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187 Commits
Author SHA1 Message Date
NovaRain 69ac2f5b33 Updated changelog 2024-12-04 09:05:18 +08:00
NovaRain 1fc38ca6d1 Added upper limit to WorldMapDelay2 2024-11-22 12:49:25 +08:00
NovaRain d193568678 Tweaked how XPTable data was loaded
* to align hook functions with the engine functions they replaced.
2024-11-19 21:54:26 +08:00
NovaRainandGitHub a585d936ce Merge pull request #569 from sfall-team/dependabot/bundler/docs/rexml-3.3.9
Bump rexml from 3.3.6 to 3.3.9 in /docs
2024-10-29 06:40:45 +08:00
dependabot[bot]andGitHub 999c2aab4d Bump rexml from 3.3.6 to 3.3.9 in /docs
Bumps [rexml](https://github.com/ruby/rexml) from 3.3.6 to 3.3.9.
- [Release notes](https://github.com/ruby/rexml/releases)
- [Changelog](https://github.com/ruby/rexml/blob/master/NEWS.md)
- [Commits](https://github.com/ruby/rexml/compare/v3.3.6...v3.3.9)

---
updated-dependencies:
- dependency-name: rexml
  dependency-type: indirect
...

Signed-off-by: dependabot[bot] <support@github.com>
2024-10-28 18:40:55 +00:00
NovaRain 00108e23c2 [HRP] Fixed IFACE_BAR_WIDTH for Chinese version
(wasn't disabled correctly in commit 0622a899)
2024-10-18 10:46:37 +08:00
NovaRain 2c1ae1bf27 Removed unnecessary selfrun file creation
* autoplay was disabled in 4.3 (commit 460bc045)

Updated version number.
2024-10-14 10:52:41 +08:00
NovaRain 6f8b06e738 Updated version number and changelog 2024-09-15 12:45:07 +08:00
NovaRain 63965923a9 Fixed the behavior of game_loaded script function
(always returned 1 when called from normal scripts, closes #567)

- Revert the changes to ScriptExtender.cpp in commit 191beb8, and use
unordered_set instead of vector for caching script program pointers.
2024-09-10 09:49:43 +08:00
NovaRain 58b645a108 Fixed issues with picking Tag! or Mutate! perk if there are unused perks
* their windows keep reappearing when picking other perks, can cause
various issues or even crashes.
2024-09-01 12:21:34 +08:00
NovaRainandGitHub edb7673045 Merge pull request #566 from sfall-team/dependabot/bundler/docs/rexml-3.3.6
Bump rexml from 3.3.3 to 3.3.6 in /docs
2024-08-23 06:41:38 +08:00
dependabot[bot]andGitHub 4618afa404 Bump rexml from 3.3.3 to 3.3.6 in /docs
Bumps [rexml](https://github.com/ruby/rexml) from 3.3.3 to 3.3.6.
- [Release notes](https://github.com/ruby/rexml/releases)
- [Changelog](https://github.com/ruby/rexml/blob/master/NEWS.md)
- [Commits](https://github.com/ruby/rexml/compare/v3.3.3...v3.3.6)

---
updated-dependencies:
- dependency-name: rexml
  dependency-type: indirect
...

Signed-off-by: dependabot[bot] <support@github.com>
2024-08-22 20:47:05 +00:00
NovaRain c62aa261af Fixed object_fix_weapon_ammo_ engine function
(was incorrectly checking Misc "object" type instead of item subtype.)
2024-08-14 14:41:34 +08:00
NovaRainandGitHub 02a25a0e52 Merge pull request #563 from sfall-team/dependabot/bundler/docs/rexml-3.3.3
Bump rexml from 3.3.2 to 3.3.3 in /docs
2024-08-02 11:26:57 +08:00
dependabot[bot]andGitHub bf930d438a Bump rexml from 3.3.2 to 3.3.3 in /docs
Bumps [rexml](https://github.com/ruby/rexml) from 3.3.2 to 3.3.3.
- [Release notes](https://github.com/ruby/rexml/releases)
- [Changelog](https://github.com/ruby/rexml/blob/master/NEWS.md)
- [Commits](https://github.com/ruby/rexml/compare/v3.3.2...v3.3.3)

---
updated-dependencies:
- dependency-name: rexml
  dependency-type: indirect
...

Signed-off-by: dependabot[bot] <support@github.com>
2024-08-02 02:04:44 +00:00
NovaRain cfdb441dc4 Fixed the return value of using_skill script function
* if the arguments are not the player and SKILL_SNEAK, it returned
garbage values due to the uninitialized variable.
2024-07-31 20:12:29 +08:00
NovaRain 130eb7db77 Merge branch 'feature/restore-sneak-between-maps'
Minor edit to documents.
2024-07-31 08:21:41 +08:00
NovaRain 2c5e044296 Prevent RegisterHook() from registering placeholder hooks
Minor edits to code and documents.
2024-07-19 19:46:12 +08:00
VladandGitHub 9fdbacf4ca Added new HOOK_BUILDSFXWEAPON (#560)
* Hook for gsnd_build_weapon_sfx_name
* Fixed long name ACM crash in AutoSearchSFX
* Updated documents
2024-07-19 19:36:04 +08:00
phobos2077 87202bb124 Scripting headers: add material-related constants, minor lib extensions 2024-07-18 00:29:37 +02:00
NovaRain ec8f64a6cd Added a tweak to restore the sneak state when switching between maps
(can be overridden with map_enter/exit_p_proc in global scripts)
2024-07-16 23:20:27 +08:00
NovaRain 3d1de2c74a Fixed gh-pages build error 2024-07-16 20:50:34 +08:00
NovaRain 190ebc417b Prevent unnecessary toggling of the tags in show/hide_iface_tag 2024-07-16 10:43:45 +08:00
NovaRain 9dce219eb1 Updated version number
Minor code cosmetic edits.
2024-07-08 10:52:31 +08:00
phobos2077 f53fc1f751 Fix dangling pointer when using USE_HIRES_IMAGES and returning to main menu 2024-07-06 20:56:00 +02:00
phobos2077 92aab86b20 Don't use cache for loading HeroApp skilldex art (closes #555)
- It uses the same path every time but swaps dat files...
2024-07-06 20:36:10 +02:00
phobos2077 2daf5b8190 mf_string_format: fix inconsistent behavior of escaped percent character 2024-07-06 15:24:54 +02:00
NovaRain dc3537747f Reverted GameReset in LoadGameHook.cpp to pre-4.1.4 behavior
(when the engine's game_reset is called, sfall will reset modules as
well for consistency, closes #553)
2024-06-29 17:35:43 +08:00
phobos2077 d9b59107af Add v4.4.4 ru changelog 2024-06-29 11:30:34 +02:00
NovaRain b852d6f168 Added checks for OutlineColorContainers/Corpses in gl_highlighting
(same as OutlineColor, in case player set them to negative values.)

