Change Log
RevisionAuthorDate
r821shaddockh2013-01-10 21:06:59 -0600 (Thu, 10 Jan 2013)

bz3436 - make sure the 'must equip spellbook' message doesn't trigger while in the middle of a teleport

RevisionAuthorDate
r820alf2012-11-26 21:03:08 -0600 (Mon, 26 Nov 2012)

BZ 3591 : made the 2 special shovels available in digging usecode.

RevisionAuthorDate
r819shaddockh2012-11-26 18:32:24 -0600 (Mon, 26 Nov 2012)

BZ3573
Updated spells to not be able to be used on Ghost NPCs by setting:

target_type_flags_not = tt_dead_friend | tt_dead_enemy;

Spells modified:
2 - Force Bolt
2 - Poison
2 - sleep
3 - Curse
4 - Ice Strike
5 - Explosion
5 - Paralyze
6 - Charm
6 - Confuse
6 - Flame Wind
6 - Hail Storm
6 - Negate Magic
6 _ Poison Wind
7 - Lightning Bolt
7 - Energy Wind
7 - Kill
7 - Mass Curse
8 - slime
8 - Tremor

RevisionAuthorDate
r818shaddockh2012-11-11 13:46:18 -0600 (Sun, 11 Nov 2012)

Attempting to fix an issue with the Mac version crashing when the player gets poisoned.

RevisionAuthorDate
r817shaddockh2012-11-09 06:28:13 -0600 (Fri, 09 Nov 2012)

Added a "Display Only" property to the Avatar component to allow the Avatar subclass to be localized properly w/o affecting the systems that rely on specific text for the avatar_subclass property.

Also defaulting the avatar subclass to "" since before the gypsy sequence, we don't know the avatar's class

RevisionAuthorDate
r816shaddockh2012-11-08 19:46:23 -0600 (Thu, 08 Nov 2012)

slight tweak to how the moongate destination creates persistent frustums.. make sure it only tries to do it once.

RevisionAuthorDate
r815shaddockh2012-11-04 21:42:00 -0600 (Sun, 04 Nov 2012)

  • re-enabling the throne room frustum to help with performance issues in the intro NIS
    RevisionAuthorDate
    r814alf2012-10-06 05:13:28 -0500 (Sat, 06 Oct 2012)

    BZ 3512 : added the movie interface to SafeToLaunchModal$.

    Requires testing.

    RevisionAuthorDate
    r813jnkuldrich2012-09-30 13:40:26 -0500 (Sun, 30 Sep 2012)

    britannia_logic: party_feedback banter fixed for BZ 3490.

  • Excluded Gorn & Beh Lem except where they already had their own response.
  • Left "avatar alone" banters that were already there in-place so as to minimize translation impact, even though they will likely never trigger because they'll be overriden by the "missing party members" portion of the banter.
  • Excluded Sherry in one "drinking" banter that just didn't sound like her to me.
    u6p_npc: Modified Marissa's convo to minimize player confusion with her response when the player has both the bolt of silk & the balloon plans. See BZ 3552.

  • Changed line 117 response to be the same response as on line 127. She now says: "Yes, I can work with silk. But 'tis out of fashion.... No one weareth silk clothing this season. If thou must have aught made of silk, the thread must come from Arbeth. Oh! I see that thou hast a fine silk cloth bolt. But I could do naught without some kind of pattern or drawing."
    RevisionAuthorDate
    r812shaddockh2012-09-23 21:27:03 -0500 (Sun, 23 Sep 2012)

    BZ3483

    Needed to change the combat system and everything that uses the DamageActor$ function to also pass the weapon identifier along with the attacker/target. This was required in order to pass this information to the corrosion component so that it could discern whether it was being attacked by a melee weapon or a spell... for the MASS type spells, it was getting confused.

    RevisionAuthorDate
    r811shaddockh2012-09-22 16:42:32 -0500 (Sat, 22 Sep 2012)

    bz3436
    fix for incorrect message when teleporting with an enchantment staff equipped

    RevisionAuthorDate
    r810shaddockh2012-09-22 12:29:34 -0500 (Sat, 22 Sep 2012)

    BZ3477,BZ3505
    Updated the shop price adjustment process to apply discounts to items that are bought and sold during a single transaction.

    RevisionAuthorDate
    r809shaddockh2012-09-21 16:39:18 -0500 (Fri, 21 Sep 2012)

    BZ3531
    Fixes issue when casting mass sleep multiple times on the same actor. The spell shouldn't 'stack' and what was happening is multiple versions were attaching to the sleeper, causing them to wake up multiple times.. modified so that if the target is already asleep, they are ignored (this is the way the single sleep spell already works)

    RevisionAuthorDate
    r808shaddockh2012-09-15 10:19:57 -0500 (Sat, 15 Sep 2012)

    Adding in a retry threshold for the moongates. If after 3 times, the party can't be fully transported, then just give up and allow the split party to be in the hub region and let the player try again from there. ...Better than having an infinite black screen.

    RevisionAuthorDate
    r807shaddockh2012-09-15 10:04:57 -0500 (Sat, 15 Sep 2012)

    BZ 1633
    Removing the attack block and adding the damage amount to the description for the following:
    Spiked Helm
    Spiked Collar
    Spiked Shield
    Main Gauche

    This should help resolve the issue where the item gets equipped into the wrong slot when picked up.

    RevisionAuthorDate
    r806alf2012-09-14 06:50:55 -0500 (Fri, 14 Sep 2012)

    BZ 3543 : mouseover name for spell 101 in quickslot was awaken all instead of awaken. I just replaced the name.

    RevisionAuthorDate
    r805shaddockh2012-09-13 19:38:26 -0500 (Thu, 13 Sep 2012)

    bz3520 - add in logic to allow summons to transfer their kill xp to the caster that summoned them. and the splash xp to the party. Turned off by default in PB and Lazarus.

    RevisionAuthorDate
    r804shaddockh2012-09-12 18:20:27 -0500 (Wed, 12 Sep 2012)

    bz3500 - make sure that player summoned/cloned creatures are not affected by Time Stop

    RevisionAuthorDate
    r803shaddockh2012-09-10 19:22:53 -0500 (Mon, 10 Sep 2012)

    bz3522 - empty spellbook page leaves description and icons from prior page -- fixed

    bz3455 - spell bookmark bar blocks spellbook -- fixed

    RevisionAuthorDate
    r802shaddockh2012-09-10 18:54:37 -0500 (Mon, 10 Sep 2012)

    bz3347 - added additional logic to the party member 'stay' option to try to ensure that the pm doesn't disappear. (now uses similar tech as when a party member dies and needs to be resurrected by a healer)

    RevisionAuthorDate
    r801shaddockh2012-08-30 06:17:15 -0500 (Thu, 30 Aug 2012)

    bz3347 - found a place where the schedule component could possibly delete a removed party member when leaving the frustum, even if the player says 'stay here'.

    RevisionAuthorDate
    r800alf2012-08-27 19:27:07 -0500 (Mon, 27 Aug 2012)

    BZ 3396 : made some adjustments to ambients new mobs :

    Renamed mob_single_wander_xxx to mob_wander_xxx to comply with other mob generators.
    Added chances to spawn an adult or a small ambient to Sheep, Deer and Bear. We'll have more adults than kids ( around 80/20 depending of the race ).

    RevisionAuthorDate
    r799shaddockh2012-08-27 06:25:51 -0500 (Mon, 27 Aug 2012)

  • Added mob single/mob wander gizmos for deer, rabbits, bears, and sheep
    RevisionAuthorDate
    r798shaddockh2012-08-25 22:39:05 -0500 (Sat, 25 Aug 2012)

  • modified the mob generators to check and see if the party is sleeping, and if so, allow the spawners to spawn within view
    RevisionAuthorDate
    r797shaddockh2012-08-25 22:26:29 -0500 (Sat, 25 Aug 2012)

  • Added a property to the mob spawner to allow it to spawn creatures in view (disabled by default)
    RevisionAuthorDate
    r796shaddockh2012-08-25 21:56:51 -0500 (Sat, 25 Aug 2012)

    bz3457 - Evil mages disappear when sleep cast on them and don't re-appear.

    RevisionAuthorDate
    r795shaddockh2012-08-25 21:54:26 -0500 (Sat, 25 Aug 2012)

    Updated the unconsciousness component to allow the ability to specify whether an actor mesh gets frozen, or the sleep animation plays on a per-template instance. Some templates have issues when either the lock mesh is applied or the sleep animation is played which cause the actor to disappear permanently.

    Also updated all the places where the sleep animation and lock mesh are applied (sleep spells, paralysis spells, etc.)

    RevisionAuthorDate
    r794alf2012-08-21 02:14:16 -0500 (Tue, 21 Aug 2012)

    BZ 3521 : Hermione lockpicks once again. My fault. I set ,guild_adventurer:35 instead of ,guild_adventurer:70... Dunno why, please don't ask, I will have to have my head hanged twice in Shame.

    RevisionAuthorDate
    r793shaddockh2012-08-20 19:40:07 -0500 (Mon, 20 Aug 2012)

    BZ3451 - using knowledge scroll for already known spells now displays a message to the console and doesn't delete the knowledge scroll. Also, a message will be displayed to the console when you read a knowledge scroll for the first time, or if you don't have the spellbook equipped.

    RevisionAuthorDate
    r792alf2012-08-13 20:24:44 -0500 (Mon, 13 Aug 2012)

    BZ 3472 : optimized ambients mind. I tested and have far better results in Yew and Wrong with those parameters ( and no crash ). But to have something better, we'll have to remove some of them in Yew jail and Wrong levels.

    RevisionAuthorDate
    r791alf2012-08-12 20:45:10 -0500 (Sun, 12 Aug 2012)

    BZ 3493 : fixed damage_min and damage_max for cyclops boulders. Their boulders are still doing damages.

    RevisionAuthorDate
    r790alf2012-08-12 20:30:53 -0500 (Sun, 12 Aug 2012)

    BZ 3496 : now each splitter has his message.

    RevisionAuthorDate
    r789alf2012-08-11 11:51:23 -0500 (Sat, 11 Aug 2012)

    BZ 3495 : make node wells interactive. I simply copied the pb_well_grs template to pb_well_invis and added a force_no_render = true. Added to Shame level 1 and Cyclops cave.

    RevisionAuthorDate
    r788alf2012-08-08 14:22:12 -0500 (Wed, 08 Aug 2012)

    BZ3484 : Wyrms are spawning too many daemons.

    Reduced the chance to summon a daemon to 2%. Also added a condition : requires_line_of_sight. That will avoid Wyrms to summon a lot of daemons when they are 'behind a wall'

    RevisionAuthorDate
    r787alf2012-08-05 20:12:55 -0500 (Sun, 05 Aug 2012)

    BZ 3453 : Dale now buys crystal and glass provisions.

    RevisionAuthorDate
    r786alf2012-08-03 07:53:25 -0500 (Fri, 03 Aug 2012)

    BZ3466 : Hermione doesn't apply discount on lockpicks.

    guild_adventurer:35 added to market prices, so she can now apply a discount on her prices.

    RevisionAuthorDate
    r785alf2012-07-29 20:59:54 -0500 (Sun, 29 Jul 2012)

    BZ 3452 : fixed the magic axe ammos ( I used the same system as for Boomerang ). Tested.

    RevisionAuthorDate
    r784shaddockh2012-07-17 20:29:10 -0500 (Tue, 17 Jul 2012)

    BZ 3401 - added a check to the ladder manager to try to keep the "Already watching go" error from ocurring.

    RevisionAuthorDate
    r783shaddockh2012-07-17 19:47:56 -0500 (Tue, 17 Jul 2012)

    Minor fix for PB Compatibility with beds.. Bed property was defined in u6p, not in PB, so the PB template shouldn't be using it.

    RevisionAuthorDate
    r782shaddockh2012-07-15 21:05:27 -0500 (Sun, 15 Jul 2012)

    bz3392 - opened up the "disable faux npcs" option in gameplay settings for retail mode

    RevisionAuthorDate
    r781alf2012-07-15 20:31:04 -0500 (Sun, 15 Jul 2012)

    Fix for BZ 3399 ( see BZ for details )

    RevisionAuthorDate
    r780shaddockh2012-07-15 19:52:25 -0500 (Sun, 15 Jul 2012)

    BZ 3414 - added additional check to poison attacks to make sure they don't do poison damage if the attack was blocked. Needs more testing.

    RevisionAuthorDate
    r779shaddockh2012-06-27 20:10:53 -0500 (Wed, 27 Jun 2012)

    Bug 3376
    Fixes issue with weapons getting dropped when equipping an enchanted staff (U6P)

    RevisionAuthorDate
    r778alf2012-06-19 05:18:17 -0500 (Tue, 19 Jun 2012)

    Fix for BZ 3374 : unified the Gameplay Settings instead of Gameplay Options.

    RevisionAuthorDate
    r777shaddockh2012-06-06 19:59:57 -0500 (Wed, 06 Jun 2012)

    BZ3358 - fixed issue where when you pickpocket armor off an NPC, they would have it back when you came back to the NPC after a while

    RevisionAuthorDate
    r776shaddockh2012-06-04 21:26:45 -0500 (Mon, 04 Jun 2012)

    trivial change to test out the new SVN

    RevisionAuthorDate
    r775shaddock2012-05-28 13:02:27 -0500 (Mon, 28 May 2012)

    BZ3358
  • fixes to the pickpocket system - now NPCs shouldn't re-equip stolen items when they respawn during schedule changes
    - added a pb_item:stealable property so that we can flag items that shouldn't appear in the stealable list
    - made monster spellbooks non-stealable

    RevisionAuthorDate
    r774u6p_alexandre2012-05-20 20:56:29 -0500 (Sun, 20 May 2012)

    Helper Pins are now replacing Spoiler pins in Interface and Compendium.

    RevisionAuthorDate
    r773jesses2012-05-20 00:04:22 -0500 (Sun, 20 May 2012)

    the rest of the non-expiring changes

    RevisionAuthorDate
    r772jesses2012-05-19 18:35:17 -0500 (Sat, 19 May 2012)

    changing many items to non-expiring

    RevisionAuthorDate
    r771shaddock2012-05-19 18:05:08 -0500 (Sat, 19 May 2012)

    bz3346

    Make sure that the spellbook slot gets updated appropriately when a party member is removed and another one is added back in at the same slot. Previously, the spellbook icon and functionality wasn't being reset correctly.

    RevisionAuthorDate
    r770u6p_alexandre2012-04-16 17:00:32 -0500 (Mon, 16 Apr 2012)

    Fixing protect effect, making it less blinding.

    Tested, far better :)

    RevisionAuthorDate
    r769shaddock2012-03-31 09:41:16 -0500 (Sat, 31 Mar 2012)

    Modified guard chainmail to only be purchased in Bucs Den. (U6P only)

    RevisionAuthorDate
    r768shaddock2012-03-31 09:12:35 -0500 (Sat, 31 Mar 2012)

    Converting the base 'boot' template to have a defense of 1 so they are different than Leather Boots.

    RevisionAuthorDate
    r767shaddock2012-03-16 21:04:25 -0500 (Fri, 16 Mar 2012)

    Fixes issue with shrine skrit causing SE to throw an error on load.

    RevisionAuthorDate
    r766shaddock2012-03-05 18:52:14 -0600 (Mon, 05 Mar 2012)

  • took out some debug from the auto-falling asleep functionality
  • added new component to shrines to have them check for whether or not the player has learned the mantra.
    RevisionAuthorDate
    r765shaddock2012-02-19 09:45:06 -0600 (Sun, 19 Feb 2012)

    Scheduling: added in some logic that will allow the current schedule to look ahead and see if the next schedule is a sleep schedule. If the current schedule is a sleep schedule and the next one is, then don't 'pop' the temporary actor in, just leave the sleeper intact. This does, however, require the schedule to be configured to transition into the next schedule with transition scids. (resolves issues with wounded soldiers in Cove - u6p )

    RevisionAuthorDate
    r764shaddock2012-02-05 08:45:32 -0600 (Sun, 05 Feb 2012)

  • adding in some logic to try and reduce the convention busting GO error in dsmod by making alignment scans ignore anything outside the current frustum.
    RevisionAuthorDate
    r763shaddock2012-01-21 11:19:51 -0600 (Sat, 21 Jan 2012)

  • Work on Moongate usecode library
  • added new param: flag to Moongate.TeleportParty to allow the teleport logic to pull the dest from a flag instead of a specific dest
  • fixed the Moongate.TeleportParty so that is actually works no and executes the action queue to initiate the teleport
    RevisionAuthorDate
    r762jesses2012-01-19 20:41:50 -0600 (Thu, 19 Jan 2012)

    Added "RemoveOption" to work around bug 3330. Tested and it does work. Used in Lenora's conversation - fixes bug 3306

    RevisionAuthorDate
    r761jesses2012-01-18 19:58:57 -0600 (Wed, 18 Jan 2012)

    Added usecode call Party.Stop that stops the party from doing more stealing after the feedback fires. Note that it isn't going to happen immediately - it's an AI call so there are some race conditions. I did test this with stealing and it does seem to at least keep the game from exploding.

    This was so we could fix bug 3097.

    RevisionAuthorDate
    r760shaddock2011-11-29 20:39:41 -0600 (Tue, 29 Nov 2011)

    BUGFIX: Added in some logic to the end of the teleport sequence to fix the camera distance in the event that it was adjusted (ie: Stonegate)

    RevisionAuthorDate
    r759shaddock2011-11-29 19:59:01 -0600 (Tue, 29 Nov 2011)

    BUGFIX: fixed issue with using peering gem or crystal ball twice in a row causing infinite duration

    RevisionAuthorDate
    r758shaddock2011-11-28 19:13:30 -0600 (Mon, 28 Nov 2011)

    BUGFIX - Don't allow party members to leave the party if on a ship

    RevisionAuthorDate
    r757u6p_alexandre2011-10-27 08:18:13 -0500 (Thu, 27 Oct 2011)

    BZ 2993 : Loom removed from non-interactive.

    RevisionAuthorDate
    r756shaddock2011-10-16 20:33:30 -0500 (Sun, 16 Oct 2011)

    putting in some more checks to pb_ammo to try and fix the issue with bows breaking when using them to trigger a powder keg.

    Alfie, I can't seem to reproduce the original problem, can you test this out?

    RevisionAuthorDate
    r755shaddock2011-10-16 20:17:21 -0500 (Sun, 16 Oct 2011)

    If the sleep ui is up, cancel any spellcasting.

    RevisionAuthorDate
    r754shaddock2011-10-16 16:56:06 -0500 (Sun, 16 Oct 2011)

  • Don't select all party members whenever you enter a convo
    RevisionAuthorDate
    r753shaddock2011-10-16 15:30:01 -0500 (Sun, 16 Oct 2011)

  • Make sure the Avatar is nearby when clicking on the Party member talk icons
    RevisionAuthorDate
    r752shaddock2011-10-16 15:20:50 -0500 (Sun, 16 Oct 2011)

  • only display talk bubbles on hover if 1) the avatar is selected
    or 2) the avatar is within 10m of the person being talked to

    RevisionAuthorDate
    r751u6p_alexandre2011-10-09 11:07:13 -0500 (Sun, 09 Oct 2011)

    Fix for BZ 1496 : Kytyn now has a hawk ! It's Pets Week End :)

    Due to some problems with the doors, it won't follow her in the museum. But she plays with it in the afternoon, at Britains dock. And you can also hear it well. I also added a bark on click in pb_logic, and made it a bit bigger in u6p_npc.

    RevisionAuthorDate
    r750u6p_alexandre2011-10-08 18:11:14 -0500 (Sat, 08 Oct 2011)

    Fix for BZ 2155 :

    Cats ! Cats ! Cats !
    and Kittens too.

    Great great work Niko.

    I just have to look into brain parameters to make more and faster runners, I think they inherit basics from common ambients, but in this state it's working fine and Final release quality.

    I'll also add some greywhite and orange on map, those are addons we didn't have with previous version.

    Greywhite and Calico are using the female mesh, others male mesh for now.

    This update is fully compatible with Laz.

    RevisionAuthorDate
    r749u6p_alexandre2011-10-08 13:32:39 -0500 (Sat, 08 Oct 2011)

    Linked to BZ 3188 : console was showing when giving 0 gold.

    replaced

    void WriteEvent_NPCTakeGold$(go player$, int amount$)
    {
    if (!ShouldDisplayEventClass$("feedback")) { return; }
    string npcname$ = GetGoScreenName$(player$);
    WriteEvent_Generic$("b_uvl_gui_ig_gold_32",MakeStringF("%s gives %d gold.",npcname$,amount$),COLOR_DEFAULT$);
    }
    by

    void WriteEvent_NPCTakeGold$(go player$, int amount$)
    {
    if (!ShouldDisplayEventClass$("feedback")) { return; }
    string npcname$ = GetGoScreenName$(player$);
    if ( amount$ > 0 )
    {
    WriteEvent_Generic$("b_uvl_gui_ig_gold_32",MakeStringF("%s gives %d gold.",npcname$,amount$),COLOR_DEFAULT$);
    }
    }


    RevisionAuthorDate
    r748shaddock2011-09-18 21:24:40 -0500 (Sun, 18 Sep 2011)

  • change to magic fields cast by the player -- if cast on an NPC, the player will get a karma hit if the NPC is killed by the field (karma hit will only be if the NPC dies, not damaged)
    -- the caster gets XP for any creatures killed in the field.

    (bz2869)

    RevisionAuthorDate
    r747shaddock2011-09-18 19:53:47 -0500 (Sun, 18 Sep 2011)

    Added in some extra checks to try to resolve issue with bows becoming non-functional after shooting powder kegs. (BZ2301)

    RevisionAuthorDate
    r746shaddock2011-09-11 20:49:38 -0500 (Sun, 11 Sep 2011)

    BZ3452

  • make sure single placement monsters check to see if they should delete themselves if armageddon cast
  • make sure bush spawners don't spawn when disable_all_spawners is set
    RevisionAuthorDate
    r745u6p_alexandre2011-09-04 06:34:36 -0500 (Sun, 04 Sep 2011)

    Fix for BZ 2843 : Rabid critters aren't pushovers anymore.

