|
||||||
|
if (obj_type(target) == OBJ_TYPE_SCENERY and hitType > 1) then begin
|
||||||
|
set_proto_data(PID_MOLOTOV_COCKTAIL, PROTO_WP_DMG_TYPE, DMG_explosion);
|
||||||
|
end else begin
|
||||||
|
set_proto_data(PID_MOLOTOV_COCKTAIL, PROTO_WP_DMG_TYPE, DMG_fire);
|
||||||
|
set_attack_explosion_radius(2); // grenade radius
|
||||||
|
set_attack_is_explosion_fire;
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
@@ -0,0 +1,12 @@
|
|||||||
|
Molotov Fire Damage mod for Fallout 2 by NovaRain
|
||||||
|
-------------------------------------------------
|
||||||
|
|
||||||
|
- molotov cocktail now inflicts fire damage to critters
|
||||||
|
- molotov cocktail can still blow up some doors and scenery objects as before
|
||||||
|
|
||||||
|
|
||||||
|
Requires sfall 3.8.4 or higher.
|
||||||
|
|
||||||
|
To use, copy gl_molotov.int to your scripts folder.
|
||||||
|
|
||||||
|
This mod is an example of how you can use metarule2_explosions macros.
|
||||||
Binary file not shown.
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user