Updated resource files.
2024-06-28 21:12:54 +08:00
phobos2077 abd62dd834 gl_highlighting: separate colors for containers and corpses
- Items and corpses blending together can be an issue
2024-06-27 23:25:25 +02:00
NovaRain a8163b6b0c Updated changelog and readme 2024-06-19 20:40:22 +08:00
NovaRain e2e33f07c0 Updated sslc doc for documentation site 2024-06-18 11:27:43 +08:00
NovaRain 2d20de66fc Corrected proto pid offset in define_extra.h 2024-06-17 15:21:36 +08:00
NovaRainandGitHub a2ae42fa8f Merge pull request #552 from wipe2238/github-action
Updated GitHub Actions setup
2024-06-17 08:22:24 +08:00
Wipe a6839cf8a4 Updated GitHub Actions setup
- enabled running build on pull requests
- simplified action inputs
- updated/removed outdated comments
2024-06-16 16:16:15 +02:00
NovaRain eb8febf347 Further simplification of the previous commit
Updated sslc_readme.md.
2024-06-15 19:06:38 +08:00
NovaRain a35bc8882a Minor edits to combat_begin_anim_stop_hook 2024-06-09 14:10:45 +08:00
NovaRain 24058c5fb5 Merge branch 'feature/dont-stop-anim-forever' 2024-06-09 14:07:21 +08:00
NovaRain 929be4f7b3 Changed the game mode check in gl_highlighting
* now opening other interfaces (inventory, options, etc.) will also
turn off highlight.
2024-06-09 12:05:07 +08:00
NovaRain f12f39bef0 Fixed crash on game save (due to commit 13e0348c) 2024-06-09 06:26:10 +08:00
phobos2077 e90edf8f42 anim_stop: if called from combat_begin, skip ending sequences where current animation is forever 2024-06-08 13:26:09 +02:00
NovaRain fd0bd975fd Fixed page build error 2024-06-07 08:23:45 +08:00
NovaRain faca95a77b Expanded show/hide_iface_tag functions to work with tag value 0 (sneak)
Updated documents.
2024-06-07 08:06:26 +08:00
NovaRain 13e0348cc3 Minor code edits: replace some push/pop in ASM with pushadc/popadc pair 2024-06-06 21:55:27 +08:00
NovaRain 497973d259 Code edits to ItemMoveSkipDragKey
(slightly reduced the number of variables.)
2024-06-06 21:38:53 +08:00
VladandGitHub 0323e0c407 Inventory Ctrl+Click instant move (#546)
* Instantly move items without dragging (closes #526)
* In the player's inventory, items from the main inven list will go to appropriate slots.
2024-06-06 19:59:13 +08:00
NovaRain b3ec9f1faa Cosmetic edits: unified the placement of __declspec keyword
* it's recommended to place __declspec before the return type.
(ref: https://stackoverflow.com/q/13613864 )
2024-06-04 20:46:04 +08:00
NovaRain 1a844e4e7d Fixed possible crash in BoxBarCount
Edits to ddraw.ini and comments in Message.cpp.
2024-06-03 09:28:36 +08:00
NovaRainandGitHub 657ae595b1 Merge pull request #543 from sfall-team/feature/fallback-language-by-line
Fallback to english by individual message in MSG files
2024-06-03 08:52:47 +08:00
phobos2077 281e79585c Rename PartyMemberNonRandomLevelUp
- Hopefully this name is easier to understand for users
2024-06-02 11:14:31 +02:00
phobos2077 85d2d2e24d message_exit__mem_free_hook: save eax register
- Otherwise ReleaseXP build messes it up in MessageExitHook
2024-06-02 10:25:18 +02:00
NovaRain 18487103d4 Edits to documents
Minor code edits to PartyMemberNoEarlyLevelUp.
2024-06-02 08:39:05 +08:00
phobos2077 f7bf341d78 Add PAUSEWIN (Ctrl+P) to LoadGameHook game modes 2024-06-01 22:14:11 +02:00
phobos2077 ca5012b227 add gett_interface_id, fix crash in interface_draw, add doc for get_window_under_mouse 2024-06-01 22:05:07 +02:00
phobos2077 c610499c29 Fix assert fail when calling sfall_func7+ 2024-06-01 20:28:27 +02:00
phobos2077 6b8613a91f Fix ExpandBarter and DIALOG_SCRN_BACKGROUND conflict (closes #544) 2024-06-01 20:27:57 +02:00
phobos2077 ecb6dd2b78 Fallback to english my individual message in MSG files (closes #542) 2024-05-31 19:34:32 +02:00
phobos2077 002dfa61cb Fix NPCAutoLevel and set_npc_level opcode
- Now properly doesn't shift first level up too early and doesn't set "early" flag
- Fixed using set_npc_level without disabling engine leveling logic
- Renamed to PartyMemberNoEarlyLevelUpPatch to match behavior
2024-05-31 17:28:16 +02:00
NovaRain a8ac1f8402 Updated documents for the encounter hook changes 2024-05-31 15:11:27 +08:00
phobos2077 f9faa73b9c Add args to ENCOUNTER hook to determine which encounter is being loaded, not just map ID 2024-05-31 00:53:17 +02:00
NovaRain 0ba74de616 Changed the world map healing rate patch to be enabled by default
* default 3 hrs according to Fallout v1.2 manual errata.

Changed AIDrugUsePerfFix to be enabled by default (UPU/RPU have it
enabled for years, and F2:CE also implemented a similar fix.)

Updated version number.
2024-05-28 21:29:11 +08:00
NovaRain 0631f97b1f Added 'DontMoveTop' flag to the interface bar
* originally only for built-in HRP, now it's a generic patch to prevent
the interface bar from obscuring the barter/trade interface.
2024-05-27 22:24:51 +08:00
NovaRain 5803dc6606 Edited the documents for set_world_map_heal_time
Minor code edits to Worldmap.cpp.
2024-05-27 21:48:51 +08:00
VladandGitHub d21225bd92 WorldMapHealingRatePatch & set_world_map_heal_time metarule (#539)
Fixes bug: healing time on worldmap is tied to real time clock, instead of game time.
2024-05-27 21:35:25 +08:00
phobos2077 6d5b08f761 Healing skill mod: fix inaccurate behavior and refactoring 2024-05-24 17:54:20 +02:00
NovaRain bc962aca9c Reverted speed patch/keys behavior to pre-4.1.5
* Enable in [Speed] is the master switch for all Speed* settings.
* SpeedMultiInitial requires Enable=1, not a standalone setting.
* SpeedModKey=0 allows players to use only numpad keys to change speed.
2024-05-24 21:36:50 +08:00
NovaRain 6d432163ca Added "item" type to the party member protos patch
(for the car trunk)
2024-05-24 08:50:32 +08:00
phobos2077 18e976ded9 Healing skills implementation in SSL, v2
- Got rid of duplicate code with one function instead of switch/case, while keeping logic (hopefully) unchanged
2024-05-24 02:36:00 +02:00
phobos2077 c986298fe0 Healing skills implementation in SSL
- (almost) exact copy of engine logic in script, for making healign mods
2024-05-24 00:59:14 +02:00
NovaRain 48916137ae Minor edits to ItemCounterAutoCaps 2024-05-23 17:01:21 +08:00
NovaRainandGitHub 08a5f86cd8 Merge pull request #537 from sfall-team/feature/barter-auto-calc-money
Added ItemCounterAutoCaps that would pre-fill money count box with "correct" amount when in barter.
2024-05-23 16:56:09 +08:00
phobos2077 522219d72b Code cleanup and better comments 2024-05-21 16:06:33 +02:00
phobos2077 22aed0e663 Auto balance barter tables when dragging caps around 2024-05-21 15:31:37 +02:00
phobos2077 6b818e797e Header lib: refactor inven_as_array and add proper jsdoc defs to all comments
- inven_as_array was allocating blocks of 100 items which was unnecessary
2024-05-20 12:41:02 +02:00
phobos2077 037269c940 Add useful comments to most header lib procs and macros 2024-05-19 00:15:57 +02:00
NovaRain a4298bb6ee Fixed the missing hotkeys for additional elevators derived from the original elevator types
(ref. BGforgeNet/Fallout2_Restoration_Project#290)
2024-05-18 15:13:44 +08:00
NovaRain 20c32714b2 Edits to Cautious Nature setting in perk.ini
* Rename the setting to CautiousNatureBonus.
* Lower the bonus cap to 20 (too high of values would result in empty
encounters or game crash for high PE players).
2024-05-17 21:03:11 +08:00
phobos2077 6dafb3e8c6 CautiousNatureDistanceBonus 2024-05-17 00:17:22 +02:00
NovaRainandGitHub 975f9a6514 Merge pull request #536 from sfall-team/dependabot/bundler/docs/rexml-3.2.8
Bump rexml from 3.2.5 to 3.2.8 in /docs
2024-05-17 06:01:17 +08:00
dependabot[bot]andGitHub d93834227b Bump rexml from 3.2.5 to 3.2.8 in /docs
Bumps [rexml](https://github.com/ruby/rexml) from 3.2.5 to 3.2.8.
- [Release notes](https://github.com/ruby/rexml/releases)
- [Changelog](https://github.com/ruby/rexml/blob/master/NEWS.md)
- [Commits](https://github.com/ruby/rexml/compare/v3.2.5...v3.2.8)