    I set their defense value from 2 to 4, making them a bit harder to kill. But to balance it, I set their XP value from 1 to 2 ( 2 for killer, 1 for companions ).

    Now you need to hit them at least 4 or 5 times before they die, instead of 1 or 2 before.

    We can't make their defense higher, or some huge monsters could be weak compared to them.

    RevisionAuthorDate
    r744u6p_alexandre2011-09-02 18:46:47 -0500 (Fri, 02 Sep 2011)

    Fix for BZ 3031 : you now can be set to 30 in skills even if you gain 3 points when you are at 29.

    Tested. ( on first time I missed something and you could go to 59... oops )

    Thanks a lot Shad for your help :)

    RevisionAuthorDate
    r743jesses2011-08-28 12:24:36 -0500 (Sun, 28 Aug 2011)

    partial fix to 3180 - magic shield effects were not attached properly. also will be starting the sfx on entered world instead of equipped.

    RevisionAuthorDate
    r742jesses2011-08-23 19:57:38 -0500 (Tue, 23 Aug 2011)

    The following monsters are now immune to clone:

    Dragons
    Evil Old Man
    Evil Mage
    Lich
    Ocean Serpent
    Sea Serpent

    Bug 2720. Tested this on evil old man - worked fine; evil old man was immune. Geoffrey was not immune. :)

    RevisionAuthorDate
    r741shaddock2011-08-13 16:33:50 -0500 (Sat, 13 Aug 2011)

  • fixing some warnings from the log
  • -- mob generator spawn must return a value (actually always did, but modified it so the compiler doesn't complain)
  • -- equip modifier - fixed the OnHandleCCMesage$ -> OnHandleCCMessages
  • -- spell point - fixed reference to RestoreState not existing in the skrit, changed to Finished
    RevisionAuthorDate
    r740shaddock2011-08-07 12:04:08 -0500 (Sun, 07 Aug 2011)

  • updated new moongate retry count to 6 and added a DSMod error dialog if the party could not all be transferred off the node.
    When testing the orbing, if you use DSMod, a message will pop up if there was a problem moving the entire party.

    RevisionAuthorDate
    r739jesses2011-08-03 23:28:56 -0500 (Wed, 03 Aug 2011)

    adding support for +100xp.

    RevisionAuthorDate
    r738ozzy2011-08-01 16:16:26 -0500 (Mon, 01 Aug 2011)

    Updated world map logic:
  • Spoiler pins will now not be deleted any more when 'Delete all' button is used.
    RevisionAuthorDate
    r737shaddock2011-07-18 18:30:30 -0500 (Mon, 18 Jul 2011)

    More work on ladder manager for the new U6P moongate system.

    Put in more logic that will detect if the party doesn't all get off at the destination. In DSMod, if this situation is detected, an error dialog will pop up stating:

    "Ladder Manager: Entire party did not get off transport node.. Will retry to get the remaining off. Press 'Ignore once' and verify that the entire party is present after fade-in."

    The system will continue to retry until all party members are off the platform. In retail it will just silently retry which may cause some long teleports in some cases. As far as I can tell, this has solved the issue, please let me know if you run into any situations where the entire party does not arrive after a moongate teleport.

    Although I've turned off this functionality for normal elevators, they may have inadvertently been affected, so let me know if there is any strangeness there.


    RevisionAuthorDate
    r736shaddock2011-07-17 17:28:54 -0500 (Sun, 17 Jul 2011)

    More tweaking to the ladder manager logic to have it retry to get all party members on the platform. Had to add in a check to make sure that if after 4 attempts the party isn't there, to not go into an infinite loop.

    RevisionAuthorDate
    r735shaddock2011-07-17 16:10:52 -0500 (Sun, 17 Jul 2011)

    Updated ladder manager to check to make sure all party members are on the ladder transport node prior to moving to the destination.

    This is turned off for normal ladders , but will be enabled for the new moongate system to eliminate the issue with party members left in the moongate hub region.

    RevisionAuthorDate
    r734ozzy2011-06-02 03:34:36 -0500 (Thu, 02 Jun 2011)

    Working on spoiler pins:
  • Added logic for spoiler pins
  • Added function that dumps all needed pin info to error file
    RevisionAuthorDate
    r733shaddock2011-05-31 20:43:29 -0500 (Tue, 31 May 2011)

  • new Usecode function Convo.SetNPCNameKnown

    usage from convo scripts:

    do Convo.SetNPCNameKnown?npc:iolo


    RevisionAuthorDate
    r732u6p_alexandre2011-05-24 22:17:15 -0500 (Tue, 24 May 2011)

    Oops. I placed the new mesh reference for base_hawk in actor instead of aspect, that wouldn't work... Fixing

    RevisionAuthorDate
    r731u6p_alexandre2011-05-23 13:16:03 -0500 (Mon, 23 May 2011)

    Modified base template for Hawk.

    RevisionAuthorDate
    r730u6p_alexandre2011-05-14 12:53:44 -0500 (Sat, 14 May 2011)

    BZ 3196 : reverting my changes in pb_logic because that may affect Lazarus. Overriding the file by placing a modified copy in u6p_logic.

    RevisionAuthorDate
    r729u6p_alexandre2011-05-14 12:36:57 -0500 (Sat, 14 May 2011)

    BZ 3196 : Death Wind is described as Mass Kill.

    The spell 801 was :

    // screen_name = "Death Wind";
    // description = "Sends a gale of lethal wind in the direction of foes.";
    screen_name = "Mass Kill";
    description = "Kills enemies dead.";


    I just had to toggle :

    screen_name = "Death Wind";
    description = "Sends a gale of lethal wind in the direction of foes.";
    // screen_name = "Mass Kill";
    // description = "Kills enemies dead.";

    RevisionAuthorDate
    r728shaddock2011-04-24 22:06:50 -0500 (Sun, 24 Apr 2011)

  • make sure party cannot get attacked while inside a teleport and the screen is faded out
  • make sure fields don't apply their affects while the screen is faded out and the party is teleporting in
  • lots of work on ladder manager to ensure the party gets to the destination (more work may still be required)
  • work on teleport so that they system will honor teleports followed directly by a ladder movement and keep the screen faded out throughout
    RevisionAuthorDate
    r727u6p_alexandre2011-03-23 07:42:07 -0500 (Wed, 23 Mar 2011)

    Fix for BZ 3184 : That was a template problem. Some Larvae were inheriting from specializes = non_interactive_nonblocking; instead of specializes = pb_base_giant_ant_larvae; I suppose it was done because the smallest larvae don't have animations in game, so I tested in and didn't see any problem. If anim set doesn't exist, ambients simply don't move.

    ant_mound_1\special.gas : reordered only

    in all levels : larvae removed from non_interactive.gas and placed in actor.gas ( they are now ambients and no more objects ).

    RevisionAuthorDate
    r726u6p_alexandre2011-03-21 14:17:12 -0500 (Mon, 21 Mar 2011)

    Fix for BZ 3181 : adjusted poison chance for ants.

    Now it's 6% like a lot of other monsters ( scorpions are the only ones with 20% )

    RevisionAuthorDate
    r725ozzy2011-03-20 16:38:26 -0500 (Sun, 20 Mar 2011)

    Fixing bug 3020 - Leave "Show completed quests" on by default


    RevisionAuthorDate
    r724jesses2011-03-19 20:31:27 -0500 (Sat, 19 Mar 2011)

    added permanent_token_type = ""; to bedroll_camping component for pb_base_bed. tested in-game with guild beds.

    RevisionAuthorDate
    r723jesses2011-03-19 20:18:03 -0500 (Sat, 19 Mar 2011)

    added support for gorn/beh lem bantering when trying to use advent guild beds

    RevisionAuthorDate
    r722aletys2011-03-19 17:22:48 -0500 (Sat, 19 Mar 2011)

    Added banter for party trying to sleep in Adventurer's Guild bed without joining guild.

    RevisionAuthorDate
    r721jesses2011-03-06 19:54:43 -0600 (Sun, 06 Mar 2011)

    Clone now sets cloned actors to expirable. This seems to work - they disappear from the world if you leave frustum, wait for the spell to expire, and come back. They may actually disappear before the spell expires, but it looked to me like it didn't - it actually seemed fine.

    Looking at the code, it should NOT affect items, although you might as well test that if you want.

    RevisionAuthorDate
    r720jesses2011-03-06 18:56:27 -0600 (Sun, 06 Mar 2011)

    ui_generic_convo.skrit:

    Added code to select initiator when opening shop UI. This fixes bug 2486 where the wrong character's inventory was showing up. Added three lines of code - see bug report for details.

    RevisionAuthorDate
    r719u6p_alexandre2011-03-03 15:58:02 -0600 (Thu, 03 Mar 2011)

    Fix for BZ 3159. Placed back pb_bird template

    Readded pb_bird block

    t:template,n:pb_bird
    {
    doc = "bird";
    specializes = pb_base_bird;
    }


    RevisionAuthorDate
    r718u6p_alexandre2011-03-02 17:01:25 -0600 (Wed, 02 Mar 2011)

    BZ 1496 : added a test hawk for Kytyn in sandbox. It has a schedule ( 3 in day and 1 in night / lalaland ). You can see it near the test containers, on your left when teleporting in sandbox.

    Map\Sandbox only

    pb_art\ Added a new texture for a hawk .gas and .raw ( based on the default bird in DS, but brown. Deborah, you can change it as you like or simply adjust colors on it ).

    pb_logic\pb_ambient_one_hitters.gas added a pb_base_hawk template, coming from pb_base_bird ( so it has a full set of anim )

    u6p_NPC\OW20.xml added a Hawk NPC
    templates : all modified templates are just adding the blank lines removed in a previous commit.
    added npc_hawk_template.gas

    u6p_support\tools\content_generators
    basetemplates.txt added a template for hawk NPC
    mesh_xref.dat added the bird mesh and the hawk texture.

    RevisionAuthorDate
    r717u6p_alexandre2011-03-02 02:27:28 -0600 (Wed, 02 Mar 2011)

    Fix for BZ 2973 Diggable graves were not working.

    I inverted the 2 Action do :

    Action: do Karma.AdjustForMisconduct?LaunchOnKarmaChanged:true
    Action: do Messages.SendToTarget?message:WE_REQ_ACTIVATE

    is now

    Action: do Messages.SendToTarget?message:WE_REQ_ACTIVATE
    Action: do Karma.AdjustForMisconduct?LaunchOnKarmaChanged:true

    That fixes the problem with diggable graves not spawning their content. Karma adjustment is still working ( -2 )

    RevisionAuthorDate
    r716u6p_alexandre2011-02-23 21:34:22 -0600 (Wed, 23 Feb 2011)

    Fix for BZ 3069 : hate grapple

    pb_logic

    Added a new message in user_education_tooltip : left_rope

    u6p_logic

    replaced the left_grapple by left_rope on mouseover.

    RevisionAuthorDate
    r715jesses2011-02-21 11:30:04 -0600 (Mon, 21 Feb 2011)

    Fix for poison immunity. Wasn't respecting immunity - this required a change to the poison spell, so please test. I tested this with pb_liche and lordbritish_npc - couldn't poison either. I also tested with pb_headless_bully and I was able to poison him. So, both cases should continue to work, and immunity now works. This was a pb change.

    RevisionAuthorDate
    r714jesses2011-02-19 07:40:53 -0600 (Sat, 19 Feb 2011)

    reverting my changes - those changes have been added to u6p. if they had stayed here, they would have broken things.

    RevisionAuthorDate
    r713jesses2011-02-17 22:02:23 -0600 (Thu, 17 Feb 2011)

    backing out most recent changes - that was supposed to be committed to u6 ONLY

    RevisionAuthorDate
    r712jesses2011-02-17 22:00:59 -0600 (Thu, 17 Feb 2011)

    adding functionality to make guards switch from torch to sword when attacking - was somewhat broken and caused performance problems when enabled.

    k_inc_pb_usecode_utils.skrit:

    simply uncommented out the lines that made the usecode calls

    sched_guard.usecode & skrit:

    added support for short swords - turns out not all guards use the same weapon!

    brain_hero.skrit:

    This is the scariest change. I added some code to double-check to see whether we were really attacking something before changing the state to Attacking$. This SEEMS to work. I tested with a bunch of guards and also with monsters, and also with guards attacking monsters and vice-versa. This script no longer spams the sched_guard.usecode by repeatedly taking the guard into and out of attacking mode.

    To test this, I would recommend going through a nice big dungeon and kill everything - see if behavior is different than prior to this change.

    Also, go through town and kill a lot of NPCs, including guards, and compare their behavior between stock 1.0.1 and this change.

    I'm pretty confident in this fix, although there could be special circumstances that I somehow missed. Just warning ya.

    RevisionAuthorDate
    r711jesses2011-02-15 22:06:25 -0600 (Tue, 15 Feb 2011)

    commenting out small thing to eliminate bogus warning (correctly this time)

    RevisionAuthorDate
    r710jesses2011-02-15 22:03:51 -0600 (Tue, 15 Feb 2011)

    commenting out small thing to eliminate bogus warning

    RevisionAuthorDate
    r709jesses2011-02-15 21:39:56 -0600 (Tue, 15 Feb 2011)

    Fixes performance problems - Shad had these lines commented out for good reason. Need to test to see whether they are necessary.

    RevisionAuthorDate
    r708jesses2011-02-10 22:24:58 -0600 (Thu, 10 Feb 2011)

    reverting all changes

    RevisionAuthorDate
    r707jesses2011-02-10 22:24:06 -0600 (Thu, 10 Feb 2011)

    reverting all changes

    RevisionAuthorDate
    r706jesses2011-02-10 22:22:52 -0600 (Thu, 10 Feb 2011)

    reverting all changes

    RevisionAuthorDate
    r705jesses2011-02-10 17:03:33 -0600 (Thu, 10 Feb 2011)

    should have been ints in the formatting

    RevisionAuthorDate
    r704jesses2011-02-10 17:01:24 -0600 (Thu, 10 Feb 2011)

    more debug

    RevisionAuthorDate
    r703jesses2011-02-10 16:33:50 -0600 (Thu, 10 Feb 2011)

    fixing if statement - for testing

    RevisionAuthorDate
    r702jesses2011-02-10 16:30:45 -0600 (Thu, 10 Feb 2011)

    using u6 location info now instead of u5 - for testing

    RevisionAuthorDate
    r701jesses2011-02-10 16:10:18 -0600 (Thu, 10 Feb 2011)

    adding debug code

    RevisionAuthorDate
    r700jesses2011-02-10 16:02:18 -0600 (Thu, 10 Feb 2011)

    trying to fix broken sextant

    RevisionAuthorDate
    r699jesses2011-02-10 15:47:20 -0600 (Thu, 10 Feb 2011)

    fixing typo

    RevisionAuthorDate
    r698jesses2011-02-10 15:44:32 -0600 (Thu, 10 Feb 2011)

    (4:43:24 PM) Me: k, i'm committing fix that will make it so it takes the distance according to 2d
    (4:43:30 PM) Me: it still checks for the gizmos in a sphere
    (4:43:34 PM) Me: just measures the distance differently
    (4:43:49 PM) Me: also, the location in the ; UI is the location according to proximity to the avatar now
    (4:43:54 PM) Me: instead of just the most recent one to stream in
    (4:44:07 PM) Me: so it should be same as sextant usually

    RevisionAuthorDate
    r697jesses2011-02-10 12:32:44 -0600 (Thu, 10 Feb 2011)

    removing my changes. can't debug from here

    RevisionAuthorDate
    r696jesses2011-02-10 12:12:46 -0600 (Thu, 10 Feb 2011)

    sadfasdf

    RevisionAuthorDate
    r695jesses2011-02-09 22:09:05 -0600 (Wed, 09 Feb 2011)

    removing debug message. it's working!

    RevisionAuthorDate
    r694jesses2011-02-09 21:58:25 -0600 (Wed, 09 Feb 2011)

    guards should now equip themselves when you attack them. might not work

    RevisionAuthorDate
    r693jesses2011-02-09 21:29:26 -0600 (Wed, 09 Feb 2011)

    committing debug code for alfie

    RevisionAuthorDate
    r692jesses2011-02-09 20:52:01 -0600 (Wed, 09 Feb 2011)

    gargoyles should now equip swords if they have them

    RevisionAuthorDate
    r691jesses2011-02-09 20:18:07 -0600 (Wed, 09 Feb 2011)

    fixing intermittent crash - probably guards that don't carry torches are causing crashes because the Go is null. added slightly improved check.

    RevisionAuthorDate
    r690jesses2011-02-09 19:50:26 -0600 (Wed, 09 Feb 2011)

    fixes torches not lighting (may have been existing problem)

    RevisionAuthorDate
    r689jesses2011-02-09 19:04:39 -0600 (Wed, 09 Feb 2011)

    optimized guard usecode. entire game should run a lot better in most populated areas now.

    this is one fix towards bug 3077.

    RevisionAuthorDate
    r688jesses2011-02-05 19:08:53 -0600 (Sat, 05 Feb 2011)

    Added new usecode call to test for item with certain membership

    Object.HasMembership?membership:themembership

    Updated the fetch spell usecode to look for the "nofetch" membership

    Tested w/vortex cube template (updated in u6p_logic - separate commit) and tested fine! Fixes bug 2902

    I noticed that there's a ton of code that was hand-added to the fetch spell that was commented out. Compiling the usecode script obviously doesn't re-add that stuff. I don't know why it was there, and removing commented code should be fine. Other file differences were expected and valid. Note that there are some white-space changes that are not significant.

    RevisionAuthorDate
    r687jesses2011-02-02 19:22:31 -0600 (Wed, 02 Feb 2011)

    Fixes bug 3095. Needs independent testing.

    RevisionAuthorDate
    r686shaddock2011-01-20 21:14:50 -0600 (Thu, 20 Jan 2011)

    Putting in the infrastructure for the new U6P Moongate system

    RevisionAuthorDate
    r685shaddock2011-01-06 21:13:53 -0600 (Thu, 06 Jan 2011)

    Added additional checking to make sure the NPC storage component hasn't become invalid for some reason.. this appeared to have happened in a saved game and caused schedules to get stuck.

    RevisionAuthorDate
    r684jesses2011-01-01 18:17:12 -0600 (Sat, 01 Jan 2011)

    fixes bug 2719. Changes:

    added include:
    #include "k_inc_pb_bubble_text"

    added new elseif to catch the noclone case:

    else if (target$.go.common.membership.contains("noclone"))
    {
    // spell should fizzle
    displaySpellCastFloater$("b_pb_sfxt_spl_fizzle",caster$.go.parent.goid);
    setstate Finished$;
    }


    RevisionAuthorDate
    r683jesses2010-11-21 14:45:04 -0600 (Sun, 21 Nov 2010)

    Added functions in Stats.skrit:

    SaveStats
    RestoreStates

    Both take a template name, e.g. npc_gwenno. Sample call:
    Stats.SaveStats?template:npc_gwenno

    These functions are called from the convo_action_queuer when a party member is added or removed. There is one line of code added for each - adding and removing the party member. Very small change.

    These changes were unit-tested by the following:

    1. Load game with Gwenno at level 5 and improved stats.
    2. Spend some mana and ensure that life is not full.
    3. Take screen shot to see current stat levels.
    4. Pause game. This ensures that mana is not gained.
    5. Dump Gwenno from the party and make her go back to Minoc.
    6. Wait for her schedule to reappear and ask her to rejoin.
    7. Pause. Show the stats again and take another screen shot.
    8. Compare. The stats were exactly the same as when you dumped her from the party.

    I also tested initially adding Gwenno for the first time to make sure that doesn't crash. The initial stats were correct and there was no crash. This is expected; there is a check in RestoreStats to make sure it doesn't try to restore stats for a party member if there were none saved.

    This seems to fix 2863 and does not seem to introduce any additional problems. I don't think Laz uses this code so it should not cause any problems there. I would like to see some additional testing for this fix, although my confidence on this is high.

    RevisionAuthorDate
    r682shaddock2010-10-11 22:30:24 -0500 (Mon, 11 Oct 2010)

    Merging 1.01 Changes into britannia_logic

    RevisionAuthorDate
    r681shaddock2010-06-29 18:00:18 -0500 (Tue, 29 Jun 2010)

  • fixes issue of the Avatar not being recognized as such during teleportation, causing equip penalties to be applied (tested)
    RevisionAuthorDate
    r680shaddock2010-06-27 22:14:20 -0500 (Sun, 27 Jun 2010)

    Modified boat gizmo
  • will check for token or deed, not both
  • launches a tutorial tip on first use
    RevisionAuthorDate
    r679shaddock2010-06-27 22:09:16 -0500 (Sun, 27 Jun 2010)

  • modified DisplayTutorialTip to return a true or false indicating whether the tip was fired.
    RevisionAuthorDate
    r678shaddock2010-06-27 21:13:36 -0500 (Sun, 27 Jun 2010)

  • updated sextant and world map to auto-switch to "normal view" when used.
    RevisionAuthorDate
    r677shaddock2010-06-26 15:21:40 -0500 (Sat, 26 Jun 2010)

    Updated comments in NPC.ApplyShopDiscount

    RevisionAuthorDate
    r676shaddock2010-06-26 15:21:00 -0500 (Sat, 26 Jun 2010)

    Renamed SetShopDiscount to ApplyShopDiscount. SetShopDiscount was never being used, but ApplyShopDiscount was and it didn't exist. Budo and Hermoine should be affected.

    RevisionAuthorDate
    r675jesses2010-06-25 23:04:14 -0500 (Fri, 25 Jun 2010)

    Fix to CheckPlayerLevel - was always returning true if not using upto param. Was setting the "high$" to the wrong variable.

    RevisionAuthorDate
    r674jesses2010-06-25 22:21:27 -0500 (Fri, 25 Jun 2010)

    workaround for bug 2741. for now, if you cast on a door, the spell will fizzle. you WILL lose reagents; ideally we would prevent that. maybe we can put a more effective fix in for 1.1, but for now at least we have removed a cheat.

    also, currently vanish does not work on chests, because they are actors.