---
updated-dependencies:
- dependency-name: rexml
  dependency-type: indirect
...

Signed-off-by: dependabot[bot] <support@github.com>
2024-05-16 19:48:29 +00:00
NovaRain bc05a00d1e Changed DebugWindowFont to a toggle option
(because other fonts are not practical for displaying debug ouput)
Minor edits/simplification to ASM code in DebugEditor.cpp.
2024-05-14 21:26:07 +08:00
NovaRainandGitHub 39dbe4fa48 Merge pull request #534 from sfall-team/feature/bigger-debug-window-v2
- Add options to adjust internal debug window size and text font.
- Also prevents mixed fonts from showing inside the window, just like in F2: CE.
2024-05-14 20:54:41 +08:00
NovaRainandGitHub b5636e9c6c Merge pull request #535 from sfall-team/dependabot/bundler/docs/nokogiri-1.16.5
Bump nokogiri from 1.16.2 to 1.16.5 in /docs
2024-05-14 08:22:03 +08:00
dependabot[bot]andGitHub ff4a1391d7 Bump nokogiri from 1.16.2 to 1.16.5 in /docs
Bumps [nokogiri](https://github.com/sparklemotion/nokogiri) from 1.16.2 to 1.16.5.
- [Release notes](https://github.com/sparklemotion/nokogiri/releases)
- [Changelog](https://github.com/sparklemotion/nokogiri/blob/main/CHANGELOG.md)
- [Commits](https://github.com/sparklemotion/nokogiri/compare/v1.16.2...v1.16.5)

---
updated-dependencies:
- dependency-name: nokogiri
  dependency-type: indirect
...

Signed-off-by: dependabot[bot] <support@github.com>
2024-05-13 23:38:31 +00:00
phobos2077 15432e15f4 Debug window patch: minor refactoring 2024-05-12 10:53:49 +02:00
phobos2077 09b9982a67 Settings to ddraw.ini 2024-05-12 10:00:36 +02:00
phobos2077 5bb108d0e2 Add options to adjust internal debug window size and text font 2024-05-12 10:00:36 +02:00
NovaRain d6dc179df7 Removed duplicate implementation in round() script function
* C++11 lroundf can do the same thing.
2024-05-12 13:53:45 +08:00
NovaRain 44aafc757a Updated INVBOX_E.frm for Russian and Chinese
Removed duplicate FRMs from repo.
Rename all interface FRMs to lowercase.
Updated resource files.
2024-05-12 13:35:03 +08:00
NovaRain b9fade9732 Removed the version check of external HRP for ActionPointsBar
(tested on v4.1.7 and v3.0.6)
2024-05-12 11:22:22 +08:00
NovaRainandGitHub 2d7c49a1fb Merge pull request #532 from sfall-team/feature/apbarpatch-small-frm
ActionPointsBar: language agnostic FRM
2024-05-12 10:51:22 +08:00
phobos2077 44e7a67cea Remove IFACE frms 2024-05-11 11:15:51 +02:00
phobos2077 9a7a795b82 ActionPointsBar: language agnostic FRM
- Use one small FRM with just AP bar background instead of having 2 big FRMs per language (for HRP and not)
- It works by simply writing into iface window buffer right after it was written with iface.frm contents
- Uses position relative to right edge of the iface panel
2024-05-11 11:11:58 +02:00
phobos2077 08efe382e4 Small INVBOX_E.frm tweak to remove visible seams 2024-05-11 11:11:25 +02:00
NovaRain cc2b79d107 Removed unnecessary error message when AutoSearchSFX is enabled
Removed leftover from devlog_f() in release builds.
2024-05-11 00:22:31 +08:00
NovaRain 0281797d26 Renamed the inventory/barter slot extension options
Edited their logging messages and description in ddraw.ini
Added Chinese FRMs
Corrected the size directives in ASM code in Inventory.cpp
2024-05-10 23:59:49 +08:00
NovaRain 73356d9dd5 Cosmetic edits: alignment and tab/space chars 2024-05-10 23:48:12 +08:00
NovaRainandGitHub b25a622281 Merge pull request #531 from sfall-team/feature/inventory-slot-extensions
Added inventory/barter slot extensions
2024-05-10 23:32:26 +08:00
phobos2077 fa8a42eff3 Expanded UI bug fixes (2)
- HRP compatibility: add support for the current HRP version by patching window Y value directly to it's code
- Barter Window: fixed mouse wheel scrolling not working over extended areas of 2 central tables
2024-05-09 16:04:18 +02:00
phobos2077 b5af3b04fc Expanded UI bug fixes
- HRP compatibility: disable ExpandedBarter patch with external HRP due to hack conflict leading to crash (fixes_dialog.cpp:904)
- Main inventory: fix dropping items from armor/hand slots into expanded area not registering
- Loot/barter: fix mouse wheel scroll feature not registering expanded area of target windows
2024-05-09 11:54:14 +02:00
phobos2077 cc12986d2f Code review fix + Russian expanded FRM's
- GetUnlistedFrmPath: remove unused path parameter
- Add RU FRM's (by NovaRain)
2024-05-09 09:33:06 +02:00
phobos2077 ab9844ccdd Fix usage of unloaded FRM's 2024-05-09 01:27:04 +02:00
phobos2077 c850c2ec4f Final preparations for extended UI patches
- Reduced inventory UI height by 8 pixels and moved all Done buttons down
- Renamed all extra FRM files
- Added checks that all required FRMs exist before applying patch
- Add final FRM files (EN versions)
- Minor refactoring
2024-05-08 20:48:11 +02:00
phobos2077 ed44706c9f ExtendedBarter: fix crashes when scrolling in/out 2024-05-08 20:44:33 +02:00
phobos2077 bf3f5d2930 Replace all usage of LoadUnlisted with fo::FrmFile
- Move cached FRM/PCX loading to new ExtraArt module
- Use the same FRM cache for all unlisted FRM needs
- Minor refactoring
2024-05-08 20:44:33 +02:00
phobos2077 344a64f9d2 Split one expanded UI patch into 2 and add minimum resolution check
- Rename and split patch into 2: inventory and barter
- Add instructions for inventory patch
- Minor patch code cleanup
2024-05-08 20:42:40 +02:00
phobos2077 31713022db Extend all 6-slot inventory windows to 8 slots 2024-05-08 20:41:01 +02:00
phobos2077 0150c8f42d Barter extra slots: polishing
- Make windows transparent to allow for non-square art
- Use correct art when scrolling window down
2024-05-08 20:41:01 +02:00
phobos2077 a43186df7a Barter extra slots: Make optional by using LoadUnlistedFrm to replace default FRM 2024-05-08 20:41:01 +02:00
phobos2077 625e424d4a Proof of concept: extend barter screen inventory windows to 4 slots each 2024-05-08 20:41:01 +02:00
NovaRain e435e1d614 Updated docs for art_frame_data script function
Minor code edits: type name, indentation/alignment, unified messages
2024-05-07 21:05:42 +08:00
phobos2077andNovaRain 8f10169661 Add docs and macro for new opcode 2024-05-07 20:35:57 +08:00
phobos2077andNovaRain 76f198e567 New metarule to read art size + DrawImage refactoring
- Fix inconsistent and duplicate FRM-related struct definitions
- Clean up code, especially around using PCX files
- When FID is used, read FRM directly from ArtCache instead of unnecessary loading from disk
- When path is used, cache loaded FRM/PCX files
- Add art_frame_data to read FRM/PCX size by FID/filename
2024-05-07 20:35:57 +08:00
NovaRain b2bac4ee2a Tweaked the check for stretch to fit of AVI movies 2024-05-06 23:37:45 +08:00
NovaRain 41394bfb9d Fix build workflow 2024-05-05 11:30:55 +08:00
NovaRain 44942e188f Changed ExpandWorldMap to be compatible with older HRP
(tested v4.1.7 and v3.0.6)