    RevisionAuthorDate
    r673ozzy2010-06-21 22:03:28 -0500 (Mon, 21 Jun 2010)

    Fixing bug 2715 (compendium flashing)

    Also commented out a flag that would allow you to see all the maps by setting one variable.


    RevisionAuthorDate
    r672wyrdweb2010-06-21 21:49:05 -0500 (Mon, 21 Jun 2010)

    Adjusted pricing for sextant.

    RevisionAuthorDate
    r671wyrdweb2010-06-21 19:04:47 -0500 (Mon, 21 Jun 2010)

    Added u6p price for swamp boots.

    RevisionAuthorDate
    r670shaddock2010-06-19 21:31:19 -0500 (Sat, 19 Jun 2010)

  • adjusting some timings to see if the steal logic gets fired if you try to use an "owned" knowledge scroll before closing the chest UI.
    RevisionAuthorDate
    r669u6p_alexandre2010-06-19 09:01:33 -0500 (Sat, 19 Jun 2010)

    pb_logic fix, footlockers were using ice prefic instead of glb now.

    RevisionAuthorDate
    r668u6p_alexandre2010-06-19 08:57:22 -0500 (Sat, 19 Jun 2010)

    New mesh and anim for footlockers. Now all chest like containers are animated.

    RevisionAuthorDate
    r667u6p_alexandre2010-06-17 13:04:34 -0500 (Thu, 17 Jun 2010)

    Replacing DS long trunks chests by new animated ones. Fully tested.

    RevisionAuthorDate
    r666ozzy2010-06-16 10:10:45 -0500 (Wed, 16 Jun 2010)

    Polishing the fix for bug 2481

    RevisionAuthorDate
    r665ozzy2010-06-15 12:42:37 -0500 (Tue, 15 Jun 2010)

    Minor update to bug 2481 fix.
    (Tutorial tip can also be closed using Escape key. Added code to handle this)

    RevisionAuthorDate
    r664ozzy2010-06-15 12:21:09 -0500 (Tue, 15 Jun 2010)

    Fixing bug 2481

    RevisionAuthorDate
    r663shaddock2010-06-14 21:40:18 -0500 (Mon, 14 Jun 2010)

  • modified pb_item component to allow you to specify any world tip to fire on pickup. Use:
    pb_item:tip_to_fire_on_pickup = "tip_map_sextant";


    for example

    RevisionAuthorDate
    r662shaddock2010-06-14 21:34:02 -0500 (Mon, 14 Jun 2010)

  • updated Journal logging logic for journal compilation routines
  • updated spell.skrit to check to see if the caster is a britannia_player and if they are charmed. If they are charmed, then fizzle the spell.
    RevisionAuthorDate
    r661ozzy2010-06-14 14:44:46 -0500 (Mon, 14 Jun 2010)

    Trying to solve bug 2481 the simple way

    RevisionAuthorDate
    r660ozzy2010-06-14 13:37:10 -0500 (Mon, 14 Jun 2010)

    Adding parameter that allows you to 'convince' the Compendium logic to allow duplicate item descriptions.

    RevisionAuthorDate
    r659jesses2010-06-13 12:05:47 -0500 (Sun, 13 Jun 2010)

    adding event console for full-screen laptops (tested, tweaked, etc.)

    RevisionAuthorDate
    r658wyrdweb2010-06-10 18:25:26 -0500 (Thu, 10 Jun 2010)

    oops, had an extra ";

    RevisionAuthorDate
    r657wyrdweb2010-06-10 17:24:02 -0500 (Thu, 10 Jun 2010)

    Adjusting some commerce pricing, adding some missing markets. Adding sale item (Cove Map) for Jostin.

    RevisionAuthorDate
    r656u6p_alexandre2010-06-09 19:09:59 -0500 (Wed, 09 Jun 2010)

    Fixing bookshelves only for U6P

    RevisionAuthorDate
    r655u6p_alexandre2010-06-09 13:30:31 -0500 (Wed, 09 Jun 2010)

    Supressing bookcase anim.

    RevisionAuthorDate
    r654wyrdweb2010-06-08 20:11:51 -0500 (Tue, 08 Jun 2010)

    Fixes for 2421.

    RevisionAuthorDate
    r653ozzy2010-06-08 16:36:34 -0500 (Tue, 08 Jun 2010)

    Polishing clothmap UI:
    - clothmap UI will now always show the last viewed map when opened (except if it is opened by locate spell)
    - added white background to 'enter pin name' editbox. It is shown only if you set a darker color for the text.

    RevisionAuthorDate
    r652u6p_alexandre2010-06-08 13:30:21 -0500 (Tue, 08 Jun 2010)

    Logic for closing chest 04

    RevisionAuthorDate
    r651jesses2010-06-07 21:21:42 -0500 (Mon, 07 Jun 2010)

    forgot to commit this. auto expiration fix.

    RevisionAuthorDate
    r650shaddock2010-06-07 20:51:31 -0500 (Mon, 07 Jun 2010)

    Updated the teleport system to run pseudo-sequentially. The next party member will start teleporting once the previous one has reconstituted on the other side and started the cleanup phase. The fade in will also be triggered only after the last party member has teleported.

    PLEASE TEST THIS AS MUCH AS POSSIBLE. Test Death, Help, and Orbing.

    Make sure that gold looks good and party order looks good after teleporting.

    RevisionAuthorDate
    r649shaddock2010-06-07 20:35:10 -0500 (Mon, 07 Jun 2010)

  • adding another check for sleepers attached to non-functioning schedules. PLEASE TEST!
    RevisionAuthorDate
    r648shaddock2010-06-05 23:19:36 -0500 (Sat, 05 Jun 2010)

    select the avatar first for the help spell.

    for teleporting, I've started looking at an omni version of the teleport sequence, but it breaks the fades and a bunch of stuff currently, so I'm not committing.

    RevisionAuthorDate
    r647jesses2010-06-05 23:18:09 -0500 (Sat, 05 Jun 2010)

    setting lazeena's clothes to have no restrictions! thanks shad!

    RevisionAuthorDate
    r646jesses2010-06-05 23:01:25 -0500 (Sat, 05 Jun 2010)

    lazeena's special robe and shoes

    RevisionAuthorDate
    r645ozzy2010-06-04 23:37:38 -0500 (Fri, 04 Jun 2010)

    Fixing bug 2661

    RevisionAuthorDate
    r644ozzy2010-06-02 19:00:36 -0500 (Wed, 02 Jun 2010)

    Fixing bug 2561

    RevisionAuthorDate
    r643ozzy2010-06-02 17:10:20 -0500 (Wed, 02 Jun 2010)

    Added a different way to make 'ammo boomerang' invisible on collision.

    RevisionAuthorDate
    r642ozzy2010-06-01 15:23:20 -0500 (Tue, 01 Jun 2010)

    Fixing bug 2641

    RevisionAuthorDate
    r641ozzy2010-06-01 10:55:06 -0500 (Tue, 01 Jun 2010)

    Fixing bug 2513

    RevisionAuthorDate
    r640ozzy2010-05-30 15:46:57 -0500 (Sun, 30 May 2010)

    Fixing bug 2637

    RevisionAuthorDate
    r639jesses2010-05-30 00:10:50 -0500 (Sun, 30 May 2010)

    fixes button - now shows "translate" label

    RevisionAuthorDate
    r638ozzy2010-05-27 17:56:20 -0500 (Thu, 27 May 2010)

    Fixing bug 2481

    RevisionAuthorDate
    r637ozzy2010-05-26 01:51:05 -0500 (Wed, 26 May 2010)

    Protection spell will now reduce the damage of enemy spells for 80% (this includes the slime, acid slug and gray ooze attacks, which are technically considered as spells)

    RevisionAuthorDate
    r636ozzy2010-05-25 19:56:10 -0500 (Tue, 25 May 2010)

    Protection spell now reduces the chances of armor and weapon corrosion

    RevisionAuthorDate
    r635ozzy2010-05-25 18:04:37 -0500 (Tue, 25 May 2010)

    Removed the line of sight requirement from Awaken spell (per general opinion - bug 2627)

    RevisionAuthorDate
    r634ozzy2010-05-22 00:34:50 -0500 (Sat, 22 May 2010)

    Moved templates of protection potion and protection scroll to separate files, so that we can override them in u6p_logic.

    RevisionAuthorDate
    r633ozzy2010-05-21 11:50:53 -0500 (Fri, 21 May 2010)

    Trying to fix bug 2620.

    RevisionAuthorDate
    r632ozzy2010-05-18 18:20:53 -0500 (Tue, 18 May 2010)

    Minor fix for fire immunity (protection spell) - warning was popping when an enemy walked into a fire field ...

    RevisionAuthorDate
    r631ozzy2010-05-14 14:51:20 -0500 (Fri, 14 May 2010)

    Fixing bug 2541. The slime spell was causing spellcasting enemies to drop spell book when changed to slime ...

    Shad: There was some really old code in there (Rules.DamageGo... (line 97)). Just changed that line to DamageActor$ and it seems to work. Can you take a peek, just to make sure this doesn't break anything.

    RevisionAuthorDate
    r630ozzy2010-05-14 11:17:49 -0500 (Fri, 14 May 2010)

    World map UI update:
  • you can now choose between 10 different colors for the pin text (per request on the forums)
    RevisionAuthorDate
    r629shaddock2010-05-09 20:40:02 -0500 (Sun, 09 May 2010)

  • added logic to reduce the # of warnings in event console
  • added experimental logic to try to fix the lost gold issue.
    RevisionAuthorDate
    r628shaddock2010-05-06 21:28:22 -0500 (Thu, 06 May 2010)

    Giving Mages and Druids a bit of a boost.

    Mages:
    Mana = Int * 2 + Level * 2
    Mana Regen = Level * 2

    Druids:
    Mana = (Int * 2 * 0.75) + (Level * 1.5)
    Mana Regen = Level * 1.5

    Applying these also to the Mage or Druid Avatar (avatar subclass wasn't previously being taken into account)

    RevisionAuthorDate
    r627shaddock2010-05-05 21:40:32 -0500 (Wed, 05 May 2010)

  • make sure tinkers have no mana if using u4 style magic system
    RevisionAuthorDate
    r626shaddock2010-05-05 21:33:07 -0500 (Wed, 05 May 2010)

  • made tk spell write to the console when it fails instead of the screen
  • added a new include file: k_inc_pb_event_console_message_text.skrit that could contain standard console messages. Instead of passing literals to the event console, if we try to make constants and have all calls use the constants instead, then localization *should* only have to override that one file and update the values of the constants for for the event console. It's a thought anyway, let me know what you think.
    RevisionAuthorDate
    r625shaddock2010-05-05 20:47:59 -0500 (Wed, 05 May 2010)

  • more teleport debug
    RevisionAuthorDate
    r624jesses2010-05-04 22:44:41 -0500 (Tue, 04 May 2010)

    updated ocean serpent mob

    RevisionAuthorDate
    r623shaddock2010-05-04 22:41:28 -0500 (Tue, 04 May 2010)

  • adding some debug to the teleportation and moongate system
    RevisionAuthorDate
    r622ozzy2010-05-04 17:23:51 -0500 (Tue, 04 May 2010)

    Added the limit_messages_to_party_members = TRUE; to the template pb_robes_red_01, because it uses we_picked_up/journal_update_items combination.

    These template should be moved to u6p_logic though, because journal_update_items is strictly u6p logic

    RevisionAuthorDate
    r621jesses2010-05-03 23:25:30 -0500 (Mon, 03 May 2010)

    added flags for noclone

    RevisionAuthorDate
    r620wyrdweb2010-05-01 17:01:06 -0500 (Sat, 01 May 2010)

    Upped powder_keg price from 250 to 300.

    RevisionAuthorDate
    r619wyrdweb2010-04-30 15:39:34 -0500 (Fri, 30 Apr 2010)

    Fixed magic helm price.

    RevisionAuthorDate
    r618wyrdweb2010-04-27 11:18:33 -0500 (Tue, 27 Apr 2010)

    Removed identical magic block from Mass Invisibility.

    RevisionAuthorDate
    r617shaddock2010-04-26 21:39:35 -0500 (Mon, 26 Apr 2010)

  • energy wind spell -- modified poison wind spell w/o the poison. After looking at the "wind" spells (poision wind, flame wind, and energy wind), I think they probably have to be re-written. They don't perform well if attacked from all sides.
    RevisionAuthorDate
    r616shaddock2010-04-26 21:21:50 -0500 (Mon, 26 Apr 2010)

    Some spell changes:

  • Resurrect will now set a variable: templatename_zombie = 1 when performing Anju Sermani. I'm not sure we can update the UI portriat though, but we should be able to update the convo portrait...let's discuss.
  • Clone has been changed to no longer be able to be cast upon party members, but you can cast them on monsters/npcs and they will fight for you for 4 minutes. Clone can also copy inventory items unless that inventory item is flagged with a membership of "noclone". I suggest we flag any quest items or high powered items with that. If done in the base template, then all descendant templates will inherit the setting.
  • Mass curse has been updated to be able to be targetted. It is also set to auto-cast and will effect all caster enemies, but if you have your caster set to Hold Fire, then it won't auto cast. That may be what was happening.
  • Telekinesis has been updated to allow casting on levers.
    RevisionAuthorDate
    r615shaddock2010-04-25 20:56:34 -0500 (Sun, 25 Apr 2010)

    -upped range of detect magic, detect trap, and trigger spells to 30m

    RevisionAuthorDate
    r614wyrdweb2010-04-24 22:03:18 -0500 (Sat, 24 Apr 2010)

    Fixed truncated spell description.

    RevisionAuthorDate
    r613shaddock2010-04-23 21:07:06 -0500 (Fri, 23 Apr 2010)

  • re-enabled the drop gold button in the inventory screen
    RevisionAuthorDate
    r612shaddock2010-04-23 20:35:11 -0500 (Fri, 23 Apr 2010)

    two items regarding the teleportation issues:
    1 - am now auto-selecting just the Avatar prior to teleport based upon some forum feedback stating that doing that help things
    2 - added a new chat command: FIX PARTY_ORDER
    which will detect if the avatar is in the 1st position and if not, will auto-save the game and shift the avatar. This may need to be run a couple times to get the Avatar back to position 1.

    this uses a new framework that I put into the chat window accessed by . Type "FIX name" and the skrit file located at:
    global/scripts/fix_.skrit will be executed..no need to be in debug mode. This allows us to distribute "Fix" scripts for different things and then post on the forum the link to a Fixes dsres and the names of the fixes available.

    RevisionAuthorDate
    r611wyrdweb2010-04-23 19:06:05 -0500 (Fri, 23 Apr 2010)

    Updated spell description

    RevisionAuthorDate
    r610wyrdweb2010-04-23 18:59:09 -0500 (Fri, 23 Apr 2010)

    Added answer to question.

    RevisionAuthorDate
    r609wyrdweb2010-04-23 16:04:34 -0500 (Fri, 23 Apr 2010)

    Fixed so you can sell them (Buc's Den get great sell price - everywhere else, so-so).

    RevisionAuthorDate
    r608shaddock2010-03-28 21:51:10 -0500 (Sun, 28 Mar 2010)

  • modify lorebook tooltip to only fire when picked up by a player and not anyone/thing else. Please test.
    RevisionAuthorDate
    r607shaddock2010-03-28 10:46:00 -0500 (Sun, 28 Mar 2010)

  • tuning the teleport system. I wasn't able to reproduce the shifting avatar bug on moongates or orbing, but I did reproduce it when I cast the "Help" spell...this fix resolves that issue. Please test.
    RevisionAuthorDate
    r606shaddock2010-03-21 15:42:09 -0500 (Sun, 21 Mar 2010)

    ok, think I may have found the resurrect dead party member bug keeping Lb and healer's from resurrecting correctly. Please test different scenarios and let me know if all is still well.

    RevisionAuthorDate
    r605shaddock2010-03-20 11:02:18 -0500 (Sat, 20 Mar 2010)

  • this should fix the issue with the spellbook needing to be re-equipped after teleporting
    RevisionAuthorDate
    r604shaddock2010-03-19 20:59:08 -0500 (Fri, 19 Mar 2010)

  • added monster scalers: config_combat_attack_multiplier
    config_combat_defense_multiplier
    config_combat_life_multiplier

    play with these to globally adjust monster stats.

    - made chance to miss more dependent on the monster being attacked dex
    - make sure not to use player no weapon attack calcs when figuring out weapon attack calcs

    RevisionAuthorDate
    r603jesses2010-03-18 00:18:16 -0500 (Thu, 18 Mar 2010)

    added new usecode function AreAllPartyMembersInNodes$

    syntax:
    Party.AreAllPartyMembersInNodes?region:0x00000012§ion:1&level:2&object:3

    tested it and it works great!

    going to see if i can use this to fix our balloon leaving people behind issue

    RevisionAuthorDate
    r602jesses2010-03-14 21:18:57 -0500 (Sun, 14 Mar 2010)

    changed CheckLineOfSight$ to false by default, and lowered default proximity to 16m

    RevisionAuthorDate
    r601aletys2010-02-22 14:55:32 -0600 (Mon, 22 Feb 2010)

    These all work now. I have tested every combination I can think of. Thank heavens for the debug command that lets me change flag states, or I'd still be testing these. Deborah, if you'd like to check them to see if I missed anything ... there are so many combos that I wouldn't be surprised if I missed one.


    RevisionAuthorDate
    r600aletys2010-02-21 21:55:02 -0600 (Sun, 21 Feb 2010)

    Garg beds nearly done. Need some more testing, but mostly working.

    Need: u6p_map
    britannia_logic
    u6p_npc

    I am out of garg winged isle and farmlands east.


    RevisionAuthorDate
    r599wyrdweb2010-02-17 23:23:38 -0600 (Wed, 17 Feb 2010)

    Fixing the example usecode to actually match the usecode. :P

    RevisionAuthorDate
    r598wyrdweb2010-02-17 21:37:36 -0600 (Wed, 17 Feb 2010)

    Cleaning up text and got rid of : in text.

    RevisionAuthorDate
    r597aletys2010-02-17 12:44:52 -0600 (Wed, 17 Feb 2010)

  • Fixed flag conditions for banter_behlem_bed_sleepable; no longer throws errors
  • Fixed "can't sleep here" banter trigger name in party_feedback_banter, from garg_bed to garg_beds to match what is in new camping skrit file from Ozzy. However, still doesn't trigger.
    Need: britannia_logic
    u6p_npc


    RevisionAuthorDate
    r596aletys2010-02-16 20:11:41 -0600 (Tue, 16 Feb 2010)

  • Set up Beh Lem & Nash's Son's beds so party can sleep in them once party has the Amulet of Submission (added token names to bed properties and made it permanent, added garg_bed as the can't use bed skrit in properties)
  • Added inn_token code to Nash's convo and Beh Lem sleepable bed banter and placed banter at entrance to Drax's
  • Fixed problems with Castle Cook's convo and template
  • Added missing portrait and nametag for Castle Cook
  • Moved garg_bed banter from u6p_party_feedback.banter to party_feedback.banter (but it's not triggering in either case)
    Ozzy & Deborah, I can't seem to get the beds to work, nor the feedback banter on those beds to work either. Can you please look at it?

    Need: britannia_logic
    u6p_map
    u6p_art
    u6p_npc


    RevisionAuthorDate
    r595shaddock2010-02-14 21:21:15 -0600 (Sun, 14 Feb 2010)

  • reverting changes to the spellbook being launched by pressing "B".. caused too much instability.
    RevisionAuthorDate
    r594ozzy2010-02-14 09:19:19 -0600 (Sun, 14 Feb 2010)

    Protection spell now also protects from fire fields. (Unless I am mistaken lava damage is also done through fire fields, so it should also be efficient when walking through lava.)


    Also added the new functionality (fire and trap immunity) to protection scroll and protection potion (purple2). As a consequence of applying this to potion, drinking from the fountain of 'protection' will also give the same result.

    RevisionAuthorDate
    r593ozzy2010-02-14 06:22:35 -0600 (Sun, 14 Feb 2010)

    Working on the protection spell:
    - party members should now be immune to all 'proximity trap' while under protection
    - prepared variables for fire immunity. Still researching how to achieve this.

    Shad: Can you take a look at proximity_trap.skrit. I am sending a variable there to a function through GameAuditor and I am not to happy with that. I have an idea how to remove this, but it would require using and multiplying the same code at some places. So, perhaps you will have a better idea ...

    RevisionAuthorDate
    r592ozzy2010-02-14 03:03:47 -0600 (Sun, 14 Feb 2010)

    Fixing the quest coloring on the journal index page. New updates should new be shown with blue color (again).

    RevisionAuthorDate
    r591ozzy2010-02-13 16:08:46 -0600 (Sat, 13 Feb 2010)

    Added new variable named token_is_permanent to bedroll_camping component. This should be set to true for the two 'usable' beds in the Gargoyle realm. (For these two beds the party only needs to get permission once and can then use the beds any time.)

    Also added a function HasValidPermanentRoomToken$ to usecode/library/Inn.skrit.


    We will also have to add a new branch named garg_bed to party_feedback banter. This will be triggered when the party wants to use one of the beds in the Gargoyle realm, but doesn't have permission.

    RevisionAuthorDate
    r590jesses2010-02-08 21:35:30 -0600 (Mon, 08 Feb 2010)

    fancy new elevator gizmo

    RevisionAuthorDate
    r589shaddock2010-02-08 20:00:32 -0600 (Mon, 08 Feb 2010)

  • update to write equip penalties/bonuses to the event console
    RevisionAuthorDate
    r588shaddock2010-02-07 22:05:50 -0600 (Sun, 07 Feb 2010)

  • upping mana regen speed from 1mp/hr to Level mp/hr for spellcasting classes. We actually do have the ability to do this by class if we want.
    RevisionAuthorDate
    r587shaddock2010-02-07 19:07:58 -0600 (Sun, 07 Feb 2010)

    Glass swords and Chaos swords were descending from a DS base sword that required DS equip requirements instead of pb_base_long_sword -- fixed.