Minor code edits.
2024-05-05 11:02:10 +08:00
NovaRain f89684029c Added sfall.dat content (except global scripts) 2024-05-05 10:09:56 +08:00
NovaRain 6d276cceca Fixed PlayIdleAnimOnReload causing critters to lose highlights in combat
* happens when the Target Highlight pref is set to "targeting only".
(closes #528)
2024-05-02 09:38:32 +08:00
NovaRain d4ca2b9ff1 Added a check for NPC being dead to NPCsTryToSpendExtraAP (closes #524) 2024-05-02 08:46:30 +08:00
dependabot[bot]GitHubdependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
7b650bfc0f Bump peaceiris/actions-gh-pages from 3 to 4 (#525)
Bumps [peaceiris/actions-gh-pages](https://github.com/peaceiris/actions-gh-pages) from 3 to 4.
- [Release notes](https://github.com/peaceiris/actions-gh-pages/releases)
- [Changelog](https://github.com/peaceiris/actions-gh-pages/blob/main/CHANGELOG.md)
- [Commits](https://github.com/peaceiris/actions-gh-pages/compare/v3...v4)

---
updated-dependencies:
- dependency-name: peaceiris/actions-gh-pages
  dependency-type: direct:production
  update-type: version-update:semver-major
...

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2024-05-01 09:34:48 +08:00
NovaRain c7dfa793ac Fixed page build error 2024-04-24 15:16:16 +08:00
NovaRain 01ab4cfef7 Added signal_close_game script function
Updated documents and version number.
2024-04-24 08:54:35 +08:00
NovaRain a5e7a77588 Updated changelog 2024-04-19 08:41:54 +08:00
NovaRain a19f9d0b83 Reverted ScriptValue DataType from long to short
* for reasons unknown, it was the cause of random hang/crash when
running certain script sequences. (closes #517)

Updated version number.
2024-04-18 22:21:41 +08:00
NovaRain 7dc0681b4c Text edits to INI files 2024-04-18 20:47:45 +08:00
NovaRain b066e9d533 Updated changelog 2024-04-04 22:50:46 +08:00
NovaRain 6e8f2c6c36 Removed SpeedInterfaceCounterAnims=3 (now default behavior) 2024-04-01 17:20:04 +08:00
NovaRain 0044af0362 Fixed xp exploit from canceling Here and Now perk
(when the player has Swift Learner perk)

Removed DisplaySwiftLearnerExp from ddraw.ini (always enabled)
2024-03-29 16:55:00 +08:00
NovaRain ce0e950884 Minor code edits 2024-03-28 08:34:21 +08:00
NovaRain a66ff8d252 Edits to gl_partycontrol and main.h
* it seems no need to "fix" Gecko Skinning perk anymore.
* use array to hold perk levels instead of calling has_trait twice.
2024-03-27 11:18:53 +08:00
NovaRain 9bd9837a7d Added a new example mod gl_molotov 2024-03-26 12:14:24 +08:00
NovaRain a89e672355 Fixed add_extra_msg_file loading the same msg file more than once (#467)
Minor code edits.
Updated version number.
2024-03-22 12:07:26 +08:00
NovaRain b32c358a77 Added a new example mod gl_static_books 2024-03-14 10:20:03 +08:00
NovaRain 1b98bedd6f Edits to sslc documents
* edited the description of command line options.
* removed old references of dos4gw.exe (only for pre-2.10) and FSE.
2024-03-11 10:08:31 +08:00
NovaRain 596b485d9c Fixed the clickability issue of the "Use Inventory Item On" action
* the game would execute the default action for the overlapped object
instead of the player using the item.