    RevisionAuthorDate
    r586shaddock2010-02-06 10:07:06 -0600 (Sat, 06 Feb 2010)

    This should fix the bug where party members were getting lost during a teleport. Note, I've rewritten some large sections of the teleport logic, so this needs some serious testing. Areas affected would be:

  • orbing
  • using moongates
  • NPCs that teleport you somewhere (Geoffrey/Guards)
  • Resurrection by taking a dead body to a healer


    RevisionAuthorDate
    r585jesses2010-02-03 23:24:55 -0600 (Wed, 03 Feb 2010)

    attempt to fix a random crash that was occurring here. doubt it'll help, but i tested it - it doesn't break anything :)

    RevisionAuthorDate
    r584jesses2010-02-02 22:50:22 -0600 (Tue, 02 Feb 2010)

    updated NPC proximity check to default to 20m and require line of sight by default.

    RevisionAuthorDate
    r583shaddock2010-02-01 20:23:35 -0600 (Mon, 01 Feb 2010)

  • dropped distance check for broken moongate nearby from 20m to 12m to try to make sure the player is closer to the moongate circle.
    RevisionAuthorDate
    r582shaddock2010-02-01 20:15:32 -0600 (Mon, 01 Feb 2010)

  • first cut at being able to activate the spellbook by pressing the 'b' key. Note, the way DS works is that you can only do this if your inventory is open, so effectively, pressing 'I' followed by 'B'.
    Please test and let me know how it works

    RevisionAuthorDate
    r581shaddock2010-01-31 20:27:13 -0600 (Sun, 31 Jan 2010)

  • fixed issue with party members having more mana than their max mana allows
    RevisionAuthorDate
    r580shaddock2010-01-31 15:06:07 -0600 (Sun, 31 Jan 2010)

  • added new property use_timers to mob gizmos. This should only be set to true for mob gizmos that are located within 40-50m of a moongate destination, otherwise those mobs will never respawn.
    RevisionAuthorDate
    r579shaddock2010-01-31 09:53:41 -0600 (Sun, 31 Jan 2010)

  • adding some usecode debug to trace class checks and modifiers
  • extended the amount of time between actual player death and when the combat pause activates by a second to make sure the animation completes
  • fixed issue with the "when attacked" combat pause not firing
    RevisionAuthorDate
    r578ozzy2010-01-30 18:48:25 -0600 (Sat, 30 Jan 2010)

    Melee orc fighters should now also drop to the ground when sleep is cast on them.

    RevisionAuthorDate
    r577shaddock2010-01-30 17:43:26 -0600 (Sat, 30 Jan 2010)

  • put in some extra logic to check to see if the sleeping actor is dead before trying to run the wakup animation. This should eliminate zombie creatures.
    RevisionAuthorDate
    r576shaddock2010-01-30 16:57:36 -0600 (Sat, 30 Jan 2010)

  • adding spellcaster skill to avatar and party members
  • requiring spellbook to need the spellcaster skill
    RevisionAuthorDate
    r575shaddock2010-01-29 05:25:56 -0600 (Fri, 29 Jan 2010)

    put in a fix that should resolve the alignment error that is getting thrown when attacking a powder keg.

    RevisionAuthorDate
    r574ozzy2010-01-28 17:24:32 -0600 (Thu, 28 Jan 2010)

    Fixing bug 1426 (Red and Blue Gates conflicts) - for using the orb you will also need to update u6p_logic


    RevisionAuthorDate
    r573ozzy2010-01-28 14:18:51 -0600 (Thu, 28 Jan 2010)

    Fixing bug 2169 (oil flasks do no harm to evil guards) - changed the damage of oil flasks

    RevisionAuthorDate
    r572ozzy2010-01-28 13:52:50 -0600 (Thu, 28 Jan 2010)

    Equipping PB orc 'archers' with slings

    RevisionAuthorDate
    r571ozzy2010-01-28 13:14:00 -0600 (Thu, 28 Jan 2010)

    Trying to fix bug 2166 (Mimics aren't attacking anymore)

    RevisionAuthorDate
    r570jesses2010-01-27 21:35:48 -0600 (Wed, 27 Jan 2010)

    forgot to commit this. added ability to delete itself after it evaluates to true and fires.

    RevisionAuthorDate
    r569shaddock2010-01-27 19:53:37 -0600 (Wed, 27 Jan 2010)

  • updated all references to WorldTime.SecondsElapsed to use WorldTime.Time instead. This was being used in the static item enabler and schedule system.
  • updated Murder karma event so that it behaves appropriately.
  • fixed issue with assault karma hit getting applied on every hit instead of the first time only. it will reset after 90 seconds so when you attack someone else after it will apply again. You should only get dinged for 1 assault hit if you start a brawl but don't kill anyone. Murder, however, applies every time you kill someone.
    RevisionAuthorDate
    r568ozzy2010-01-26 17:52:25 -0600 (Tue, 26 Jan 2010)

    Added new variable named force_staying_alive to britannia_actor that we need for handling wisps

    RevisionAuthorDate
    r567ozzy2010-01-25 15:54:48 -0600 (Mon, 25 Jan 2010)

    Fixing bug 1642 (boat sails are transparent)
    Set cam_fade_alpha to 230 in boat_mover template

    RevisionAuthorDate
    r566ozzy2010-01-25 12:54:02 -0600 (Mon, 25 Jan 2010)

    Fixing bug 820 (Avatar does not show when under effect of sleep in the player UI)


    RevisionAuthorDate
    r565ozzy2010-01-25 10:16:37 -0600 (Mon, 25 Jan 2010)

    Fixing bug 417 (humming in Avatar's room after orbing to Throne room)

    RevisionAuthorDate
    r564ozzy2010-01-23 17:57:07 -0600 (Sat, 23 Jan 2010)

    Small update to the 'display karma' functionality. If you have the ';' console UI open and you change the setting the response will now be immediate. No need to close and reopen the console UI.

    RevisionAuthorDate
    r563shaddock2010-01-23 09:11:33 -0600 (Sat, 23 Jan 2010)

  • turning off the special weapon/armor equip requirments in PB so Laz is not broken by it
    RevisionAuthorDate
    r562ozzy2010-01-22 15:31:54 -0600 (Fri, 22 Jan 2010)

    Added variable to spell.skrit with which we can control the size of the area that is checked for enemies (to be in use with the can_cast_when_enemies_near=false)

    RevisionAuthorDate
    r561ozzy2010-01-22 13:07:52 -0600 (Fri, 22 Jan 2010)

    Making battle music system more modular. This way the set of 'problematic' moods can be easily overridden.

    RevisionAuthorDate
    r560ozzy2010-01-21 17:22:40 -0600 (Thu, 21 Jan 2010)

    Trying to fix the battle music system using the brute force method.

    We need to create a list of all the moods that have 'sun' block (did that already). Now, whenever the battle is started the system checks if the currently active mood is one of the 'problematic moods'. In that case the system does nothing. Otherwise the battle music starts playing ...

    RevisionAuthorDate
    r559ozzy2010-01-21 13:24:01 -0600 (Thu, 21 Jan 2010)

    I f... up the Jump to details button functionality in the Journal UI when I improved the 'tabbing'
    This fixes it.

    RevisionAuthorDate
    r558wyrdweb2010-01-21 13:02:46 -0600 (Thu, 21 Jan 2010)

    Fixed swinging party. (sorry, couldn't resist the joke) :D

    RevisionAuthorDate
    r557jesses2010-01-21 10:03:12 -0600 (Thu, 21 Jan 2010)

    Party.x now defaults to 20m range, and requires line of sight for proximity checks. if this passes testing, i will apply similar checks to the NPC.x usecode calls (and possibly others).

    RevisionAuthorDate
    r556shaddock2010-01-20 20:28:24 -0600 (Wed, 20 Jan 2010)

  • added routine in the Journal logging to escape embedded quotes in Compendium Entry logging
    RevisionAuthorDate
    r555shaddock2010-01-20 19:05:31 -0600 (Wed, 20 Jan 2010)

  • added new config variable: config_mob_generator_upper_limit_monsters which will override the max spawn count in the mob generators if the max spawn count is > than this value. Not set in PB.
    RevisionAuthorDate
    r554jesses2010-01-20 18:36:12 -0600 (Wed, 20 Jan 2010)

    commenting out my debug stuff

    RevisionAuthorDate
    r553jesses2010-01-20 15:00:41 -0600 (Wed, 20 Jan 2010)

    more clear debug

    RevisionAuthorDate
    r552jesses2010-01-20 14:51:48 -0600 (Wed, 20 Jan 2010)

    more test code for flerida

    RevisionAuthorDate
    r551jesses2010-01-20 13:48:57 -0600 (Wed, 20 Jan 2010)

    committing additional debug

    RevisionAuthorDate
    r550jesses2010-01-20 13:24:02 -0600 (Wed, 20 Jan 2010)

    debug for flerida

    RevisionAuthorDate
    r549jesses2010-01-19 22:40:11 -0600 (Tue, 19 Jan 2010)

    removing test usecode function, adding shad's recommended fix to karma usecode system

    RevisionAuthorDate
    r548jesses2010-01-19 22:07:19 -0600 (Tue, 19 Jan 2010)

    committing changes for testing

    RevisionAuthorDate
    r547jesses2010-01-19 21:10:54 -0600 (Tue, 19 Jan 2010)

    testing something for deborah.

    RevisionAuthorDate
    r546shaddock2010-01-19 17:59:09 -0600 (Tue, 19 Jan 2010)

    bz2356 - changes {pm} cast {spell} to {pm} casts {spell}

    RevisionAuthorDate
    r545shaddock2010-01-18 18:52:27 -0600 (Mon, 18 Jan 2010)

  • Added new usecode function: Classes.IsOneOf which will accept a list of classes to check against
    RevisionAuthorDate
    r544shaddock2010-01-18 17:45:05 -0600 (Mon, 18 Jan 2010)

    Updated Log Writing routine for AddHeading

    RevisionAuthorDate
    r543ozzy2010-01-18 15:46:41 -0600 (Mon, 18 Jan 2010)

    Work on the Journal UI:
  • fixed the issue where compendium was showing empty categories and empty showings.
    Flerida: Please test this if everything works ok.

    Shad: I had to make a change to the function Compendium_AddHeading$ in usecode/library/Journal.skrit (line 395). You'll have to fix the output to your logging system accordingly. But perhaps Flerida should test the system first ...

    RevisionAuthorDate
    r542jesses2010-01-17 21:49:04 -0600 (Sun, 17 Jan 2010)

    updated properties - set invincible flag permanently in template, scaled down size.

    RevisionAuthorDate
    r541shaddock2010-01-17 19:29:44 -0600 (Sun, 17 Jan 2010)

  • modified searchable grave karma hit to queue up OnKarmaChanged
    RevisionAuthorDate
    r540shaddock2010-01-17 19:11:02 -0600 (Sun, 17 Jan 2010)

    PERFORMANCE TWEAKS:
  • made enemy check interval NPCs use to determine if they should run or walk a random interval between 1 and 3 seconds so the checks don't pile up at one time (was running every second)
  • When spawning an NPC, register it's goid in the auditordb immediately so that if another schedule gizmo tries to spawn the same npc, it will be aware that one already exists (trying to reduce the doppleganger effect)
  • commented out some unused AI queries in Schedule.skrit. They were being run but didn't do anything and since AI queries are expensive, they should be removed.
  • tweaked the EnemiesNearby function to try and eliminate the full frustum scan for enemies every time it's called. Now, it will bail out early on these conditions: -- if the caller is a monster, then assume that there are enemies nearby
    -- run DS native AI checks for monsters nearby and if there is one nearby, return true
    -- if the caller is not a party member, then check to see if the npc is hostile to the hero..if so, return true, if not return false
    -- if the caller is a party member, then run the more intensive enemy check

    Someone please let me know if this helps improve performance somewhat.



    RevisionAuthorDate
    r539shaddock2010-01-17 13:39:32 -0600 (Sun, 17 Jan 2010)

  • modified Karma usecode libary. Now, the OnKarmaChanged banter will not get queued up unless you pass: LaunchOnKarmaChanged:true on the usecode call.
  • Adjusted Karma to queue up the OnKarmaChanged banter if called from a banter or convo
    RevisionAuthorDate
    r538ozzy2010-01-15 17:24:04 -0600 (Fri, 15 Jan 2010)

    Fake Gazer is Fake

    RevisionAuthorDate
    r537jesses2010-01-12 22:33:35 -0600 (Tue, 12 Jan 2010)

    added sound effect for equipping item with restrictions

    RevisionAuthorDate
    r536ozzy2010-01-10 10:18:45 -0600 (Sun, 10 Jan 2010)

    Work on the Journal UI:
  • changed font type for some components from Trebuchet to Arrial Narrow because for some quests the quest title was written over the edge of the journal UI.
    RevisionAuthorDate
    r535ozzy2010-01-10 09:16:47 -0600 (Sun, 10 Jan 2010)

    Work on the Journal UI:
  • added Item coloring to the compendium: - New items are colored red in the item list.
    - Updated items are colored blue in the item list.
    - Items that haven't been updated since the user read them are colored black.
    All the new descriptions that have been added to an item (since the user last read it) will be written with blue text.
    The system is pretty much the same as we use for quests.
  • added code that will make the Journal icon flash and trigger a sound when the item is updated in the compendium
  • added a variable with which we can control if Journal flashing is enabled or disabled. (We need this to prevent the Journal icon from flashing during the startup when the compendium is being filled.) Journal flashing is disabled by default. So we need to enable it during the throne room banter (working with Flerida on that).

    Should an event be written to the event console when the item is updated in the compendium? (Obviously not for items that are entered at the startup.)







    RevisionAuthorDate
    r534ozzy2010-01-10 06:16:40 -0600 (Sun, 10 Jan 2010)

    Work on the world map UI:
    - fixed the bug with position marker not showing up at times
    - added the code to easily disable/hide advanced UI (map selection, pins) in the World map UI

    RevisionAuthorDate
    r533jesses2010-01-08 19:21:53 -0600 (Fri, 08 Jan 2010)

    added way to warn users of restrictions on weapons

    RevisionAuthorDate
    r532ozzy2010-01-08 15:13:16 -0600 (Fri, 08 Jan 2010)

    Work on the World map UI:
  • added some UI components for setting the transparency
    RevisionAuthorDate
    r531shaddock2010-01-07 20:45:24 -0600 (Thu, 07 Jan 2010)

  • new equip requirements system. Let me know what you think
    RevisionAuthorDate
    r530ozzy2010-01-07 14:59:47 -0600 (Thu, 07 Jan 2010)

    Work on the World map UI:

  • changed the system so that it stores the pin 'offset' from the center of the screen instead of the offset from the top left corner
    As a result the pins now get positioned correctly even if player changes the resolution during the game.

    Thanks Jesse.

    RevisionAuthorDate
    r529ozzy2010-01-07 13:24:56 -0600 (Thu, 07 Jan 2010)

    Work on the World map UI:
  • position marker and pins should now be in harmony :)
  • position marker will only show up on the World map
    RevisionAuthorDate
    r528ozzy2010-01-07 11:53:35 -0600 (Thu, 07 Jan 2010)

    Work on the Map UI:
  • fixing reported bugs
  • made some minor changes to the UI
    RevisionAuthorDate
    r527shaddock2010-01-05 21:15:09 -0600 (Tue, 05 Jan 2010)

    Adding a property to the use_code component to allow it to only fire if the initiator has a specific skrit component.

    RevisionAuthorDate
    r526shaddock2010-01-03 21:03:49 -0600 (Sun, 03 Jan 2010)

  • added some additional debug to banters to display in the ~ console the trigger that is currently being fired in the banter
    RevisionAuthorDate
    r525shaddock2010-01-03 19:14:31 -0600 (Sun, 03 Jan 2010)

  • make undead susceptible to silver attacks (silver sword)
    RevisionAuthorDate
    r524wyrdweb2010-01-02 21:14:48 -0600 (Sat, 02 Jan 2010)

    Updating item pricing.

    RevisionAuthorDate
    r523wyrdweb2010-01-02 17:48:14 -0600 (Sat, 02 Jan 2010)

    Updating food items in ship holds (had laz cheese in all - swapped out with other pb food we use too).

    RevisionAuthorDate
    r522wyrdweb2010-01-02 12:27:39 -0600 (Sat, 02 Jan 2010)

    Fixed icon for Laz.

    RevisionAuthorDate
    r521jesses2010-01-02 00:58:30 -0600 (Sat, 02 Jan 2010)

    fixing owned flag on magic boomerang.

    RevisionAuthorDate
    r520wyrdweb2010-01-01 16:18:38 -0600 (Fri, 01 Jan 2010)

    For bz 2323.

    RevisionAuthorDate
    r519shaddock2009-12-31 19:09:07 -0600 (Thu, 31 Dec 2009)

  • updated pickpocket spell to recognize when something has been taken from an NPC and not allow it to be pickpocketed twice.
    RevisionAuthorDate
    r518wyrdweb2009-12-29 23:17:43 -0600 (Tue, 29 Dec 2009)

    Updated food item prices.

    RevisionAuthorDate
    r517wyrdweb2009-12-29 03:14:27 -0600 (Tue, 29 Dec 2009)

    Updating market prices.

    RevisionAuthorDate
    r516wyrdweb2009-12-28 19:56:25 -0600 (Mon, 28 Dec 2009)

    Tweaking pricing.

    RevisionAuthorDate
    r515jesses2009-12-27 23:19:42 -0600 (Sun, 27 Dec 2009)

    reverting changes to plate mail, chain coif

    RevisionAuthorDate
    r514jesses2009-12-27 23:17:37 -0600 (Sun, 27 Dec 2009)

    reverting changes

    RevisionAuthorDate
    r513wyrdweb2009-12-27 19:54:37 -0600 (Sun, 27 Dec 2009)

    Adding in clickable barks for dogs and cats.

    RevisionAuthorDate
    r512u6p_alexandre2009-12-25 14:24:42 -0600 (Fri, 25 Dec 2009)

    New fully transparent object (but rendered) for teleporter.

    RevisionAuthorDate
    r511u6p_alexandre2009-12-24 11:24:12 -0600 (Thu, 24 Dec 2009)

    Some changes on hythloth exit teleporter.

    RevisionAuthorDate
    r510jesses2009-12-23 00:25:14 -0600 (Wed, 23 Dec 2009)

    fixes chain coif, plate mail tooltip

    RevisionAuthorDate
    r509jesses2009-12-22 22:10:18 -0600 (Tue, 22 Dec 2009)

    fixes (owned) text problem - this item isn't magic and shouldn't be using the magic block.

    RevisionAuthorDate
    r508u6p_alexandre2009-12-22 02:45:04 -0600 (Tue, 22 Dec 2009)

    Fixing wyrms.

    RevisionAuthorDate
    r507shaddock2009-12-21 20:02:32 -0600 (Mon, 21 Dec 2009)

    disabling karma loss on kill

    RevisionAuthorDate
    r506wyrdweb2009-12-21 00:13:48 -0600 (Mon, 21 Dec 2009)

    Doors will have to use default pic.

    RevisionAuthorDate
    r505u6p_alexandre2009-12-20 21:24:02 -0600 (Sun, 20 Dec 2009)

    Double sized the tanglevines (not touched to lengh). It doesn't break the anim.

    RevisionAuthorDate
    r504wyrdweb2009-12-20 20:18:34 -0600 (Sun, 20 Dec 2009)

    Adding usecode portrait to template.

    RevisionAuthorDate
    r503jesses2009-12-20 12:36:48 -0600 (Sun, 20 Dec 2009)

    added debug line for benches and stuff.

    RevisionAuthorDate
    r502shaddock2009-12-18 17:42:13 -0600 (Fri, 18 Dec 2009)

  • Added Disable Faux NPCs option to debug game options for testing.
    RevisionAuthorDate
    r501shaddock2009-12-18 17:36:26 -0600 (Fri, 18 Dec 2009)

  • trying to tune the schedule system polling logic so it only does things if it absolutely must do them.
  • adding a new config variable that I will probably have to add to the game settings screen: disable_faux_npc_schedules I'm going to have to identify the faux npcs and if this is set to true, then the faux npcs won't get spawned. I'm specifying which npcs are classified as faux npcs within k_inc_pb_custom_config.

    RevisionAuthorDate
    r500shaddock2009-12-18 16:45:22 -0600 (Fri, 18 Dec 2009)

    fixed error with powder keg template

    RevisionAuthorDate
    r499jesses2009-12-17 23:53:35 -0600 (Thu, 17 Dec 2009)

    tweak to ladder system to allow it to be used w/o fading in and out. should NOT break existing ladders; did cursory check, but other ladders should be checked just in case.

    RevisionAuthorDate
    r498shaddock2009-12-17 21:03:46 -0600 (Thu, 17 Dec 2009)

  • Loading Journal and Compendium entries into their own db instead of the default auditordb for performance reasons
    See BZ2264 for details surrounding this

    I'm still seeing some issues, but this seems to help

    RevisionAuthorDate
    r497wyrdweb2009-12-16 23:49:21 -0600 (Wed, 16 Dec 2009)

    Adding usecode portraits. Need pb_art.

    RevisionAuthorDate
    r496ozzy2009-12-15 20:12:17 -0600 (Tue, 15 Dec 2009)

    Working on the Journal UI:

    1) Added checking of the variable pb_journal_UI_enabled to the Journal UI. When the journal is opened it checks the value of this flag. If the value isn't 1 it auto-closes. We use this to prevent the player from opening the journal in the gypsy realm. Flerida already added usecode that sets the flag to 1 to the Throne room banter, so all should be well if you start a new game.

    If you are testing with saved games and the journal doesn's show up, open the game console and enter:
    !i pb_journal_UI_enabled 1
    and try opening the journal UI once again.

    2) Polishing the Journal UI:
  • Added repositioning of the tabs at the top when you switch to a new tab. Looks more natural now.
  • Replaced DS sliders with our 'Journal sliders' in all UI components that have sliders.
  • Removed the unused field 'category' from the Index page and slightly moved few other UI components as a consequence.
  • Added code for navigating between quests (on the Index page) and items (on the Compendium page) with arrow keys. (Per request)



    -

    RevisionAuthorDate
    r495shaddock2009-12-14 20:03:29 -0600 (Mon, 14 Dec 2009)

  • added a new toggle in gameplay settings that will only appear if you are in debug mode:
    "Enable Alternate Schedule Polling System"

    This will be available in dsmod, and in retail if in debug mode. The schedule system will use the normal mode by default, but I'd like everyone to test this mode to see if there are issues as it appears to improve performance some.

    RevisionAuthorDate
    r494shaddock2009-12-13 22:54:20 -0600 (Sun, 13 Dec 2009)

  • ok, this is a highly experimental change to the schedule system, so definitely let me know if you see any issues.
    Basically, what I've done is instead of having ALL schedule start gizmos poll every 10 seconds, they will instead determine how far it is until their schedule start and then set one timer event to get them there (so, poll for 200 seconds if it's that long until they need to start).

    This may really cause some issues because I don't know how they will handle on enter/exit frustum, so it's very possible that schedules may not start on time, etc.

    Let me know any issues you run into with this.

    RevisionAuthorDate
    r493wyrdweb2009-12-13 17:13:07 -0600 (Sun, 13 Dec 2009)

    Added new rabid dog template and added it to the rabid dog mob generator. Need pb_art.

    RevisionAuthorDate
    r492ozzy2009-12-13 11:54:22 -0600 (Sun, 13 Dec 2009)

    Added state check to spells 'Light' and 'Great Light'. This prevents multicasting.

    RevisionAuthorDate
    r491wyrdweb2009-12-12 15:54:08 -0600 (Sat, 12 Dec 2009)

    Adding base for fairy, adding usecode portraits into templates.

    RevisionAuthorDate
    r490jesses2009-12-12 01:05:38 -0600 (Sat, 12 Dec 2009)

    new usecode function - Flag.SetFlags

    Action: do Flag.SetFlags?disable:britain_banter_enabled&enable:britain_banter_enabled,minoc_banter_enabled

    disable overrides enable. disable = 0, enable = 1

    RevisionAuthorDate
    r489wyrdweb2009-12-11 20:17:28 -0600 (Fri, 11 Dec 2009)

    Updating templates for usecode portraits.

    RevisionAuthorDate
    r488shaddock2009-12-11 19:05:54 -0600 (Fri, 11 Dec 2009)

    another syntax error...sheesh

    RevisionAuthorDate
    r487shaddock2009-12-11 19:04:58 -0600 (Fri, 11 Dec 2009)

    fixed syntax error in game options screen

    RevisionAuthorDate
    r486shaddock2009-12-11 18:29:45 -0600 (Fri, 11 Dec 2009)

  • added option to game options to disable mob scaling
  • re-enabled the set speed to 10x in retail
    RevisionAuthorDate
    r485shaddock2009-12-11 18:16:33 -0600 (Fri, 11 Dec 2009)

  • tweaking to turn off respawning timer in the mob gizmo. Respaws should now be handled by leaving and entering frustum which should reduce the situation where spawns respawn right in front of you.
    RevisionAuthorDate
    r484shaddock2009-12-11 18:12:54 -0600 (Fri, 11 Dec 2009)

    set karma to 0 when armageddon is cast

    RevisionAuthorDate
    r483jyte2009-12-11 14:06:39 -0600 (Fri, 11 Dec 2009)

  • new event console resolution
    RevisionAuthorDate
    r482shaddock2009-12-10 22:53:08 -0600 (Thu, 10 Dec 2009)

  • tuning the way the ";" panel looks when not in debug mode
    RevisionAuthorDate
    r481shaddock2009-12-10 22:31:10 -0600 (Thu, 10 Dec 2009)

  • discovered issue with Journal system updating karma from within a banter. It would try to fire off an OnKarmaChanged banter which would kill the current banter
  • in gameplay settings screen I'm hiding DSMod specific checkboxes in retail mode
  • Added "Display Karma Counter" option in gameplay settings
  • Made Karma display hidden as the default. Players can turn it on in the settings
  • hiding a bunch of controls in the ";" panel unless the player is in debug mode ( works in dsmod and retail )
    RevisionAuthorDate
    r480wyrdweb2009-12-10 00:58:36 -0600 (Thu, 10 Dec 2009)

    Updating templates for usecode portraits.

    RevisionAuthorDate
    r479shaddock2009-12-09 20:59:51 -0600 (Wed, 09 Dec 2009)

    Think I identified what was happening with the lorebooks. The OnReadScript was getting fired off before the LoreKey was getting set, so the script didn't know what the lorekey was the first time it went through

    RevisionAuthorDate
    r478shaddock2009-12-09 20:11:46 -0600 (Wed, 09 Dec 2009)

    tweaking notify attacker of death logic

    RevisionAuthorDate
    r477shaddock2009-12-09 20:00:05 -0600 (Wed, 09 Dec 2009)

  • think I've isolated why certain creatures continue attacking even when the target is dead. It appears that this is isolated to the u6p and laz creatures, but this should fix it. please test.
    RevisionAuthorDate
    r476shaddock2009-12-09 19:56:15 -0600 (Wed, 09 Dec 2009)

  • Awaken spell can now be cast on Avatar
  • Greater Daemon no longer throws errors
    RevisionAuthorDate
    r475shaddock2009-12-09 15:55:33 -0600 (Wed, 09 Dec 2009)

    fixing an error with poison immunity

    RevisionAuthorDate
    r474shaddock2009-12-09 07:54:43 -0600 (Wed, 09 Dec 2009)

    had to change cats to not attack enemies on sight. All ambients are enemies with everyone, which explains why they were attacking the party

    RevisionAuthorDate
    r473shaddock2009-12-08 22:40:01 -0600 (Tue, 08 Dec 2009)

  • make sure clickable barks deactivate when creature dies
    RevisionAuthorDate
    r472wyrdweb2009-12-08 18:12:00 -0600 (Tue, 08 Dec 2009)

    Adding portrait usecode blocks for containers and items.

    RevisionAuthorDate
    r471shaddock2009-12-08 17:24:49 -0600 (Tue, 08 Dec 2009)

  • make sure poisoned sleepers don't heal
  • make sure night watchman doesn't heal
    RevisionAuthorDate
    r470shaddock2009-12-08 16:52:10 -0600 (Tue, 08 Dec 2009)

  • added a config variable to allow for disabling mob generator scaling based upon party size
    RevisionAuthorDate
    r469shaddock2009-12-08 16:39:51 -0600 (Tue, 08 Dec 2009)

    fixed issue with players not causing damage with some spells if they have hold_fire selected

    RevisionAuthorDate
    r468ozzy2009-12-08 15:10:00 -0600 (Tue, 08 Dec 2009)

    Liches can now be attacked with ranged weapons (bug 1430).

    The pb_liche was missing a bone_translator block. Copied the data from the DS template base_wraith that uses the same model.

    RevisionAuthorDate
    r467ozzy2009-12-08 11:15:29 -0600 (Tue, 08 Dec 2009)

    Fixed the issue with leveling at the shrines. Level 8 was unreachable.

    RevisionAuthorDate
    r466shaddock2009-12-07 22:10:58 -0600 (Mon, 07 Dec 2009)

    tuning use_code so that event based usecode messages can call scripts as well as branches

    RevisionAuthorDate
    r465shaddock2009-12-07 21:34:08 -0600 (Mon, 07 Dec 2009)

    reverting change to potion logic...it broke stuff.

    RevisionAuthorDate
    r464shaddock2009-12-07 21:10:22 -0600 (Mon, 07 Dec 2009)

  • added a new usecode that will get fired off when a game is loaded from a previous save: OnPostRestoreGame.usecode
  • added: Flag.EQFloat
    RevisionAuthorDate
    r463shaddock2009-12-07 20:00:43 -0600 (Mon, 07 Dec 2009)

    Protection spell, scroll, and potion now give additional protections from:
  • swamp gas
  • poison attacks
  • poison traps
  • poison fields
  • poison foods/potions
    In addition, if poisoned, a player under a protection spell will not take poison damage if they are already poisoned (until the spell expires)

    RevisionAuthorDate
    r462shaddock2009-12-07 18:28:28 -0600 (Mon, 07 Dec 2009)

    modified potion system to allow both right click potion actions as well as right click usecode events to fire...I don't know why it wasn't allowing both, so there might be a reason somewhere that I can't recall...still researching. If someone sees strange behavior with right click potions or usecode, let me know

    RevisionAuthorDate
    r461shaddock2009-12-06 21:58:16 -0600 (Sun, 06 Dec 2009)

  • modified spell_pb_summon to give you the option to not allow it to fail
  • updated spells usecode to cast a scroll
    RevisionAuthorDate
    r460jesses2009-12-06 19:57:25 -0600 (Sun, 06 Dec 2009)

    updated caltrop effects. no longer explodes when you step on them. will just leave a pool of blood briefly and a little bit of red sparkles. plus it actually makes the character bleed, so yay.

    RevisionAuthorDate
    r459u6p_alexandre2009-12-06 19:25:29 -0600 (Sun, 06 Dec 2009)

    Fixing weapons and armors templates.

    RevisionAuthorDate
    r458jesses2009-12-06 13:41:18 -0600 (Sun, 06 Dec 2009)

    better boomerang effect, although it throws a lot of errors. :(

    RevisionAuthorDate
    r457jesses2009-12-06 12:45:15 -0600 (Sun, 06 Dec 2009)

    magic boomerangs now in game!

    RevisionAuthorDate
    r456shaddock2009-12-06 11:58:24 -0600 (Sun, 06 Dec 2009)

    moved templat: codex_status into pb_shrines

    RevisionAuthorDate
    r455shaddock2009-12-06 10:22:31 -0600 (Sun, 06 Dec 2009)

    fixed elder white wyrm sfx errors

    RevisionAuthorDate
    r454jesses2009-12-06 00:21:20 -0600 (Sun, 06 Dec 2009)

    okay - i took a crack at this; for some reason, the pb_customizable_magic_boomerang isn't getting created; very odd. this is causing pb_magic_boomerang to fail to specialize it; i commented out that line. shad, do you think you could quickly see if i'm doing something blatantly wrong here? i don't see anything....

    RevisionAuthorDate
    r453jesses2009-12-05 22:10:15 -0600 (Sat, 05 Dec 2009)

    bug 1751 fixed.

    Bug in convo API. If you use +all when there was nothing removed by -all, it will insert a blank item when it tries to restore the items. Now prevents it from adding any blank lines.

    RevisionAuthorDate
    r452shaddock2009-12-05 20:45:16 -0600 (Sat, 05 Dec 2009)

    fixed summoned daemon bone errors

    RevisionAuthorDate
    r451shaddock2009-12-05 20:44:28 -0600 (Sat, 05 Dec 2009)

  • fixed daemon bone errors. The death sfx that was being used was trying to reference bones that the mesh didn't contain
    RevisionAuthorDate
    r450shaddock2009-12-05 20:17:32 -0600 (Sat, 05 Dec 2009)

  • this should make it so that monsters stop tracking invisible party members like a compass. Please test.
    RevisionAuthorDate
    r449shaddock2009-12-05 12:54:00 -0600 (Sat, 05 Dec 2009)

  • commenting out the jat_guard=jat_none; line in pb_corpser
    RevisionAuthorDate
    r448shaddock2009-12-05 10:33:02 -0600 (Sat, 05 Dec 2009)

    renaming .txt files to .usecode files in PB

    RevisionAuthorDate
    r447shaddock2009-12-05 10:30:02 -0600 (Sat, 05 Dec 2009)

  • renamed bloodletting_knife.txt to bloodletting_knife.usecode
  • usecode menu portraits can now be set in two ways - in the template, populate: use_code:usecode_menu_icon with the texture to display
    - or in the usecode, do: Action: do Convo.SetUsecodeImage


    Note! We need a default usecode portrait to display other than the gypsy woman in the event that there is not a usecode portrait defined.

    RevisionAuthorDate
    r446shaddock2009-12-04 20:13:47 -0600 (Fri, 04 Dec 2009)

  • added additional logic to alignment utils so that when a faction is made hostile to the party, the person that made the faction hostile will scan around and notify anyone else in the area that there is an enemy nearby.
    RevisionAuthorDate
    r445shaddock2009-12-04 18:38:17 -0600 (Fri, 04 Dec 2009)

  • wired back in the OnKarmaChanged events and added specific events that get fired off for stealing, assault, murder, and misconduct. Please report any issues as these have not been firing off in prior milestones.
    RevisionAuthorDate
    r444shaddock2009-12-03 19:51:56 -0600 (Thu, 03 Dec 2009)

  • added ability to turn on logging to dump out all journal calls to the DSMod log file . When logging is turned on, the actual skrit commands that the journal system uses will be written to the log to be copied and pasted into it's own skrit file (call it a poor man's journal compiler)
    RevisionAuthorDate
    r443ozzy2009-12-03 00:54:08 -0600 (Thu, 03 Dec 2009)

    Work on the journal UI:
    - fixed the issue with the blank category line when opening the compendium
    - fixed a minor graphic glitch in the compendium

    RevisionAuthorDate
    r442u6p_alexandre2009-12-02 20:37:12 -0600 (Wed, 02 Dec 2009)

    BZ 521

    RevisionAuthorDate
    r441jesses2009-12-02 19:00:54 -0600 (Wed, 02 Dec 2009)

    made so, in theory, you can set the npc portrait in the usecode UI

    RevisionAuthorDate
    r440wyrdweb2009-12-02 17:53:07 -0600 (Wed, 02 Dec 2009)

    Updated bloodletting template for new gui icons.

    Trying to make the portraits show in the usecode UI, but no matter what I do - nothing. Shad, you have any ideas?

    RevisionAuthorDate
    r439ozzy2009-12-02 17:00:02 -0600 (Wed, 02 Dec 2009)

    Work on the Clothmap UI:
    - added the 'Delete pin' button to the pin edit dialog box

    RevisionAuthorDate
    r438wyrdweb2009-12-02 16:11:37 -0600 (Wed, 02 Dec 2009)

    I tweaked the description of the bloodletting knife.

    RevisionAuthorDate
    r437ozzy2009-12-02 15:41:25 -0600 (Wed, 02 Dec 2009)

    Work on the World map UI:
    - The pins for each map are new independent. You can put up to 200 pins on each map.
    - Added the code for deleting a pin. (To delete a pin: Right click on the existing pin icon. The UI for entering the pin name should pop up with the pin name shown in the edit box. Delete the text and press OK. The pin should now disappear from the map).
    - Added a button for deleting all pins on the (currently shown) map. You also get a confirmation dialog before the actual deletion procedure :)

    Does anybody have time to play around and test this?
    I would also be very fond of some info about the pin behavior in higher resolutions (I am testing in 1024x768).

    RevisionAuthorDate
    r436u6p_alexandre2009-11-28 19:11:34 -0600 (Sat, 28 Nov 2009)

    Adjusting some values in tanglevine template : tested, makes it more dangerous.

    RevisionAuthorDate
    r435wyrdweb2009-11-28 18:03:50 -0600 (Sat, 28 Nov 2009)

    Updated texture used for ash.

    RevisionAuthorDate
    r434shaddock2009-11-28 10:16:54 -0600 (Sat, 28 Nov 2009)

  • made tangle vines a bit nastier
    RevisionAuthorDate
    r433shaddock2009-11-28 09:46:02 -0600 (Sat, 28 Nov 2009)

  • fix mind for mimic (fidget job was set up wrong)
    RevisionAuthorDate
    r432shaddock2009-11-27 20:15:28 -0600 (Fri, 27 Nov 2009)

  • adding screen names to scroll spells so when you hover over them when equipped, the display correctly
    RevisionAuthorDate
    r431shaddock2009-11-26 23:05:59 -0600 (Thu, 26 Nov 2009)

  • modified evil mages to recognize when negate magic is in effect and switch to melee
    RevisionAuthorDate
    r430shaddock2009-11-26 22:57:23 -0600 (Thu, 26 Nov 2009)

  • updated cast job to recognize when negate magic is cast after the monster has already started casting spells.
    RevisionAuthorDate
    r429shaddock2009-11-26 22:19:24 -0600 (Thu, 26 Nov 2009)

  • made powder kegs explode if hit with a projectile. Please test that the doors/areas that require more than 1 powder keg at a time still work
    RevisionAuthorDate
    r428shaddock2009-11-26 21:39:09 -0600 (Thu, 26 Nov 2009)

  • added option to cast job to allow a creature to switch to melee if negate magic is in effect
  • made reapers auto-switch to melee if negate magic in effect
  • increased the attack range of the tangle vine
    RevisionAuthorDate
    r427shaddock2009-11-25 22:37:40 -0600 (Wed, 25 Nov 2009)

  • trying to track down a race condition that was causing the banter to not pause time when it was displaying. PLEASE REPORT ANY ISSUES WHERE TIME FREEZES SPORADICALLY OR WHERE TIME IS NOT FROZEN DURING A BANTER!
    RevisionAuthorDate
    r426shaddock2009-11-25 20:59:37 -0600 (Wed, 25 Nov 2009)

  • modified Actor Randomizer to allow you to specify which weapons in the random weapon list should be ranged weapons
    RevisionAuthorDate
    r425shaddock2009-11-25 20:00:10 -0600 (Wed, 25 Nov 2009)

  • removed the ability for dispel_magic to dispel magical sleep
    RevisionAuthorDate
    r424ozzy2009-11-25 13:17:52 -0600 (Wed, 25 Nov 2009)

    Work on the journal system:
    - hid the map button in the Journal UI
    - minor update to the compendium_test usecode

    RevisionAuthorDate
    r423wyrdweb2009-11-25 00:02:10 -0600 (Wed, 25 Nov 2009)

    Added a template for summon beast. :)

    RevisionAuthorDate
    r422shaddock2009-11-24 21:14:00 -0600 (Tue, 24 Nov 2009)

  • fixing issues with tooltips not displaying the correct information
    RevisionAuthorDate
    r421shaddock2009-11-24 21:00:04 -0600 (Tue, 24 Nov 2009)

  • when using the enchant spell by using another spell as the enchant source, additional mana and reagents will be reduced based upon the requirements of the spell being used to enchant (in addition to the mana and reagents of the enchant spell)
    RevisionAuthorDate
    r420wyrdweb2009-11-24 12:06:22 -0600 (Tue, 24 Nov 2009)

    I've upped damage for triple crossbow. Yrttis is testing it so we will likely tweak more. :)

    RevisionAuthorDate
    r419shaddock2009-11-23 21:51:47 -0600 (Mon, 23 Nov 2009)

  • modified inventory.GivePlayerItem to auto display sparkles around the item for 5 seconds when it's dropped to make it more apparent. This behavior can be turned off by passing: sparkles:false on the usecode.
    RevisionAuthorDate
    r418jyte2009-11-23 12:14:40 -0600 (Mon, 23 Nov 2009)

  • fixing pb_staff_mage_evil, was 1x4 now 2x4
    RevisionAuthorDate
    r417shaddock2009-11-22 22:35:02 -0600 (Sun, 22 Nov 2009)

  • added usecode: Spells.IsActiveObjectASpell
  • added *stub* usecode: Spells.ReduceReagentAndManaForSpell (doesn't do anything yet)
    RevisionAuthorDate
    r416shaddock2009-11-22 09:53:27 -0600 (Sun, 22 Nov 2009)

  • fix for tanglevine so it works with the mob generator. The stats on the tanglevine may need to be tweaked.
    RevisionAuthorDate
    r415shaddock2009-11-21 16:57:49 -0600 (Sat, 21 Nov 2009)

  • tuning spellcasting system to allow usecode based spells to launch a usecode menu if necessary
    RevisionAuthorDate
    r414shaddock2009-11-19 22:32:43 -0600 (Thu, 19 Nov 2009)

  • updated limited ammo system to allow for weapons that pull ammo out of inventory instead of a global pool
    RevisionAuthorDate
    r413ozzy2009-11-16 14:42:52 -0600 (Mon, 16 Nov 2009)

    Work on the Journal system:
    - added the code to create headings inside categories in the Compendium (per request)


    RevisionAuthorDate
    r412ozzy2009-11-15 17:49:11 -0600 (Sun, 15 Nov 2009)

    Work on the Journal system:
    - removed some printouts that were used for testing

    RevisionAuthorDate
    r411ozzy2009-11-15 17:12:11 -0600 (Sun, 15 Nov 2009)

    Work on the Journal system:
    - added support to organize items in the Compendium into categories

    RevisionAuthorDate
    r410shaddock2009-11-08 10:16:43 -0600 (Sun, 08 Nov 2009)

  • attempting to fix the statue conversations so that they don't change the player's name when you talk to them.
    RevisionAuthorDate
    r409wyrdweb2009-11-05 16:49:02 -0600 (Thu, 05 Nov 2009)

    Added a usecode block for red robes (is this a problem if it's for journal_update_items that is in u6p?).

    RevisionAuthorDate
    r408shaddock2009-11-04 22:12:35 -0600 (Wed, 04 Nov 2009)

  • fixed issue pb_potion crashing SE
    RevisionAuthorDate
    r407shaddock2009-11-03 21:59:26 -0600 (Tue, 03 Nov 2009)

  • modified the pb_potion component to be able to support the u6p enchantable staff logic.
    RevisionAuthorDate
    r406shaddock2009-11-03 21:57:18 -0600 (Tue, 03 Nov 2009)

    Discovered some oddness in the alignment utils class that may have been causing the ambient creatures to be attacked. please report any strange behaviour in monster attacks.

    RevisionAuthorDate
    r405shaddock2009-11-03 19:18:30 -0600 (Tue, 03 Nov 2009)

    fixed issue with convo tester blowing up when you try to use the scrollbar on the right.

    RevisionAuthorDate
    r404shaddock2009-11-03 19:03:10 -0600 (Tue, 03 Nov 2009)

  • added new usecode:
    Convo.EditBoxResultIs?text:...

    RevisionAuthorDate
    r403wyrdweb2009-11-01 21:42:40 -0600 (Sun, 01 Nov 2009)

    Cleaned up an old TODO.