(ref. BGforgeNet/Fallout2_Restoration_Project#271)
2024-03-05 10:40:10 +08:00
NovaRain ae53c9586a Updated npcarmor.ini based on new NPC armor mod
(ref. BGforgeNet/Fallout2_NPC_Armor@ca93bb6)
2024-03-05 10:31:16 +08:00
NovaRain 7b53814c82 Updated npcarmor.ini based on newer RPU (v27+)
(ref. BGforgeNet/Fallout2_NPC_Armor#5)
2024-03-04 11:52:52 +08:00
NovaRain e9b40f5491 Tweaked the log for loading global scripts
* it should be after the game scripts check.
2024-03-03 00:01:07 +08:00
NovaRain 71a7545445 Added additional check to AI weapon switching fix 2024-02-29 13:19:30 +08:00
NovaRain 42ab38a333 Minor edits to ddraw.ini 2024-02-26 09:27:21 +08:00
NovaRain c540ce8e72 Fixed unnecessary path searching for loading external wrapper
(ref. https://github.com/sfall-team/sfall/issues/504#issuecomment-1962314458)
2024-02-24 20:47:31 +08:00
NovaRain 3db8ed3381 Cosmetic edits: unified indentation of switch-case 2024-02-22 08:39:25 +08:00
NovaRain de009eec4e Added support for an external DirectDraw wrapper
(#504)
2024-02-22 08:36:27 +08:00
NovaRain 9268776736 Added a note about external wrapper to ddraw.ini 2024-02-22 08:35:58 +08:00
NovaRain c09ed0565b Further attempt to keep DD7+no windowed for external wrapper 2024-02-20 10:40:27 +08:00
NovaRain e57f9b5503 Disallowed DX9 mode when using external wrapper 2024-02-19 22:07:44 +08:00
NovaRain 39ed1d313f Code correction to the previous commit 2024-02-18 01:04:51 +08:00
NovaRain 510bd6ddeb Added a basic loading process for external ddraw wrapper
Changed sfall to DD7 if bult-in HRP is enabled but f2_res.ini is
missing.
2024-02-17 19:00:56 +08:00
NovaRain c0f11b7a46 Fixed critical hit message for super mutants
* judging from combat.msg, the fix has been applied to a wrong
bodypart since 2.8b.
2024-02-17 07:52:03 +08:00
NovaRain 1cb1284787 Fixed the game disappearing from the taskbar after using Alt+Tab
Code change to the input patch.
Updated version number.
2024-02-16 09:26:01 +08:00
NovaRain af2fdb5153 Updated changelog 2024-02-12 20:45:09 +08:00
NovaRain 22fbac8b9f Added a fix to prevent integer overflow for inven item stacks
* This is more of a preventive fix because now it's easier to cause
integer overflow with add_mult_objs_to_inven. Also in case people
use save editor and set silly values to their items.
2024-02-12 09:51:05 +08:00
dependabot[bot]GitHubdependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
8bd0861b01 Bump nokogiri from 1.14.3 to 1.16.2 in /docs (#503)
Bumps [nokogiri](https://github.com/sparklemotion/nokogiri) from 1.14.3 to 1.16.2.
- [Release notes](https://github.com/sparklemotion/nokogiri/releases)
- [Changelog](https://github.com/sparklemotion/nokogiri/blob/main/CHANGELOG.md)
- [Commits](https://github.com/sparklemotion/nokogiri/compare/v1.14.3...v1.16.2)

---
updated-dependencies:
- dependency-name: nokogiri
  dependency-type: indirect
...

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2024-02-06 12:45:53 +08:00
NovaRain b8fe8cb4e3 Fixed the modulo operator for negative integers
* this changes the behavior of vanilla modulo operator to use signed
integer division to match how the fixed division operator works.
2024-01-25 10:19:23 +08:00
NovaRain 4f786f3302 Changed the fix for add_mult_objs_to_inven
(to allow adding more than 99999 instances of an object in one go)
2024-01-24 09:40:59 +08:00
NovaRain ff650d8007 Added missing level cap to XPTable (fixed a hang) 2024-01-15 14:29:47 +08:00
NovaRain 9e4ac57775 Fixed log entry for PatchFileXX options
(also allow using ".\\", as it cannot escape the game folder.)
2024-01-11 21:38:58 +08:00
NovaRain bfbbc339d0 Updated version number and year 2024-01-02 10:28:17 +08:00
dependabot[bot]GitHubdependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
5ff5bc647e Bump actions/upload-artifact from 3 to 4 (#500)
Bumps [actions/upload-artifact](https://github.com/actions/upload-artifact) from 3 to 4.
- [Release notes](https://github.com/actions/upload-artifact/releases)
- [Commits](https://github.com/actions/upload-artifact/compare/v3...v4)

---
updated-dependencies:
- dependency-name: actions/upload-artifact
  dependency-type: direct:production
  update-type: version-update:semver-major
...

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2024-01-02 00:26:35 +08:00
dependabot[bot]GitHubdependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
89ffc619d3 Bump actions/setup-python from 4 to 5 (#499)
Bumps [actions/setup-python](https://github.com/actions/setup-python) from 4 to 5.
- [Release notes](https://github.com/actions/setup-python/releases)
- [Commits](https://github.com/actions/setup-python/compare/v4...v5)

---
updated-dependencies:
- dependency-name: actions/setup-python
  dependency-type: direct:production
  update-type: version-update:semver-major
...

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2024-01-02 00:26:26 +08:00
NovaRain ea9a701f51 Fixed functions.yml 2023-12-27 13:25:19 +08:00
NovaRain 7e47607781 Added reg_anim_animate_and_move script function (closes #497) 2023-12-27 13:18:52 +08:00
NovaRain cfcc66ad1a Fixed right arm critical hit messages for some critter types
(BGforgeNet/Fallout2_Restoration_Project#256)
2023-12-19 21:01:36 +08:00
NovaRain ff5c9c9cfc Tweaked the condition check for instadeath fix 2023-12-15 20:44:29 +08:00
NovaRain dcbe6c9c7e Fixed 0 dmg instadeath crits with HOOK_COMBATDAMAGE 2023-12-15 09:17:19 +08:00
NovaRain 96bfe13939 Fixed skipping to lv99 when leveling up from lv97
(mentioned in Per's guide)

Minor code edits.
2023-12-04 21:52:03 +08:00
NovaRain b5a9679c6c Use proper size directives in ASM code 2023-12-02 18:22:16 +08:00
NovaRain 71e43cb890 Engine now uses 'English' as the fallback language for the credits
Updated version number.
2023-11-30 22:42:22 +08:00
NovaRain 4bc981dbc1 Updated changelog for better clarity 2023-11-20 21:28:06 +08:00
NovaRain 34a81e4f54 Updated changelog 2023-11-20 10:19:04 +08:00
NovaRain 584e026624 Fixed create_object_sid when passing 0 as the script index number
* would result in a crash. Now it allows creating an object with no
script (different from -1, which just doesn't touch default script).
2023-11-14 21:48:36 +08:00
NovaRain 1cca798b80 Tweaked the position of the ammo bar
Tweaked the alternative ammo bar to exactly match Mash's.
2023-10-30 21:31:21 +08:00
NovaRain 47d9bb1627 [HRP] Fixed the clickability issue of the file list in the char screen 2023-10-28 23:43:58 +08:00
NovaRain 2b8b797920 Fixed incorrect data for saved arrays
Updated version number.
2023-10-27 22:41:58 +08:00
NovaRain b1ce08a78f Fixed crash when calling start_gdialog outside talk_p_proc
(the fix was embedded in StartGDialogFix, now it works regardless of
the option.)
2023-10-19 15:13:37 +08:00
NovaRain 143ec750cf Updated documents (mainly array functions) 2023-10-16 11:32:52 +08:00
NovaRain e2b5a0652d Enabled build workflow for master branch 2023-10-07 21:15:16 +08:00
NovaRain c6635f65e5 Changed the "best armor" score calc to exclude EMP
(gameplay mod friendly)
2023-10-07 19:34:11 +08:00
NovaRain daf9e57d36 Updated NPC combat control mod for player's Jinxed trait/perk
* controlled critters will now be "Jinxed" as well (closes #492)
2023-10-05 09:24:34 +08:00
NovaRain 59f1ed0233 Removed AdditionalWeaponAnims from ddraw.ini (always enabled)
Updated version number.
2023-10-05 09:10:44 +08:00
NovaRain 7c8d2d6269 Merge branch 'develop' 2023-10-05 09:03:35 +08:00
NovaRain 75019a5546 Bump actions/checkout from 3 to 4
Set dependabot for the main branch
2023-10-02 08:49:15 +08:00
dependabot[bot]GitHubdependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
1b3530e702 Bump actions/checkout from 3 to 4 (#493)
Bumps [actions/checkout](https://github.com/actions/checkout) from 3 to 4.
- [Release notes](https://github.com/actions/checkout/releases)
- [Changelog](https://github.com/actions/checkout/blob/main/CHANGELOG.md)
- [Commits](https://github.com/actions/checkout/compare/v3...v4)

---
updated-dependencies:
- dependency-name: actions/checkout
  dependency-type: direct:production
  update-type: version-update:semver-major
...

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2023-10-01 21:04:56 +08:00
NovaRain deee6fc521 Corrected the description of CALCAPCOST hook 2023-09-30 17:17:53 +08:00
brussell1andGitHub e703a82c8b Fixed German translation (#491) 2023-08-26 01:39:08 +08:00
NovaRain 5769843b89 Bump activesupport to 6.1.7.5 in /docs 2023-08-24 21:56:52 +08:00
357 changed files with 5581 additions and 2829 deletions
+1 -1
View File
@@ -7,6 +7,6 @@ updates:
directory: "/"
schedule:
interval: "monthly"
target-branch: "develop"
# target-branch: "develop"
labels:
- "dependencies"
+16 -5
View File
@@ -3,12 +3,21 @@ name: Build
on:
push:
branches:
- 'master'
- 'develop'
- 'github-action'
paths:
- '.github/workflows/build.yml'
- 'action.yml'
- 'sfall/**'
pull_request:
branches:
- 'master'
- 'develop'
paths:
- '.github/workflows/build.yml'
- 'action.yml'
- 'sfall/**'
jobs:
Build:
@@ -17,7 +26,7 @@ jobs:
steps:
- name: Clone sfall
uses: actions/checkout@v3
uses: actions/checkout@v4
# Action is used twice for self-testing only
# DevXP build results are intentionally *not* included in artifact
@@ -27,24 +36,26 @@ jobs:
uses: ./
with:
release-xp: true
dev-xp: false
- name: DevXP build
uses: ./
with:
dev-xp: true
release-xp: false
dev-xp: true
- name: Prepare artifact
- name: Prepare artifacts
run: |
:
mkdir -p 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
shell: bash
- name: Upload artifacts
uses: actions/upload-artifact@v3
uses: actions/upload-artifact@v4
with:
name: sfall-build
path: sfall-build
+3 -3
View File
@@ -10,10 +10,10 @@ jobs:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v3
uses: actions/checkout@v4
- name: Setup Python
uses: actions/setup-python@v4
uses: actions/setup-python@v5
with:
python-version: '3.x'
@@ -26,7 +26,7 @@ jobs:
run: ./docs/generate.sh
- name: Deploy
uses: peaceiris/actions-gh-pages@v3
uses: peaceiris/actions-gh-pages@v4
with:
github_token: ${{ secrets.GITHUB_TOKEN }}
publish_dir: ./docs/_site
+102 -17
View File
@@ -1,5 +1,90 @@
# Changelog
## 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 with sfall not resetting 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
@@ -91,7 +176,7 @@
* HRP: Fixed a few issues with the main menu
* 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
* 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**
## 4.3.3.1
@@ -159,7 +244,7 @@
* 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 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 **'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)
@@ -246,7 +331,7 @@
* 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 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 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**
@@ -261,9 +346,10 @@
* Cleaned up `define_lite.h` and `command_lite.h` in the **modders pack**
## 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 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 functionality of **GlobalShaderFile** to be able to load multiple shader files
* Improved the performance of **DX9** graphics modes
@@ -275,7 +361,6 @@
* 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 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 broken `Print()` script function
* 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 support for **ACM** audio file playback and volume control to `soundplay` script function
@@ -384,14 +469,14 @@
* 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 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
* 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 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 trying to loot corpses with the **'NoSteal'** flag set
* 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 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 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
@@ -430,7 +515,7 @@
* 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 `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 player name while controlling other critters
* Fixed **NPC combat control mod** not removing the inherited perks from controlled critters properly
@@ -525,7 +610,7 @@
* 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 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 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
@@ -621,7 +706,7 @@ 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 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 **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 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
@@ -691,7 +776,7 @@ 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 **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 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 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**
@@ -727,13 +812,13 @@ Original engine bug fixes and various features based on the work by Mr.Stalin:
* 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 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 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 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 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)
@@ -786,7 +871,7 @@ Original engine bug fixes and various features based on the work by Mr.Stalin:
## 4.0.3
* 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 `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
* **Item highlighting mod** now only highlights lootable corpses
@@ -852,7 +937,7 @@ Original engine bug fixes and various features based on the work by Crafty:
* Fixed broken `call_offset_*` script functions
* 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 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 **BodyHit_Torso** to **BodyHit_Torso_Uncalled** because it sets both *body_torso* and *body_uncalled* hit modifiers
@@ -969,4 +1054,4 @@ 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 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).__
+7 -8
View File
@@ -1,7 +1,7 @@
GNU GENERAL PUBLIC LICENSE
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
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
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.}
Copyright (C) {year} {name of author}
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
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
@@ -645,14 +645,14 @@ the "copyright" line and a pointer to where the full notice is found.
GNU General Public License for more details.
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.
If the program does terminal interaction, make it output a short
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 is free software, and you are welcome to redistribute it
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,
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
<http://www.gnu.org/licenses/>.
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
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
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>.
+1 -1
View File
@@ -37,7 +37,7 @@ Delete `ddraw.dll`, `ddraw.ini`, and `sfall.dat` from your Fallout directory, an
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
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:\
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.
+8 -12
View File
@@ -8,9 +8,7 @@ author: '@wipe2238'