    RevisionAuthorDate
    r402ozzy2009-10-30 16:24:06 -0500 (Fri, 30 Oct 2009)

  • Finalized usecode for adding 'specialized' maps.
  • Some minor fixes for the Clothmap UI system
    RevisionAuthorDate
    r401wyrdweb2009-10-30 16:03:15 -0500 (Fri, 30 Oct 2009)

    Adding 3 variations of dead packmules for containers.

    RevisionAuthorDate
    r400shaddock2009-10-30 07:03:01 -0500 (Fri, 30 Oct 2009)

    Updated OnWakeup banter to use the modern syntax and fix a syntax error

    RevisionAuthorDate
    r399shaddock2009-10-29 23:24:11 -0500 (Thu, 29 Oct 2009)

  • adding new property to use_code component: limit_messages_to_party_members
    to try to limit usecode events to party member messages when required.

    RevisionAuthorDate
    r398shaddock2009-10-29 20:39:22 -0500 (Thu, 29 Oct 2009)

    modified moongate_destination_initializer to honor the debug_skip_moongate_initializers flag


    RevisionAuthorDate
    r397shaddock2009-10-29 19:24:45 -0500 (Thu, 29 Oct 2009)

    fixing pb logic duplicate corpser template

    RevisionAuthorDate
    r396ozzy2009-10-29 14:30:39 -0500 (Thu, 29 Oct 2009)

    Work on the journal system:
    - added the code that will ignore new 'entry' if the same description is added to the specific item multiple times

    RevisionAuthorDate
    r395shaddock2009-10-28 22:51:57 -0500 (Wed, 28 Oct 2009)

  • tweaking..now the tangle vine vines attack
    RevisionAuthorDate
    r394shaddock2009-10-28 22:29:14 -0500 (Wed, 28 Oct 2009)

  • tanglevine templates - should be placeable, but having an issue with the vines being hostile when they are spawned. Use the tanglevine mob gizmo to place, or place pb_tanglevine_pod (this is the center part)
    RevisionAuthorDate
    r393shaddock2009-10-28 18:55:51 -0500 (Wed, 28 Oct 2009)

  • Added new usecode: Inventory.SubtractAllGold
    RevisionAuthorDate
    r392shaddock2009-10-26 20:41:45 -0500 (Mon, 26 Oct 2009)

  • added an option to not auto-set red moongates to visited when they stream into the frustum (this is controlled in the template)
    RevisionAuthorDate
    r391shaddock2009-10-26 18:21:57 -0500 (Mon, 26 Oct 2009)

  • added in support for:
    Convo.SetPlayerImage?npc:avatar
    Convo.SetNPCImage?npc:avatar

    Let me know if this works, also let me know if this fixes the issue with the moretext images.

    RevisionAuthorDate
    r390shaddock2009-10-25 20:01:25 -0500 (Sun, 25 Oct 2009)

  • Added Convo.SetUsecodeImage usecode call to support the u6p usecode images.
    RevisionAuthorDate
    r389wyrdweb2009-10-24 18:03:59 -0500 (Sat, 24 Oct 2009)

    Adding a Mage's dagger.

    RevisionAuthorDate
    r388aletys2009-10-23 12:19:54 -0500 (Fri, 23 Oct 2009)

    Adding portrait for powder keg "ignite" banter.


    RevisionAuthorDate
    r387shaddock2009-10-22 20:51:08 -0500 (Thu, 22 Oct 2009)

  • added a way to send a WE_REQ_ACTIVATE/WE_REQ_DEACTIVATE message to a daycycle object to enable disable them. Orb lights are one object that utilize the daycycle logic.
    RevisionAuthorDate
    r386wyrdweb2009-10-22 11:33:41 -0500 (Thu, 22 Oct 2009)

    Changed boots defense from 0.5 to 1 (to avoid all those rounding numbers stuff).

    RevisionAuthorDate
    r385shaddock2009-10-20 19:58:43 -0500 (Tue, 20 Oct 2009)

    Added new usecode: Spells.AddReduceManaFromPlayer

    RevisionAuthorDate
    r384shaddock2009-10-19 22:25:42 -0500 (Mon, 19 Oct 2009)

    slight tweak to the base ambient template

    RevisionAuthorDate
    r383shaddock2009-10-19 22:25:05 -0500 (Mon, 19 Oct 2009)

  • giving the base ambient template an "ambient" membership. Not sure, but this may have been causing the issue Alfie saw with monsters attacking ds rats, etc.
    RevisionAuthorDate
    r382shaddock2009-10-19 22:07:47 -0500 (Mon, 19 Oct 2009)

  • added a new status to britannia_actor: diseased this will cause cure spells to work for a small amount of time, but then the actor will revert back to being poisoned...there is no cure for being diseased
  • modified resurrect for Anju Sermani. The resurrected decomposed or cremated party member will ressurrect in a diseased state. They will also be slightly slower than the rest of the party. This really needs to be tested to see if it works right.
    RevisionAuthorDate
    r381shaddock2009-10-19 21:40:36 -0500 (Mon, 19 Oct 2009)

  • updated harvestable component to not allow a harvest if a certain item is not equipped
  • broke the pb_ambient_fish out into their own file so they can be overridden
    RevisionAuthorDate
    r380wyrdweb2009-10-19 20:30:42 -0500 (Mon, 19 Oct 2009)

    Fixed 2 incorrect incantations and added one for Fetch.

    RevisionAuthorDate
    r379wyrdweb2009-10-18 22:03:02 -0500 (Sun, 18 Oct 2009)

    Updated sling template with new gui icon names.

    RevisionAuthorDate
    r378shaddock2009-10-18 21:34:41 -0500 (Sun, 18 Oct 2009)

  • wow! discovered all the female npcs where flagged as being male. That would cause a shock in the evil gypsy camp. :)
  • adjusted mesh_attacher so the npcs should be able to wear cloaks and belts w/o causing errors.
    RevisionAuthorDate
    r377shaddock2009-10-18 20:05:19 -0500 (Sun, 18 Oct 2009)

  • adding Niko's new sling mesh to the pb_sling. We still need a active weapon icon and an inventory icon though.
    RevisionAuthorDate
    r376u6p_alexandre2009-10-16 08:05:05 -0500 (Fri, 16 Oct 2009)

    Fixed LB's study container.

    RevisionAuthorDate
    r375u6p_alexandre2009-10-15 18:13:37 -0500 (Thu, 15 Oct 2009)

    Chest of drawers done. All containers are now closing fine ( except if you know some other )

    RevisionAuthorDate
    r374u6p_alexandre2009-10-15 15:59:43 -0500 (Thu, 15 Oct 2009)

    Bookcase will only drop a book on 'opening'

    RevisionAuthorDate
    r373u6p_alexandre2009-10-14 21:12:30 -0500 (Wed, 14 Oct 2009)

    We now have closing lockers !!!

    RevisionAuthorDate
    r372shaddock2009-10-12 20:07:36 -0500 (Mon, 12 Oct 2009)

    fixed a syntax error

    RevisionAuthorDate
    r371shaddock2009-10-12 20:03:47 -0500 (Mon, 12 Oct 2009)

  • adding monster immunities and special defenses
  • adding immune_corrosion to a few more weapons/armor
    RevisionAuthorDate
    r370shaddock2009-10-11 15:56:41 -0500 (Sun, 11 Oct 2009)

  • added in logic for detectable proximity traps. If you have untrap equipped and you right click on it, it will cast it.
    RevisionAuthorDate
    r369shaddock2009-10-11 15:43:22 -0500 (Sun, 11 Oct 2009)

  • added in logic so that if the active player has unlock magic equipped and clicks on a magically locked door or chest, it gets cast instead of having the player use "Force Cast"
  • added in logic so that if the active player has untrap equipped and clicks on a trap detected container it gets cast instead of having the player use Force Cast.
    RevisionAuthorDate
    r368shaddock2009-10-10 21:56:24 -0500 (Sat, 10 Oct 2009)

  • added in logic so that if the active player has Resurrect readied and clicks on a dead party member, then resurrect will be cast. Otherwise, the dead party member will spawn it's inventory and create a dead body.
    Question..if possible, should I look into the ability to cast resurrect on a dead party member in the following situations:

    1) active party member has res in readied, but it's not active (ie, they are currently using their sword)

    2) clicking the dead party member will look for anyone in the party that has res redied and have them cast it?



    RevisionAuthorDate
    r367ozzy2009-10-08 12:41:59 -0500 (Thu, 08 Oct 2009)

    Clothmap UI:
    - added the code for testing the latest maps

    RevisionAuthorDate
    r366shaddock2009-10-07 20:55:44 -0500 (Wed, 07 Oct 2009)

  • moved the amount of xp required for each level out to the config file so it can be tweaked
    RevisionAuthorDate
    r365shaddock2009-10-07 19:37:40 -0500 (Wed, 07 Oct 2009)

  • added a new config variable to specify whether or not ring slot 3 & 4 are usable (Lazarus default is that they are not)
    RevisionAuthorDate
    r364ozzy2009-10-07 18:05:42 -0500 (Wed, 07 Oct 2009)

    Working on the clothmap UI

    RevisionAuthorDate
    r363ozzy2009-10-07 15:13:23 -0500 (Wed, 07 Oct 2009)

    Clothmap UI:
    - added the variable for testing the map of Trinsic

    RevisionAuthorDate
    r362ozzy2009-10-07 14:31:40 -0500 (Wed, 07 Oct 2009)

    Work on the clothmap UI for specialized maps
    (and some things for testing the maps we just put into u6p_art)

    RevisionAuthorDate
    r361shaddock2009-10-06 21:57:51 -0500 (Tue, 06 Oct 2009)

  • added *poof* for when invisibility ring expires or is detected...still needs some tweaking and I need to do the same thing for the ring of regeneration still.
    RevisionAuthorDate
    r360shaddock2009-10-06 21:17:46 -0500 (Tue, 06 Oct 2009)

  • modified invisibility in the following ways - normal creatures do not detect invisible players at night or indoors
    - normal creatures have a 30% chance of detecting invisible players in daylight
    - creatures with a detect_invisibility membership have a .75% chance of detecting invisible players regardless
    - when a player is detected, an event console message should display

    RevisionAuthorDate
    r359ozzy2009-10-06 19:30:59 -0500 (Tue, 06 Oct 2009)

    Work on the Clothmap UI:
  • you can now put up to 200 pins onto the map,
  • fixed some bugs in the pin system.
    RevisionAuthorDate
    r358u6p_alexandre2009-10-06 05:40:09 -0500 (Tue, 06 Oct 2009)

    Adding shipwreck for island in front of Trinsic harbor.

    RevisionAuthorDate
    r357shaddock2009-10-04 22:22:48 -0500 (Sun, 04 Oct 2009)

    Adding lightning to med precipitation weather

    RevisionAuthorDate
    r356shaddock2009-10-04 21:37:29 -0500 (Sun, 04 Oct 2009)

    Added a new component to allow for attaching a mesh to an actor when an item is equipped..should open up the possibility for visible cloaks and belts.

    RevisionAuthorDate
    r355shaddock2009-10-04 19:11:06 -0500 (Sun, 04 Oct 2009)

  • updated triple crossbow to fire off 3 bolts in quick succession. The animations don't look right though, but the bolts are being launched
    RevisionAuthorDate
    r354wyrdweb2009-10-04 12:28:13 -0500 (Sun, 04 Oct 2009)

    Made some high amount gold piles so we can fill the Mint treasury. :)

    RevisionAuthorDate
    r353wyrdweb2009-10-04 00:05:36 -0500 (Sun, 04 Oct 2009)

    Gave spikedshield a lower blocking.

    RevisionAuthorDate
    r352wyrdweb2009-10-04 00:03:11 -0500 (Sun, 04 Oct 2009)

    Fixed error on magic shield (it was set to 10% magic resistance, but description only said 5%) gave it lower % in blocking.

    RevisionAuthorDate
    r351wyrdweb2009-10-03 23:29:16 -0500 (Sat, 03 Oct 2009)

    Testing some more.

    RevisionAuthorDate
    r350wyrdweb2009-10-03 23:13:30 -0500 (Sat, 03 Oct 2009)

    Doing a test.

    RevisionAuthorDate
    r349wyrdweb2009-10-03 21:16:06 -0500 (Sat, 03 Oct 2009)

    Tweaking.

    RevisionAuthorDate
    r348wyrdweb2009-10-03 21:09:42 -0500 (Sat, 03 Oct 2009)

    Tweaking main gauche (we're testing it *smiles*)

    RevisionAuthorDate
    r347wyrdweb2009-10-03 20:59:29 -0500 (Sat, 03 Oct 2009)

    Adjusting prices, adding in armor and weaponsmith market info, adjusting main gauche to 1 defend.

    RevisionAuthorDate
    r346wyrdweb2009-10-03 19:49:06 -0500 (Sat, 03 Oct 2009)

    Moving defend down to 2 per testing feedback.

    RevisionAuthorDate
    r345wyrdweb2009-10-03 16:13:33 -0500 (Sat, 03 Oct 2009)

    Adjusted price for spiked collar and upped armor value from 1 to 2.

    RevisionAuthorDate
    r344wyrdweb2009-10-03 15:47:19 -0500 (Sat, 03 Oct 2009)

    Tweaked.

    RevisionAuthorDate
    r343shaddock2009-10-03 15:46:45 -0500 (Sat, 03 Oct 2009)

  • modified triple crossbow template to use new icons and mesh. Still todo - make it shoot 3 arrows at a time..if that's not possible, we may just need to up the damage.
    RevisionAuthorDate
    r342wyrdweb2009-10-03 15:45:45 -0500 (Sat, 03 Oct 2009)

    Didn't realize these were there - updated.

    RevisionAuthorDate
    r341wyrdweb2009-10-03 15:25:32 -0500 (Sat, 03 Oct 2009)

    Made the main gauche like original - it takes the place of a shield but does work as a 2nd handed weapon and works great with another single handed weapon. I've done preliminary testing. Testers, if you would, test this to see what you think and give feedback please.

    RevisionAuthorDate
    r340shaddock2009-09-29 21:49:47 -0500 (Tue, 29 Sep 2009)

  • added a new parameters to Object.Spawn - scid - allows you to spawn an object at a specific scid location
    RevisionAuthorDate
    r339shaddock2009-09-29 19:30:24 -0500 (Tue, 29 Sep 2009)

  • Added SetAsTarget parameter to Inventory.PartyHasItem. If the item is found it will be set as the usecode target.
    RevisionAuthorDate
    r338wyrdweb2009-09-24 20:19:10 -0500 (Thu, 24 Sep 2009)

    Tweaking the damage for lava mists. Left the black ones low and raised the others.

    RevisionAuthorDate
    r337ozzy2009-09-24 16:34:15 -0500 (Thu, 24 Sep 2009)

    Initial version of the multi-cloth-map :) system.

    To see how it works:
  • run the game and open the clothmap UI
  • close the clothmap UI
  • open console and enter !B allpieces true
  • open the clothmap UI
  • and select the map from the list on the right side (push the arrow button to open the list)
    RevisionAuthorDate
    r336ozzy2009-09-23 17:58:24 -0500 (Wed, 23 Sep 2009)

    Fix for bug 2027:Ctrl+D allows disbanding of core party members (seems to work in DSMOD, needs testing in retail)

    Shad:
    I copied the input_bindings.gas from core DS logic into britannia_logic/config/ and just deleted the line

    disband_selected { screen_name = "Disband Selected Members"; input = key_d; qualifiers = control; }

    Now Ctrl-D does nothing and there is even no option in the 'in game menu' to set a key shortcut for the 'disband' action.

    RevisionAuthorDate
    r335ozzy2009-09-23 11:59:05 -0500 (Wed, 23 Sep 2009)

    Journal API update:
  • turned off the error messages for adding notes to 'unactive' quests
    (This should significantly reduce the number of errors produced by the Journal entries)

    RevisionAuthorDate
    r334wyrdweb2009-09-21 23:46:12 -0500 (Mon, 21 Sep 2009)

    Adding new great helm template.

    RevisionAuthorDate
    r333ozzy2009-09-21 13:42:19 -0500 (Mon, 21 Sep 2009)

    Fixing the mistyped UI name

    RevisionAuthorDate
    r332wyrdweb2009-09-18 20:55:20 -0500 (Fri, 18 Sep 2009)

    Change the name on hover from acid slime to acid slug to go with tradition.

    RevisionAuthorDate
    r331wyrdweb2009-09-16 20:50:17 -0500 (Wed, 16 Sep 2009)

    Fix for BZ 987. Need u6p_npc.

    RevisionAuthorDate
    r330ozzy2009-09-15 09:50:09 -0500 (Tue, 15 Sep 2009)

    Adding pins to the cloth map UI.
  • right click on the map to add a new pin
  • right click on the existing pin to edit it (deletion doesn't work yet)
    This works in resolution 1024x768, but it might not work correctly in higher resolutions at the moment.

    RevisionAuthorDate
    r329wyrdweb2009-09-14 14:46:37 -0500 (Mon, 14 Sep 2009)

    Don't know about you, but the splinters in the old pb bread was a bit too much to chew. :) When you make bread you'll get the empty bucket and bread after crafting. This will fix the funny remarks about this from Laz too. :)

    RevisionAuthorDate
    r328shaddock2009-09-14 06:45:38 -0500 (Mon, 14 Sep 2009)

  • fix for multiple result crafting recipes. WW, can you re-verify?
    RevisionAuthorDate
    r327aletys2009-09-13 23:50:36 -0500 (Sun, 13 Sep 2009)

    Changed dog speed to 1.8 so Almric & his hounds can take their walks. Was way too slow before.

    Need:
  • u6p_map
  • u6p_npc

    RevisionAuthorDate
    r326jesses2009-09-13 22:20:14 -0500 (Sun, 13 Sep 2009)

    containers for tomb of kings


    RevisionAuthorDate
    r325shaddock2009-09-13 16:05:21 -0500 (Sun, 13 Sep 2009)

  • modified crafting system to allow for the multiple items to be crafted in the result. instead of passing 1 template name, you can supply a comma separated list of templates. ie: cook cookie dough to create 12 cookies. Please test to see if this works.


    RevisionAuthorDate
    r324shaddock2009-09-10 19:48:27 -0500 (Thu, 10 Sep 2009)

  • added a timer for assault karma penalty. It's in k_inc_pb_config called: config_karma_penalty_assault_reset_seconds

    Additional karma assault penalties will not be applied until this number of seconds has elapsed since the last assault. (note: the last assault may not have actually applied a penalty)

    default to 90 seconds.

    RevisionAuthorDate
    r323wyrdweb2009-09-10 11:36:30 -0500 (Thu, 10 Sep 2009)

    Added a default tailor market price.

    RevisionAuthorDate
    r322shaddock2009-09-08 22:05:28 -0500 (Tue, 08 Sep 2009)

    added more error checking to cmd_seq_moveto bz2022

    RevisionAuthorDate
    r321ozzy2009-09-08 18:13:20 -0500 (Tue, 08 Sep 2009)

    The user interface for a world map with resolution 768x768 pixels.

    RevisionAuthorDate
    r320jyte2009-09-08 15:49:22 -0500 (Tue, 08 Sep 2009)

  • bugs 867, 1252 & 1261
    RevisionAuthorDate
    r319shaddock2009-09-07 21:58:26 -0500 (Mon, 07 Sep 2009)

  • added special_attack - ignore_target_defense for some weapons. This will damage a target fully w/o taking into account defense adjustments (thinking of using this for the glass sword)
  • tweaking the teleport logic to try and not switch equipped weapons. There seems to still be an issue if you have a bow as your active weapon and you have a shield equipped
    RevisionAuthorDate
    r318shaddock2009-09-07 20:47:19 -0500 (Mon, 07 Sep 2009)

    modified flag to only say morning, afternoon, or evening. not night.

    RevisionAuthorDate
    r317shaddock2009-09-07 20:37:03 -0500 (Mon, 07 Sep 2009)

    updated the flag to use the updated time periods

    RevisionAuthorDate
    r316shaddock2009-09-07 20:28:55 -0500 (Mon, 07 Sep 2009)

    Changing time names:

    3am -> 12:00pm = morning
    12:00pm -> 6:00pm = afternoon
    6:00pm -> 9:00pm = evening
    9:00pm -> 3:00am = night

    RevisionAuthorDate
    r315shaddock2009-09-07 20:06:57 -0500 (Mon, 07 Sep 2009)

  • added Spells.CastAtInitiator and Spells.BatchCastAtInitiator
    RevisionAuthorDate
    r314jesses2009-09-04 21:27:45 -0500 (Fri, 04 Sep 2009)

    corrected doc

    RevisionAuthorDate
    r313wyrdweb2009-09-03 22:58:50 -0500 (Thu, 03 Sep 2009)

    Updated portrait_icon names.

    RevisionAuthorDate
    r312wyrdweb2009-09-03 22:50:07 -0500 (Thu, 03 Sep 2009)

    Finished the vases and urns so we have placeholder stubs (and I removed the 2 open clay pots since they don't have lids.)

    RevisionAuthorDate
    r311jesses2009-09-03 22:22:03 -0500 (Thu, 03 Sep 2009)

    new container base templates for vases, urns, and clay pots

    RevisionAuthorDate
    r310jyte2009-09-03 13:24:17 -0500 (Thu, 03 Sep 2009)

  • added lamp_glow_orange5 template for lamp_glb_post_02_timed (Bug 1289)
    RevisionAuthorDate
    r309wyrdweb2009-09-02 18:37:52 -0500 (Wed, 02 Sep 2009)

    Upping rabids for Flerida and adding Codex Statues.

    RevisionAuthorDate
    r308shaddock2009-08-31 19:59:59 -0500 (Mon, 31 Aug 2009)

  • adding a variety of loom templates
    RevisionAuthorDate
    r307shaddock2009-08-31 19:14:37 -0500 (Mon, 31 Aug 2009)

  • modified non dispelable energy field to auto-delete itself if it's turned on, but gets a w
    RevisionAuthorDate
    r306shaddock2009-08-31 06:52:47 -0500 (Mon, 31 Aug 2009)

    Adding additional checks to bark handler to keep from throwing errors.