#
# - name: Build sfall
# id: sfall
# uses: phobos2077/sfall@develop
# with:
# release-xp: true
# uses: sfall-team/sfall@master
#
# - name: Copy sfall to mod directory
# run: copy "${{ steps.sfall.outputs.release-xp }}" "my/mod/directory/ddraw.dll"
@@ -22,11 +20,13 @@ inputs:
release-xp:
description: 'Set to true to enable building with ReleaseXP configuration'
required: true
required: false
default: true
dev-xp:
description: 'Set to true to enable building with DevXP configuration'
required: true
required: false
default: false
# Outputs are always using Windows directory separator (`\`)
outputs:
@@ -49,7 +49,7 @@ runs:
# Quick check for things which should never happen
- name: Sanity checks
run: |
if [[ "${{ runner.os }}" != "Windows" ]]; then
if [[ "$RUNNER_OS" != "Windows" ]]; then
echo "[ERROR] This action can only be used on Windows"
exit 1
elif [[ "${{ inputs.release-xp }}" != "true" ]] && [[ "${{ inputs.dev-xp }}" != "true" ]]; then
@@ -68,7 +68,7 @@ runs:
# DXSDK directory must be prepared only once, in case action is used N times
# Using `.lib` suffix to make sure directory is ignored by git in exotic scenarios
# Using `::set-output` to make sure workflow environment remains unchanged
# Using $GITHUB_OUTPUT to make sure workflow environment remains unchanged
- name: Prepare DXSDK directory
id: dxsdk
run: |
@@ -86,7 +86,7 @@ runs:
shell: bash
# MSBuild is not in PATH on Windows machines
# Using `::set-output` to make sure workflow environment remains unchanged
# Using $GITHUB_OUTPUT to make sure workflow environment remains unchanged
- name: Prepare MSBuild
id: msbuild
run: |
@@ -98,7 +98,6 @@ runs:
echo "::endgroup::"
shell: bash
# Creating empty `PostBuild.cmd` to avoid false-positive build error
- name: Build ReleaseXP
id: build-release-xp
run: |
@@ -106,7 +105,6 @@ runs:
echo ::group::Build ReleaseXP
#
# echo "@echo off" > "$GITHUB_ACTION_PATH/sfall/PostBuild.cmd"
"${{ steps.msbuild.outputs.exe }}" "$GITHUB_ACTION_PATH/sfall/ddraw.sln" -p:Configuration=ReleaseXP -p:Platform=Win32 -p:PlatformToolset=v140_xp
#
echo "ddraw-dll=$(cygpath --windows "$GITHUB_ACTION_PATH/sfall/ReleaseXP/ddraw.dll")" >> $GITHUB_OUTPUT
@@ -117,7 +115,6 @@ runs:
DXSDK_DIR: ${{ steps.dxsdk.outputs.dir }}
shell: bash
# Creating empty `PostBuild.cmd` to avoid false-positive build error
- name: Build DevXP
id: build-dev-xp
run: |
@@ -126,7 +123,6 @@ runs:
echo "::group::Build DevXP"
#
# echo "@echo off" > "$GITHUB_ACTION_PATH/sfall/PostBuild.cmd"
"${{ steps.msbuild.outputs.exe }}" "$GITHUB_ACTION_PATH/sfall/ddraw.sln" -p:Configuration=DevXP -p:Platform=Win32 -p:PlatformToolset=v140_xp
#
echo "ddraw-dll=$(cygpath --windows "$GITHUB_ACTION_PATH/sfall/DevXP/ddraw.dll")" >> $GITHUB_OUTPUT
+5
View File
@@ -59,6 +59,11 @@ WeaponScopeRangeBonus=5
VaultCityInoculationsPoisonBonus=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 damage bonus per level for 'Demolition Expert' perk (ID 82)
;999 - maximum bonus, 10 - default bonus
DemolitionExpertBonus=10
@@ -4,7 +4,7 @@
;WeaponAnims codes
; 1 - Knife (D)
; 2 - Club (E)
; 3 - Sledgehammer (F)
; 3 - Sledgehammer (F)
; 4 - Spear (G)
; 5 - Pistol (H)
; 6 - SMG (I)
+3 -2
View File
@@ -1,7 +1,7 @@
;WeaponAnims codes
; 1 - Knife (D)
; 2 - Club (E)
; 3 - Sledgehammer (F)
; 3 - Sledgehammer (F)
; 4 - Spear (G)
; 5 - Pistol (H)
; 6 - SMG (I)
@@ -76,7 +76,8 @@ Default=16777346
Jacket=16777346
Leather=16777347
Metal=16777348
Combat=16777226
Combat=16777367
Robe=16777368
; Kitsune (RP)
[6]
+11 -5
View File
@@ -15,7 +15,7 @@ Critters=0
; Set to 1 to only highlight objects in the player's line-of-sight
CheckLOS=1
; Set the color of outlines for items, corpses, and containers; available colors:
; Set the color of outlines for items; available colors:
; 1 - glowing red
; 2 - red
; 4 - grey
@@ -26,10 +26,16 @@ CheckLOS=1
; 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
; Set the color of outlines for containers
OutlineColorContainers=4
; Set the color of outlines for corpses
OutlineColorCorpses=4
; Motion Scanner mode:
; 0 - ignored
; 1 - requires Motion Scanner present in player inventory to activate highlighting
; 2 - requires Motion Scanner and also requires 1 charge on every use (depleted scanner will not work anymore)
; 1 - requires Motion Sensor to be present in the player's inventory to activate highlighting
; 2 - requires Motion Sensor and consumes 1 charge on every use (depleted sensor will not work anymore)
MotionScanner=0
@@ -40,10 +46,10 @@ MotionScanner=0
;Set to 2 to control all party members
;Set to 3 to let you use the command cursor to specify targets for party members to attack in combat
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
;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
;Set to 1 to allow the player to gain a positive reputation when killing NPCs while controlling other critters
+60 -34
View File
@@ -1,5 +1,5 @@
;sfall configuration settings
;v4.4
;v4.4.5.1
[Main]
;Set to 1 to enable the built-in High Resolution Patch mode that is similar to the hi-res patch by Mash
@@ -34,7 +34,7 @@ UseCommandLine=0
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[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
;The speeds corresponding to each slot in percent. (i.e. 100 is normal speed)
@@ -57,10 +57,11 @@ SpeedMultiInitial=100
;Set to 0 for 8 bit fullscreen
;Set to 4 for DX9 fullscreen
;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)
;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
;Note: When using an external DirectDraw wrapper (ddraw.dll file in <GameRoot>\wrapper\), DX9 mode will not be available
Mode=0
;If using a DX9 mode, this changes the resolution
@@ -109,15 +110,24 @@ FadeMultiplier=100
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Interface]
;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
;The minimum supported version of High Resolution Patch is 4.1.8
;Requires a new IFACE_APBAR_E.frm in art\intrface\ (included in sfall.dat) to display correctly
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 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
;Requires High Resolution Patch v4.1.8 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
;Requires the hi-res patch/mode and a new WORLDMAP.frm file in art\intrface\ (included in sfall.dat)
;The screen resolution must be set to at least 890x720
ExpandWorldMap=0
;Set to 1 to draw a dotted line while traveling on the world map (similar to Fallout 1)
@@ -175,7 +185,7 @@ UseScrollWheel=1
;Set to 0 to only ever scroll 1 click
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
MouseSensitivity=100
@@ -225,14 +235,20 @@ WindowScrollKey=0
;Set to 0 if you don't want a reload key, or a DX scancode otherwise
ReloadWeaponKey=0
;A key to hold down to let you move/drop a whole 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
ItemFastMoveKey=29
;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 a fast move key, or a DX scancode otherwise
ItemFastMoveKey=42
;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
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
;Set to 0 to disable, or a DX scancode otherwise
;Requires sfall debugging mode and FalloutDebug.exe from the modders pack
@@ -261,7 +277,7 @@ WorldMapTimeMod=100
WorldMapFPSPatch=1
;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
;Set to 1 to enable Ray's patch to make world map encounter rate independent of your travel speed
@@ -305,7 +321,7 @@ FemaleDialogMsgs=0
;The text must be enclosed in angle brackets (example: <MaleText^FemaleText>)