    RevisionAuthorDate
    r305jesses2009-08-31 00:41:54 -0500 (Mon, 31 Aug 2009)

    special gremlin template for level 2

    RevisionAuthorDate
    r304jesses2009-08-30 20:05:04 -0500 (Sun, 30 Aug 2009)

    giant mimic

    RevisionAuthorDate
    r303shaddock2009-08-30 19:14:47 -0500 (Sun, 30 Aug 2009)

    New usecode functions:

    Convo.SetNPCImageToTarget
    Convo.SetPlayerImageToTarget

    RevisionAuthorDate
    r302wyrdweb2009-08-30 18:49:33 -0500 (Sun, 30 Aug 2009)

    Adding the guild_adventurer market_prices for items that party can buy when they become member of the Adventurer's Guild. Also need u6p_logic or others and u6p_npc.

    RevisionAuthorDate
    r301shaddock2009-08-29 11:42:29 -0500 (Sat, 29 Aug 2009)

  • added a new magic field - energy_field_non_dispelable_msg_toggle
    Place and send it a WE_REQ_ACTIVATE to turn it on and a WE_REQ_DEACTIVATE to turn it off. Set delete_on_unblock to true if you want it to delete itself after you turn it back off.

    RevisionAuthorDate
    r300shaddock2009-08-29 10:19:54 -0500 (Sat, 29 Aug 2009)

    fixed an issue where minutes weren't adding a leading zero when displaying the time

    RevisionAuthorDate
    r299jesses2009-08-27 21:24:43 -0500 (Thu, 27 Aug 2009)

    fake gazer

    RevisionAuthorDate
    r298wyrdweb2009-08-26 19:12:01 -0500 (Wed, 26 Aug 2009)

    Upped the giant rat strength from 5 to 8 and giving the rabid ambients a defense of 2 and upped their damage from 5 to 10 - 10 to 25 and upped the mutant fish from defense 2 to 3 and doubled its HP.

    For bz1979

    RevisionAuthorDate
    r297shaddock2009-08-26 18:39:01 -0500 (Wed, 26 Aug 2009)

  • sanity check to keep errors from throwing on death
    RevisionAuthorDate
    r296wyrdweb2009-08-25 14:17:27 -0500 (Tue, 25 Aug 2009)

    Adding large and medium mists templates. Need pb_art.

    RevisionAuthorDate
    r295shaddock2009-08-24 20:35:01 -0500 (Mon, 24 Aug 2009)

    Fixed issue with explodable component interfering with breakable rocks and throwing skrit errors

    RevisionAuthorDate
    r294wyrdweb2009-08-21 14:47:27 -0500 (Fri, 21 Aug 2009)

    Adding templates for 4 additional lava mists and updated the first one. Need pb_art.

    RevisionAuthorDate
    r293shaddock2009-08-20 17:44:49 -0500 (Thu, 20 Aug 2009)

  • template for lava_mist_damaging. This is functional and can be placed, it just doesn't have the right texture on it.
    RevisionAuthorDate
    r292wyrdweb2009-08-20 13:47:22 -0500 (Thu, 20 Aug 2009)

    Changing hoverover to chest instead of mimic - no heads up. :P

    RevisionAuthorDate
    r291wyrdweb2009-08-20 11:18:56 -0500 (Thu, 20 Aug 2009)

    Adding new mimic templates. Need pb_art.

    RevisionAuthorDate
    r290u6p_alexandre2009-08-18 11:36:22 -0500 (Tue, 18 Aug 2009)

    Adding a bucket of blood.

    RevisionAuthorDate
    r289shaddock2009-08-16 20:52:37 -0500 (Sun, 16 Aug 2009)

  • added new damaging ice field. template name: ice_mist_damaging in the same location as the fire/poison/sleep fields in SE. Will damage actor and cannot be dispelled.
    RevisionAuthorDate
    r288shaddock2009-08-16 19:59:31 -0500 (Sun, 16 Aug 2009)

  • new version of generator_advanced_a2 component to allow us to provide a comma separated list of children that will be randomly chosen from. This will allow us to randomize the spawns in the animated spawners.
    RevisionAuthorDate
    r287wyrdweb2009-08-14 13:18:46 -0500 (Fri, 14 Aug 2009)

    Adding 4 new monsters for Sutek's and Hydra Island.

    Note: Lava Lizard - I have him flinging balls of molten lava with his tail ATM. I tested fireballs from the mouth but were coming from his neck. So, I thought the flinging lava might be good. Check them out and see what you think.

    Shad, please check these over to make sure I didn't break anything. Thanks!

    RevisionAuthorDate
    r286jesses2009-08-12 00:42:20 -0500 (Wed, 12 Aug 2009)

    new breakable ice rock

    RevisionAuthorDate
    r285shaddock2009-08-10 21:27:42 -0500 (Mon, 10 Aug 2009)

  • created new pb_base_talking_statue template
    RevisionAuthorDate
    r284wyrdweb2009-08-10 00:00:46 -0500 (Mon, 10 Aug 2009)

    Resizing the Python to be bigger than rattlesnake and smaller than Anaconda.

    RevisionAuthorDate
    r283shaddock2009-08-06 19:00:33 -0500 (Thu, 06 Aug 2009)

    Added ranges to all GlobalPool checks

    \param item_count (Optional) number of items to check for. Default: 1
    \param min (optional) if populated will ensure party has at least this many items
    \param max (optional) if populated will ensure party has at most this many items

    if min and max are populated, then the call will ensure that the party has at least min and at most max items

    min >= count = max

    RevisionAuthorDate
    r282shaddock2009-08-06 18:22:43 -0500 (Thu, 06 Aug 2009)

  • updated convo generator to support
    milord/milady
    sir/lady
    Milord/Milady
    Sir/Lady

    RevisionAuthorDate
    r281shaddock2009-07-14 17:59:03 -0500 (Tue, 14 Jul 2009)

  • fix Britannia Actor so it doesn't throw errors in SE
    RevisionAuthorDate
    r280shaddock2009-07-11 10:23:17 -0500 (Sat, 11 Jul 2009)

  • make sure that the "starving" floater displays even if the "Disable Starvation Damage" is checked. It will still display to notify the player that the party is hungry.
    RevisionAuthorDate
    r279wyrdweb2009-07-05 14:09:46 -0500 (Sun, 05 Jul 2009)

    Fixing the active statement to true for the NPC.IsScheduleGroupEnabled

    RevisionAuthorDate
    r278wyrdweb2009-07-04 23:07:48 -0500 (Sat, 04 Jul 2009)

    Moved out a couple of things from pb_armor_standard so I could override in u6p. Magic Armor now has a new look (still researching to see if I can add an SFX to armor - I know I've seen a mod that did), Magic Helms will now have their own look (they are in u6p now), and adding a new SFX (for the magic shield). You will need u6p_art, u6p_logic to see them in their new glory. :)

    RevisionAuthorDate
    r277shaddock2009-07-04 11:10:59 -0500 (Sat, 04 Jul 2009)

  • bz1909 - don't delete items from shop that don't match the shopkeeper's market, use the default price of the item (shopkeepers may still sell items that they won't necessarily buy). If the default price is still less than 0 and the market is not "free", then delete the item.
    RevisionAuthorDate
    r276shaddock2009-07-02 13:27:11 -0500 (Thu, 02 Jul 2009)

  • updated set_global_flag component to allow it to be triggered on different world messages. not just we_Req_activate. This allows us to attach it to a template and respond to we_killed, etc.
    RevisionAuthorDate
    r275shaddock2009-07-02 11:48:16 -0500 (Thu, 02 Jul 2009)

  • fixed issue with caltrops not being detected by the detect magic spell
  • added a trap indicator glow to caltrops
    RevisionAuthorDate
    r274shaddock2009-07-01 13:21:37 -0500 (Wed, 01 Jul 2009)

    Wired up "reveal" animation for silver serpent (uncoil then attack)

    RevisionAuthorDate
    r273jyte2009-06-29 14:57:04 -0500 (Mon, 29 Jun 2009)

  • bz 1251
    RevisionAuthorDate
    r272shaddock2009-06-28 20:46:08 -0500 (Sun, 28 Jun 2009)

  • slight tweak to boat nav point to make sure it doesn't try to fire off when a nearby elevator moves
    RevisionAuthorDate
    r271shaddock2009-06-27 23:05:39 -0500 (Sat, 27 Jun 2009)

  • fixes issue with inn beds not recognizing other party members near - bz 1828
    RevisionAuthorDate
    r270wyrdweb2009-06-27 10:37:10 -0500 (Sat, 27 Jun 2009)

    Tweaking some wording for banters.

    RevisionAuthorDate
    r269shaddock2009-06-26 14:04:51 -0500 (Fri, 26 Jun 2009)

  • put some extra checks in britannia_actor to keep the aspect skrit errors from firing in the dungeons bz1823
    RevisionAuthorDate
    r268shaddock2009-06-25 20:59:08 -0500 (Thu, 25 Jun 2009)

  • changing factions = "ambient" to ruling_faction = "ambient" in a few places
    RevisionAuthorDate
    r267shaddock2009-06-25 20:11:31 -0500 (Thu, 25 Jun 2009)

  • store whether a moongate dest is a blue moongate or not in the auditordb when the moongate gets initialized
    RevisionAuthorDate
    r266shaddock2009-06-25 18:19:54 -0500 (Thu, 25 Jun 2009)

  • put in a check to make sure the caster is not unconscious when trying to cast a spell
    RevisionAuthorDate
    r265shaddock2009-06-25 17:51:59 -0500 (Thu, 25 Jun 2009)

  • added a new config variable: config_convo_avatar_always_initiator

    This will cause the avatar to always be treated as the initiator in conversations even if another party member is selected. This only applies to convos, not banters or usecode items.

    RevisionAuthorDate
    r264shaddock2009-06-25 15:53:52 -0500 (Thu, 25 Jun 2009)

  • added a tooltip to the amulet: "You are bound by the Amulet of Submission" on rollover
    RevisionAuthorDate
    r263shaddock2009-06-23 18:08:30 -0500 (Tue, 23 Jun 2009)

  • fix for bz1843 if knowledge scroll is cast from in store UI, time never moves forward to allow the scroll to be deleted. This allows it to be transferred to other party members and used.

    Also found an issue where time would stop and freeze if a tutorial tip displayed while in store (eg: buy a spellbook and equip it for the first time would close the store ui, show the tip, and then freeze time)

    RevisionAuthorDate
    r262shaddock2009-06-23 07:52:33 -0500 (Tue, 23 Jun 2009)

  • modified NPC.SetActorHostile to accept a comma separated list of template names instead of just one template name
  • added NPC.SetActorFactionHostile to set an actor's entire faction hostile to the party for a specified # of minutes.
    RevisionAuthorDate
    r261wyrdweb2009-05-28 22:17:06 -0500 (Thu, 28 May 2009)

    Adding template for Dutchman shipwreck (to be placed in Fens).

    RevisionAuthorDate
    r260ozzy2009-05-07 11:37:23 -0500 (Thu, 07 May 2009)

    Journal system update:
  • the journal icon will not flash anymore for a new note, if the quest has not been activated yet - as the note is not visible anyway (Typical example: reading the scroll from Nystul's chest before talking to Chuckles)
  • at the moment you will get an error notification in all such cases (for debugging purposes), but we can easily turn that off for the final release by changing a single variable
    RevisionAuthorDate
    r259ozzy2009-05-07 10:22:07 -0500 (Thu, 07 May 2009)

    Journal system update:
  • lots of code for the Compendium page (updated UI interface and code, updated API ...)
  • also added a usecode file that shows how to work with the compendium (compendium_test.usecode)

    RevisionAuthorDate
    r258shaddock2009-04-26 20:42:03 -0500 (Sun, 26 Apr 2009)

  • modification to the combat system to eliminate the initial fidget in the attack cycle. This will affect ALL encounters, so please keep that in mind. Attackers should appear slightly more aggressive.
    RevisionAuthorDate
    r257jyte2009-04-26 13:43:36 -0500 (Sun, 26 Apr 2009)

  • fix to barks ( set $delay [1] -> set $delay 1 )
    RevisionAuthorDate
    r256u6p_alexandre2009-04-26 10:03:41 -0500 (Sun, 26 Apr 2009)

    Removing .lqd20 files, that creates more problems than helps.

    RevisionAuthorDate
    r255u6p_alexandre2009-04-25 07:25:15 -0500 (Sat, 25 Apr 2009)

    Adding .lqd20 files. Some testers find the game not fluid enough.

    RevisionAuthorDate
    r254shaddock2009-04-20 19:52:49 -0500 (Mon, 20 Apr 2009)

  • added new usecode: NPC.SetHostile?template:name
    This uses the same routines as the convo SetActorHostile routines except you can pass in different template names and if they are around then they will be set hostile

    RevisionAuthorDate
    r253shaddock2009-04-19 13:20:17 -0500 (Sun, 19 Apr 2009)

  • modified monster spellbooks so that they auto-delete themselves if they are dropped by a monster
    RevisionAuthorDate
    r252u6p_alexandre2009-04-14 22:59:28 -0500 (Tue, 14 Apr 2009)

    Correcting the Knife bug ( BZ 929 ). This one was inherited from Lazarus.

    Will only work with newly found/bought knives, the one you have in your inventory will still have the bug.

    Alfie

    RevisionAuthorDate
    r251shaddock2009-04-13 20:05:04 -0500 (Mon, 13 Apr 2009)

  • added a new property to the ladder_manager: on_use_sfx
    This will play the sfx (should be a sound sfx) during the blackout.

    RevisionAuthorDate
    r250jyte2009-04-02 12:42:00 -0500 (Thu, 02 Apr 2009)

  • Thanks Deborah, glow is also now placed ;)
    RevisionAuthorDate
    r249wyrdweb2009-04-01 20:55:43 -0500 (Wed, 01 Apr 2009)

    Adding a template for the Yew quest.

    RevisionAuthorDate
    r248wyrdweb2009-04-01 15:28:41 -0500 (Wed, 01 Apr 2009)

    Adding a right fence for use with the stables (for Yrttis). :)

    RevisionAuthorDate
    r247wyrdweb2009-03-25 18:14:54 -0500 (Wed, 25 Mar 2009)

    Fixing an inherited bug from Laz. Fixes BZ 1429

    RevisionAuthorDate
    r246jyte2009-03-25 14:46:08 -0500 (Wed, 25 Mar 2009)

  • checking magically glow in doors, maybe more fine tuning is needed?
    what about pb_door_gob_metal_05 and pb_door_gob_metal_05_right, do those really need to have a glow?

    RevisionAuthorDate
    r245shaddock2009-03-24 21:02:12 -0500 (Tue, 24 Mar 2009)

    reparenting gold and gem veins again

    RevisionAuthorDate
    r244wyrdweb2009-03-23 23:34:26 -0500 (Mon, 23 Mar 2009)

    The Virtuous shipwreck - need pb_art. This will be placed by Lock Lake.

    RevisionAuthorDate
    r243wyrdweb2009-03-23 21:05:19 -0500 (Mon, 23 Mar 2009)

    Getting rid of copied TODOs. left note for Shad, there is no csl chest 04 close animation.

    RevisionAuthorDate
    r242shaddock2009-03-23 18:21:25 -0500 (Mon, 23 Mar 2009)

  • reparenting gem / gold vein templates to allow us to just use the placeholders in the map
    RevisionAuthorDate
    r241shaddock2009-03-23 17:44:47 -0500 (Mon, 23 Mar 2009)

    committing fix for k_inc_util_strings... oops.

    RevisionAuthorDate
    r240shaddock2009-03-22 21:29:55 -0500 (Sun, 22 Mar 2009)

    Beefed up the Silver Serpent stats

    RevisionAuthorDate
    r239shaddock2009-03-22 20:48:44 -0500 (Sun, 22 Mar 2009)

  • custom attack animation skrit to take advantage of multiple default fighting fidgets
    RevisionAuthorDate
    r238shaddock2009-03-22 14:46:37 -0500 (Sun, 22 Mar 2009)

  • set up giant ants to use random die animations
    RevisionAuthorDate
    r237shaddock2009-03-22 14:40:06 -0500 (Sun, 22 Mar 2009)

  • fixed silver serpent having random attacks. Didn't have the right animation names in place, was using at-02,at-03, etc instead of at-2,at-3.
    RevisionAuthorDate
    r236shaddock2009-03-22 14:03:09 -0500 (Sun, 22 Mar 2009)

  • updated Silver Serpent to randomize the death and hit animations
    RevisionAuthorDate
    r235wyrdweb2009-03-21 23:03:17 -0500 (Sat, 21 Mar 2009)

    Updating pic for new container.

    RevisionAuthorDate
    r234jesses2009-03-21 22:28:12 -0500 (Sat, 21 Mar 2009)

    added new castle container type

    RevisionAuthorDate
    r233shaddock2009-03-17 21:11:47 -0500 (Tue, 17 Mar 2009)

  • wired up silver serpent anim, mesh, and texture to template
  • slight tweaks to ladder and teleporter gizmos
    RevisionAuthorDate
    r232shaddock2009-03-15 21:59:56 -0500 (Sun, 15 Mar 2009)

  • added pb_teleporter_activator object
    RevisionAuthorDate
    r231shaddock2009-03-15 19:53:57 -0500 (Sun, 15 Mar 2009)

    making the u6p smith.gas in u6p_logic override the file in britannia_logic. Commented out everything though, so it doesn't conflict with the smith in u6p_npc

    RevisionAuthorDate
    r230shaddock2009-03-15 19:00:11 -0500 (Sun, 15 Mar 2009)

    set lf_hover in bat base template

    RevisionAuthorDate
    r229wyrdweb2009-03-14 18:58:59 -0500 (Sat, 14 Mar 2009)

    Adding a new sfx.

    RevisionAuthorDate
    r228jyte2009-03-13 09:12:57 -0500 (Fri, 13 Mar 2009)

  • checking magically glow in doors, now glows are more or less in the area
  • will continue later
  • invisible doors :( pb_door_glb_stormdoor_01
    pb_door_glb_stormdoor_02

    RevisionAuthorDate
    r227jesses2009-03-12 23:36:00 -0500 (Thu, 12 Mar 2009)

    rusty pickaxe

    RevisionAuthorDate
    r226shaddock2009-03-01 23:07:10 -0600 (Sun, 01 Mar 2009)

  • tuning death expiration timer on monsters.
    RevisionAuthorDate
    r225shaddock2009-03-01 22:48:56 -0600 (Sun, 01 Mar 2009)

  • adding a settng to allow monsters to have limited mana pools: britannia_actor:monster_has_limited_mana -- otherwise monsters will have 99999 mana (special case scenario)
  • modified AI for monsters so that if they have low mana, they will try to switch to another weapon. (this is a special case scenario)
    RevisionAuthorDate
    r224shaddock2009-03-01 19:49:06 -0600 (Sun, 01 Mar 2009)

  • slight tweak to the schedule system
    IMPORTANT: It looks like transition-in schedules have been broken in some cases. I've made a change, but if you notice the duplicate npc issues coming back, let me know.

    RevisionAuthorDate
    r223wyrdweb2009-03-01 19:11:26 -0600 (Sun, 01 Mar 2009)

    Fix.

    RevisionAuthorDate
    r222shaddock2009-03-01 19:08:54 -0600 (Sun, 01 Mar 2009)

  • added rock_ice_wall_explodable template
    RevisionAuthorDate
    r221shaddock2009-03-01 16:23:26 -0600 (Sun, 01 Mar 2009)

  • added a new setting to the sextant location to specify that players can camp in the area even if there are friendly npcs nearby.
    RevisionAuthorDate
    r220wyrdweb2009-02-28 19:47:41 -0600 (Sat, 28 Feb 2009)

    Changed and moved rabid dog template - may need some tweaking like voice, etc.

    RevisionAuthorDate
    r219shaddock2009-02-28 15:22:52 -0600 (Sat, 28 Feb 2009)

    final adjustments made to the boulder throwing cyclops. Added him to the different mob gizmos.

    RevisionAuthorDate
    r218wyrdweb2009-02-28 13:09:21 -0600 (Sat, 28 Feb 2009)

    Potion bottles now have sfx in the world, by stereo request (a whole other frequency). :)

    RevisionAuthorDate
    r217shaddock2009-02-28 13:08:29 -0600 (Sat, 28 Feb 2009)

    playing with a new type of cyclops that throws rocks...needs a little more tweaking and then I'll add it to the mob generator gizmos.

    RevisionAuthorDate
    r216shaddock2009-02-28 12:01:24 -0600 (Sat, 28 Feb 2009)

  • Adding new pb_base_wand and pb_base_wand_ammo templates for creating different kinds of wands

    RevisionAuthorDate
    r215wyrdweb2009-02-28 11:25:28 -0600 (Sat, 28 Feb 2009)

    Added gold sparklies for gold veins and red sparklies for gem veins.

    RevisionAuthorDate
    r214shaddock2009-02-28 09:23:42 -0600 (Sat, 28 Feb 2009)

  • fixed name of overrideactorportrait in convo.skrit
    RevisionAuthorDate
    r213wyrdweb2009-02-27 21:05:36 -0600 (Fri, 27 Feb 2009)

    Tweaking my gold and gem veins. Shad, take a look at what I'm using - I'm testing it in Shame (it's on my local but can commit if you'd like to see) and it looks good.

    RevisionAuthorDate
    r212wyrdweb2009-02-27 20:16:21 -0600 (Fri, 27 Feb 2009)

    Added to commented out notes my suggestions for the texture_unusable.

    RevisionAuthorDate
    r211shaddock2009-02-27 18:18:17 -0600 (Fri, 27 Feb 2009)

    updated example for Convo.OverrideNPCPortrait

    RevisionAuthorDate
    r210wyrdweb2009-02-27 15:57:52 -0600 (Fri, 27 Feb 2009)

    Making gold and gem veins for searchable bodies (Shad, please check these over - they seem to work outside of being synced and minus the goodies ATM).

    RevisionAuthorDate
    r209wyrdweb2009-02-25 16:57:34 -0600 (Wed, 25 Feb 2009)

    Adding a fire effect for the fire wand weapon (not an effect for attack, rather for weapon when equipped).