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 in-game via script
;MaleStartModel=hmwarr
;MaleDefaultModel=hmjmps
@@ -340,7 +356,7 @@ Movie17=credits.mve
;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
;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!
;LocalMapXLimit=480
;LocalMapYLimit=400
@@ -351,12 +367,12 @@ PipBoyAvailableAtGameStart=0
;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)
;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
;Additional kill types must have their new critical tables set! (See the OverrideCriticalTable option)
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!
;0 - Fallout default
;1 - Glovz's Damage Fix
@@ -364,7 +380,7 @@ ExtraKillTypes=0
;5 - Haenlomal's Yet Another Ammo Mod
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
;Prevents you from using number keys to enter unvisited areas on a town map
@@ -373,9 +389,9 @@ TownMapHotkeysFix=1
;Set to 1 to disable the Horrigan encounter
DisableHorrigan=0
;Set to 1 to disable the random element in NPC levelling.
;This will cause all NPC party members to automatically level up as soon as the player reaches the requirements
NPCAutoLevel=0
;Set to 1 to disable the random element in party member leveling
;This will prevent party members from randomly leveling up early and instead level them up at defined intervals
PartyMemberNonRandomLevelUp=0
;Change the initial starting location and world map viewport
;Leave at -1 for default
@@ -395,13 +411,14 @@ OverrideArtCacheSize=0
;Set to 2 to block all saving in combat
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
;XPTable=50,100,200
;Set to 1 to enable additional weapon animation codes from 'o' to 't'
;The 4 byte value at 0x39 of weapon protos may range from 0 to 15 rather than 0 to 10
;Since the letters 'n' and 'r' are in use for other animations, an animation code of 11 corresponds to 's' and 15 to 't'
;This option is always enabled in 4.4.1/3.8.41 or later. The information is left for reference only
AdditionalWeaponAnims=1
;Uncomment these lines to modify the default modifiers for aimed shots at specific bodyparts
@@ -453,8 +470,8 @@ EnableHeroAppearanceMod=0
;Set to 2 to also skip the splash screen
SkipOpeningMovies=0
;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.
;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
;Set to 0 to disable
NPCsTryToSpendExtraAP=0
@@ -493,7 +510,7 @@ UseScrollingQuestsList=1
;PremadeFIDs=201,203,202
;Use this line to modify the list of cities and their associated global variables used for city reputations
;Syntax is 'city id:global id', with each city/global pair separated by a comma.
;Syntax is 'city id:global id', with each city/global pair separated by a comma
;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
@@ -513,7 +530,6 @@ AutoQuickSavePage=1
;Set to 1 to speed up the HP/AC counter animations
;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
;These lines allow you to control the karma FRMs displayed on the character screen
@@ -535,7 +551,7 @@ BoxBarCount=5
;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
;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
;Set to 1 to display additional points of damage from Bonus HtH/Ranged Damage perks in the inventory
@@ -578,7 +594,7 @@ CritterInvSizeLimitMode=0
CritterInvSizeLimit=200
;Some bit flags to alter behaviour of the motion sensor
;1 - Allow sensor use on automap when motion sensor is in pack rather than hands
;1 - Allow sensor use on automap when the motion sensor is in the pack rather than hands
;2 - Motion sensor doesn't require charges
MotionScannerFlags=1
@@ -597,7 +613,7 @@ DisablePipboyAlarm=0
;MainMenuCreditsOffsetX=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
;Change the AP cost for accessing inventory in combat, and the related effect of Quick Pockets perk
@@ -652,6 +668,10 @@ ReloadReserve=-1
;Set to 1 to change the counter in the 'Move Items' window to start with maximum number, except in the barter screen
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
EnableMusicInDialogue=0
@@ -675,7 +695,7 @@ CanSellUsedGeiger=1
;Set to 1 to skip weapon equip/unequip animations when performing various actions
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
;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
@@ -688,16 +708,13 @@ NumbersInDialogue=0
;Set to 1 to use Fallout's normal text font instead of DOS-like font on the world map
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
DeathScreenFontPatch=0
;Set to 1 to display full item description for weapon/ammo in the barter screen
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
PartyMemberExtraInfo=0
@@ -756,7 +773,7 @@ AIBestWeaponFix=1
;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 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
AIDrugUsePerfFix=0
AIDrugUsePerfFix=1
;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
@@ -866,6 +883,15 @@ SkipCompatModeCheck=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
HideObjIsNullMsg=0
@@ -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.
@@ -0,0 +1,84 @@
/*
Static Books mod for Fallout 2 by NovaRain
------------------------------------------
- changes vanilla skill books to increase skills by a fixed amount
- reading a book gives +5% to a skill (+6% if tagged), +8% with the Comprehension perk
- books can still increase skills when over 91%
Requires sfall 3.5 or higher
*/
#include "..\headers\define.h"
#include "..\headers\command.h"
#include "..\headers\sfall\sfall.h"
#define BOOK_BONUS (5)
procedure start;
procedure useobj_handler;
procedure start begin
if game_loaded then begin
register_hook_proc(HOOK_USEOBJ, useobj_handler);
end
end
procedure useobj_handler begin
variable
user := get_sfall_arg,
obj := get_sfall_arg,
skill := -1,
bonus := BOOK_BONUS,
msg, skLevel;
if (obj_item_subtype(obj) == item_type_misc_item) then begin
switch obj_pid(obj) begin
case PID_BIG_BOOK_OF_SCIENCE:
skill := SKILL_SCIENCE;
msg := 802;
case PID_DEANS_ELECTRONICS:
skill := SKILL_REPAIR;
msg := 803;
case PID_FIRST_AID_BOOK:
skill := SKILL_FIRST_AID;
msg := 804;
case PID_SCOUT_HANDBOOK:
skill := SKILL_OUTDOORSMAN;
msg := 806;
case PID_GUNS_AND_BULLETS:
skill := SKILL_SMALL_GUNS;
msg := 805;
end
// read book
if (skill != -1) then begin
if combat_is_initialized then begin
display_msg(mstr_proto(902));
set_sfall_return(0);
return;
end
skLevel := has_skill(dude_obj, skill);
if (dude_perk(PERK_comprehension_perk)) then begin
bonus := (bonus * 3 + 1) / 2; // +50%, rounding up
end
if (bonus % 2) then begin
bonus += is_skill_tagged(skill); // adjustment for tagged skill when the bonus is an odd number
end
critter_mod_skill(dude_obj, skill, bonus);
gfade_out(1);
game_time_advance(ONE_GAME_HOUR * (11 - dude_iq));
exec_map_update_scripts;
gfade_in(1);
display_msg(mstr_proto(800));
if (has_skill(dude_obj, skill) == skLevel) then begin
msg := 801;
end
display_msg(mstr_proto(msg));
set_sfall_return(1); // remove
end
end
end
@@ -0,0 +1,11 @@
Static Books mod for Fallout 2 by NovaRain
------------------------------------------
- changes vanilla skill books to increase skills by a fixed amount
- reading a book gives +5% to a skill (+6% if tagged), +8% with the Comprehension perk
- books can still increase skills when over 91%
Requires sfall 3.5 or higher
To use, copy gl_static_books.int to your scripts folder.

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