    RevisionAuthorDate
    r208wyrdweb2009-02-23 21:23:08 -0600 (Mon, 23 Feb 2009)

    Changed out the textures for the magic sword. Need pb_art.

    RevisionAuthorDate
    r207wyrdweb2009-02-21 20:59:19 -0600 (Sat, 21 Feb 2009)

    Setting up Gray Ooze - need to tweak it. Shad, take a look and make sure I have things set up correctly. I'm experimenting with a texture also. Thanks!

    Also adding floating breakable barrels for containers.

    RevisionAuthorDate
    r206shaddock2009-02-21 09:29:20 -0600 (Sat, 21 Feb 2009)

    fixed an error in one of the Covetous chests where leather gloves were not being referenced correctly

    RevisionAuthorDate
    r205shaddock2009-02-21 09:15:30 -0600 (Sat, 21 Feb 2009)

  • added new usecode call: Convo.OverrideNPCPortrait
    RevisionAuthorDate
    r204wyrdweb2009-02-13 21:16:34 -0600 (Fri, 13 Feb 2009)

    Tweaked the vial of blood template to use a vial mesh and texture and to use the new gui icon. Need pb_art.

    RevisionAuthorDate
    r203wyrdweb2009-02-12 23:15:37 -0600 (Thu, 12 Feb 2009)

    Adding log container, rabid dog mob and adding some new templates for armor.

    RevisionAuthorDate
    r202jyte2009-02-09 12:46:04 -0600 (Mon, 09 Feb 2009)

  • Bug 1506 - 800x600 for real developers (and maybe testers) only ;)
    RevisionAuthorDate
    r201shaddock2009-02-07 13:21:38 -0600 (Sat, 07 Feb 2009)

  • added new property to the schedule gizmos: disable_transition_in. If this is set when you place the schedule, then the transition-in logic won't run for that schedule. The NPC generator will need to be able to set this at some point, but for now it can be set in SE.
    RevisionAuthorDate
    r200shaddock2009-02-07 12:17:15 -0600 (Sat, 07 Feb 2009)

  • trigger spell should now be working correctly with proximity traps such as caltrops, pit traps, and wall traps. Also with standard chest traps.
  • updated the visuals for when caltrops fire
    RevisionAuthorDate
    r199jyte2009-02-07 10:51:20 -0600 (Sat, 07 Feb 2009)

  • Bug 1506
    RevisionAuthorDate
    r198shaddock2009-02-06 20:38:24 -0600 (Fri, 06 Feb 2009)

  • rel hur scroll will make ships move 5m/second faster for 60 seconds
  • tweaking caltrops. They now appear when detected, only fire when the player is within 1m of them, and display a red mist.
  • started looking at issues with the trigger spell and proximity traps, but that's going to take more thought.
    RevisionAuthorDate
    r197wyrdweb2009-02-06 09:46:44 -0600 (Fri, 06 Feb 2009)

    Created a Summon Evil Beast spell for our evil mages. :)

    RevisionAuthorDate
    r196shaddock2009-02-02 18:04:34 -0600 (Mon, 02 Feb 2009)

  • fixed issue with lorebook translate button causing all normal lorebooks to break once it's pressed.
    RevisionAuthorDate
    r195jyte2009-01-18 13:51:31 -0600 (Sun, 18 Jan 2009)

  • removed not needed ones
    RevisionAuthorDate
    r194jyte2009-01-18 05:59:49 -0600 (Sun, 18 Jan 2009)

  • Bug 1506: for Fl�rida - send screenshot from your desktop, please :)
    RevisionAuthorDate
    r193jyte2009-01-17 13:28:07 -0600 (Sat, 17 Jan 2009)

  • Bug 1506: widescreens added (also 4:3)
    RevisionAuthorDate
    r192shaddock2009-01-17 13:25:22 -0600 (Sat, 17 Jan 2009)

  • made event console launch the correct ui based upon the player's resolution
    RevisionAuthorDate
    r191jyte2009-01-17 12:49:22 -0600 (Sat, 17 Jan 2009)

  • first ones to Bug 1506, Thanks Shad
    RevisionAuthorDate
    r190wyrdweb2009-01-16 23:46:27 -0600 (Fri, 16 Jan 2009)

    Adding doors for Pirate Cave.

    RevisionAuthorDate
    r189wyrdweb2009-01-15 22:21:29 -0600 (Thu, 15 Jan 2009)

    Adding portrait icon for container. Need pb_art.

    RevisionAuthorDate
    r188wyrdweb2009-01-13 13:49:57 -0600 (Tue, 13 Jan 2009)

    Adding some armor templates for evil guards

    RevisionAuthorDate
    r187wyrdweb2009-01-10 14:12:25 -0600 (Sat, 10 Jan 2009)

    Adding 3 templates for Evil Guard uniforms. Need pb_art. (Prepping to make mobs).

    RevisionAuthorDate
    r186wyrdweb2009-01-10 00:41:14 -0600 (Sat, 10 Jan 2009)

    Adding 2 posed/buried skeletons for containers. Need pb_art.

    RevisionAuthorDate
    r185wyrdweb2009-01-08 20:09:49 -0600 (Thu, 08 Jan 2009)

    Adding new templates. Need pb_art.

    RevisionAuthorDate
    r184ozzy2009-01-08 14:02:40 -0600 (Thu, 08 Jan 2009)

    Journal UI update:
  • made the People and Compendium 'buttons' invisible. Sadly, these features will have to be cut ...

    These is a quick fix. We will also have to (slightly) change the outlook of Journail UI now.

    RevisionAuthorDate
    r183ozzy2009-01-07 13:39:47 -0600 (Wed, 07 Jan 2009)

    Journal system update:
  • (hopefully) fixed the issue of coloring new notes (bug 1439)
    RevisionAuthorDate
    r182ozzy2009-01-06 15:21:16 -0600 (Tue, 06 Jan 2009)

    Journal system:
  • fixed the issue with distribution of XP upon finishing a quest.
    Shad: I had to fix a minor glitch in the Usecode/Stats.skrit library (the documentation and code were not coherent so I changed the code). According to my search this function is only called from the Journal system anyway so the change shouldn't break anything

    RevisionAuthorDate
    r181wyrdweb2009-01-05 20:00:49 -0600 (Mon, 05 Jan 2009)

    Fixed the specializes for cooking pot and adding dead and buried bodies for container use. Need pb_art.

    RevisionAuthorDate
    r180wyrdweb2009-01-04 18:39:55 -0600 (Sun, 04 Jan 2009)

    Adding templates for garg medallions (for Flerida). Need pb_art.

    RevisionAuthorDate
    r179wyrdweb2008-12-31 16:07:02 -0600 (Wed, 31 Dec 2008)

    Fixing the dead body placeholders.

    RevisionAuthorDate
    r178wyrdweb2008-12-31 11:35:47 -0600 (Wed, 31 Dec 2008)

    Fixing a mesh name.

    RevisionAuthorDate
    r177wyrdweb2008-12-31 00:04:58 -0600 (Wed, 31 Dec 2008)

    Adding more dead bodies (have only mages left to do and am awaiting a mesh for that).

    RevisionAuthorDate
    r176wyrdweb2008-12-29 19:28:21 -0600 (Mon, 29 Dec 2008)

    Adding a 2nd broken scale mail armor. Need pb_art.

    RevisionAuthorDate
    r175wyrdweb2008-12-26 10:30:56 -0600 (Fri, 26 Dec 2008)

    Correcting 2 syntax errors in library examples.

    RevisionAuthorDate
    r174wyrdweb2008-12-22 20:39:10 -0600 (Mon, 22 Dec 2008)

    Changed the ants over to use the cool death animations (there is a variety) by commenting out the physics blocks. Adding some more dead body containers.

    RevisionAuthorDate
    r173wyrdweb2008-12-18 21:12:28 -0600 (Thu, 18 Dec 2008)

    Adding templates for Empire ship, mast and hatch as container. Need pb_art.

    RevisionAuthorDate
    r172jyte2008-12-17 12:48:03 -0600 (Wed, 17 Dec 2008)

  • Bug 1364, glows for Hollow Stump is placed next to the bark of the tree
    RevisionAuthorDate
    r171shaddock2008-12-13 19:41:21 -0600 (Sat, 13 Dec 2008)

  • make sure to *not* build a campfire when sleeping on a ship
  • new usecode function: Proximity.IsPartyOnShip
    RevisionAuthorDate
    r170jyte2008-12-09 14:44:52 -0600 (Tue, 09 Dec 2008)

  • Bug 1364, Hollow Stump is not ready yet
    RevisionAuthorDate
    r169shaddock2008-12-06 16:52:37 -0600 (Sat, 06 Dec 2008)

  • added karma hit for killing ant larvae
    RevisionAuthorDate
    r168jyte2008-12-06 15:14:40 -0600 (Sat, 06 Dec 2008)

  • Bug 1364, will check barrels later
    RevisionAuthorDate
    r167shaddock2008-12-05 21:20:11 -0600 (Fri, 05 Dec 2008)

  • giant ant larvae and egg templates created. located under ambients in SE
    RevisionAuthorDate
    r166wyrdweb2008-12-05 13:26:50 -0600 (Fri, 05 Dec 2008)

    Updated templates to use new textures. Need pb_art.

    RevisionAuthorDate
    r165shaddock2008-12-05 09:46:34 -0600 (Fri, 05 Dec 2008)

    added a little variety to the cyclops. They have different sizes and the smaller ones will run

    RevisionAuthorDate
    r164shaddock2008-12-04 22:05:16 -0600 (Thu, 04 Dec 2008)

  • wired up giant ant templates with new meshes and and animations
  • created mob gizmos for soldier, worker, and queen ant
    needs britannia_art

    question: should worker ants actually be ambients and run away from the player?

    RevisionAuthorDate
    r163ozzy2008-12-04 14:48:56 -0600 (Thu, 04 Dec 2008)

    Fixed an issue with karma adjustments in the Journal system

    RevisionAuthorDate
    r162shaddock2008-12-04 11:16:32 -0600 (Thu, 04 Dec 2008)

  • new sfx for the new static magic fields
  • new usecode: System.CheckMapName for determining which map you are playing on
  • added map_name property to system_bootstrap to define the map name at map startup

    RevisionAuthorDate
    r161shaddock2008-12-03 10:38:11 -0600 (Wed, 03 Dec 2008)

  • diggable debris objects. Need a pickaxe or shovel to clear these...a powder keg will also work. :) diggable swamp roots, swamp logs, and wet rocks.
    RevisionAuthorDate
    r160shaddock2008-11-29 12:54:43 -0600 (Sat, 29 Nov 2008)

  • added ship hold for black pearl
    RevisionAuthorDate
    r159shaddock2008-11-29 08:20:55 -0600 (Sat, 29 Nov 2008)

  • rabbits now drop rabbit meat when killed. template name: food_meat_rabbit
    RevisionAuthorDate
    r158shaddock2008-11-29 08:09:03 -0600 (Sat, 29 Nov 2008)

  • tuned the attack radius of cyclops so they notice you sooner
    RevisionAuthorDate
    r157shaddock2008-11-25 09:35:37 -0600 (Tue, 25 Nov 2008)

  • new placeable fire, sleep, energy, and poison fields. These are "line" type fields instead of the circular fields we originally had and are more ultima-like. The SFX for the poison, energy, and sleep fields need to be redone, but they should all be functional.
    RevisionAuthorDate
    r156shaddock2008-11-24 22:24:31 -0600 (Mon, 24 Nov 2008)

  • prototyping a more visually stunning fire field. fire_field_static_new
    RevisionAuthorDate
    r155shaddock2008-11-24 20:12:36 -0600 (Mon, 24 Nov 2008)

  • added rock_grs_explodable - a new rock that can only be exploded with 2 powder kegs (modify the magnitude_required when placing to make this less or more)
    RevisionAuthorDate
    r154shaddock2008-11-24 17:06:26 -0600 (Mon, 24 Nov 2008)

  • made camera_stomp and camera_quake effects PB compatible. They weren't working with PB since they relied on a ScreenHero which doesn't exist in PB.
    RevisionAuthorDate
    r153wyrdweb2008-11-20 18:02:05 -0600 (Thu, 20 Nov 2008)

    Adding templates for cherry and plum trees and for their fruit. Need pb_art.

    RevisionAuthorDate
    r152wyrdweb2008-11-20 01:20:40 -0600 (Thu, 20 Nov 2008)

    Moving potato from u6p to pb and making harvestable.

    RevisionAuthorDate
    r151wyrdweb2008-11-20 00:23:50 -0600 (Thu, 20 Nov 2008)

    Moving carrot template from u6p to pb and making a harvestable carrot plant.

    RevisionAuthorDate
    r150shaddock2008-11-19 20:59:19 -0600 (Wed, 19 Nov 2008)

  • added dsunit schedule section to SE
  • wired up the FB fishing animation
    RevisionAuthorDate
    r149shaddock2008-11-19 19:52:24 -0600 (Wed, 19 Nov 2008)

  • added dsunit category to the SE view
  • added new component: named_point that will be used in unit testing
  • tweaked some proximity trap logic
    RevisionAuthorDate
    r148wyrdweb2008-11-19 15:35:13 -0600 (Wed, 19 Nov 2008)

    Adding template for new fish and adding cooking pot (best if placed by a fire so it's believable that you can cook in it *smiles*). Need pb_art.

    RevisionAuthorDate
    r147shaddock2008-11-17 20:35:16 -0600 (Mon, 17 Nov 2008)

  • added new lightweight orb lights. Will always be on and won't emit a light (just shows the effect). To make them cast light, drop a point light near them.
  • fixed some conflicts between britannia actor and the powder keg logic
  • added ability to specify scripts to run in the system bootstrap on a per map basis. These will run after the global init scripts run
  • fixed a potential divide by zero issue in the Flag usecode library
    RevisionAuthorDate
    r146shaddock2008-11-11 11:14:31 -0600 (Tue, 11 Nov 2008)

  • made doors default to non-explodable in the base britannia_logic so as not to affect Lazarus
    RevisionAuthorDate
    r145shaddock2008-11-11 10:04:17 -0600 (Tue, 11 Nov 2008)

  • work on powder kegs
  • - now supports stronger objects that require more than 1 simultanious powder keg to explode. Set Explodable:required_magnitude
  • - countdown is now done via floaters instead of writing out to screen
  • - doors are now explodable. Magic doors are not explodable, and steel doors require 2 powder kegs.
    RevisionAuthorDate
    r144wyrdweb2008-11-08 15:08:13 -0600 (Sat, 08 Nov 2008)

    Adding clothing templates. Need pb_art.

    RevisionAuthorDate
    r143wyrdweb2008-11-06 22:47:16 -0600 (Thu, 06 Nov 2008)

    Adding templates for cloth bolts. Need pb_art.

    RevisionAuthorDate
    r142wyrdweb2008-11-03 19:38:56 -0600 (Mon, 03 Nov 2008)

    New shipwreck and miniature templates. Need pb_art.

    RevisionAuthorDate
    r141shaddock2008-10-28 21:20:30 -0500 (Tue, 28 Oct 2008)

  • powder keg was applying double damage...fixed.
    RevisionAuthorDate
    r140shaddock2008-10-28 16:53:42 -0500 (Tue, 28 Oct 2008)

  • fixed phantom mob generator aspect -- it did appear as a reaper
    RevisionAuthorDate
    r139shaddock2008-10-28 15:36:24 -0500 (Tue, 28 Oct 2008)

  • updated powder keg inventory icon. Thanks WW.
    RevisionAuthorDate
    r138shaddock2008-10-28 14:23:17 -0500 (Tue, 28 Oct 2008)

  • added functional powder keg prototype. Attacking them will cause them to explode (damaging the attacker, of course) or you can pick them up and right click them to ignite them and have 10 second lead time.
    RevisionAuthorDate
    r137shaddock2008-10-28 07:00:26 -0500 (Tue, 28 Oct 2008)

    fixed a typo in the daycycle component

    RevisionAuthorDate
    r136shaddock2008-10-27 20:08:18 -0500 (Mon, 27 Oct 2008)

  • changes to the debug console
  • - modified the X or Exec command to allow unlimited parameters in case the script requires more than just 4 params
  • - added a new command: ALIAS format: ALIAS [name] [command]
    this will allow shortcuts to be defined. These aliases may also be defined in k_inc_pb_custom_config so they are present at game start.

    eg: ALIAS TEST LIB TESTER.TEST

    will run LIB TESTER.TEST
    when TEST is typed.

    RevisionAuthorDate
    r135shaddock2008-10-27 19:56:10 -0500 (Mon, 27 Oct 2008)

  • changed event console to display: (name) has been wounded. when they are attacked by an inanimate object instead of displaying: (blank) attack (player)
    RevisionAuthorDate
    r134shaddock2008-10-27 19:39:25 -0500 (Mon, 27 Oct 2008)

  • added new usecode library: Attack
  • in britannia_actor, checking to see if attacker has a membership of "suppress_console_attack_msg" then don't display in event console
  • added ability to launch a usecode in the daycycle_object_handler for launching usecode at intervals
  • tuned the CreateDamageVolume routine

    RevisionAuthorDate
    r133shaddock2008-10-23 20:26:36 -0500 (Thu, 23 Oct 2008)

  • more fine tuning of the ladder manager gizmo
    RevisionAuthorDate
    r132ozzy2008-10-23 17:12:23 -0500 (Thu, 23 Oct 2008)

    Added the functionality to run SFX scripts from the debug console. (No parameters supported for the moment.)

    To test, select one character from your party, open up the console and enter:
    SFX musical_notes_bark_01
    or just use the name of any other bark.

    RevisionAuthorDate
    r131shaddock2008-10-22 22:42:56 -0500 (Wed, 22 Oct 2008)

  • lots of changes to the ladder manager to allow it to work across region boundaries. Also added more debug code.
    RevisionAuthorDate
    r130ozzy2008-10-21 19:26:15 -0500 (Tue, 21 Oct 2008)

    Temporary disabled the karma banters that weere popping up on every karma change. (They aren't implemented yet anyway.)

    This is for testing the quest related karma changes without the banters popping up in the middle of the convo.
    Should code a better solution for handling those things in few days...

    RevisionAuthorDate
    r129shaddock2008-10-21 09:38:26 -0500 (Tue, 21 Oct 2008)

  • added some additional sanity checks and debug to the ladder manager gizmo. Also added a 2nd moveto point to send party right before the fade in (ie.. party moves off the ladder mover to a point, then can move to another point once the ladder mover is back in it's default position)
  • created a new component that will hide/show itself based upon whether a particular item is in inventory
  • created a "rope_connect_point" gizmo that will hide/show based upon if the rope is in inventory. Can be used with the ladder gizmo to handle rope climbing
  • add QueueAddFloat and QueuePeekFloat to the string utils

    RevisionAuthorDate
    r128ozzy2008-10-19 16:37:20 -0500 (Sun, 19 Oct 2008)

    Added Usecode functions
    Party.SetDoubleSpeed
    Party.SetTripleSpeed
    Party.SetNormalSpeed

    Can be used to change the 'walking speed' of the party. Should be useful for quick quest testing or checking how map section looks in game ...

    RevisionAuthorDate
    r127aletys2008-10-18 15:56:15 -0500 (Sat, 18 Oct 2008)

    Added wingless region for NPCs.

    Need:
  • u6p_map
  • u6p_npc

    RevisionAuthorDate
    r126wyrdweb2008-10-17 14:57:05 -0500 (Fri, 17 Oct 2008)

    Adding template so we can have a model (miniature) ship.

    RevisionAuthorDate
    r125shaddock2008-10-14 09:28:31 -0500 (Tue, 14 Oct 2008)

  • changed the look of the orb lights to be colored flames instead of simple orbs.
    RevisionAuthorDate
    r124aletys2008-10-11 23:54:00 -0500 (Sat, 11 Oct 2008)

    Added gargoyle wingedisle region for placing NPCs

    Need:
  • u6p_map.
  • u6p_art.
  • u6p_npc.
  • u6p_support
    RevisionAuthorDate
    r123shaddock2008-10-11 23:08:14 -0500 (Sat, 11 Oct 2008)

  • added Right Page # variable to the lorebook interface. It was only storing varLorebookLeftPage, now it's storing varLorebookRightPage too.
    RevisionAuthorDate
    r122wyrdweb2008-10-10 14:22:47 -0500 (Fri, 10 Oct 2008)

    Adding new templates for Druid staffs. Need pb_art.

    RevisionAuthorDate
    r121wyrdweb2008-10-09 23:38:00 -0500 (Thu, 09 Oct 2008)

    Made the pb_staff and pb_broken_staff have matching textures and gui icons, and adding new templates for new mage staffs and one for the Evil Avatars out there (yes, we know who you are). Need pb_art.

    RevisionAuthorDate
    r120wyrdweb2008-10-09 16:56:35 -0500 (Thu, 09 Oct 2008)

    Adding Gargoyle spyglass template. Need pb_art and u6p_art.

    RevisionAuthorDate
    r119shaddock2008-10-07 08:49:45 -0500 (Tue, 07 Oct 2008)

  • adding Lazarus spyglass...named: pb_spyglass
    RevisionAuthorDate
    r118shaddock2008-10-07 08:12:50 -0500 (Tue, 07 Oct 2008)

  • added hooks to britannia player to be able to override the updating of the character screen
  • added placeholder silver_serpent templates and mob generators
  • added a new market type: "free" which will cause all items in the market to be free
  • cleaned up the magical orb light SFX scripts to make it easier to create new colors
    RevisionAuthorDate
    r117shaddock2008-09-30 13:39:51 -0500 (Tue, 30 Sep 2008)

    added category for raven_wood in the event that the ravenwood npcs get regenerated with the new npc generator.

    RevisionAuthorDate
    r116shaddock2008-09-30 10:34:46 -0500 (Tue, 30 Sep 2008)

  • added new magical orb lights for placement in Lycaeum. they are located under furnishings/lighting/pb_orb_light_*
    These lights have no aspect and only show up at night. I've created yellow, green, red, and blue...to add more colors, just look at pb_lights.gas for instructions.

    RevisionAuthorDate
    r115aletys2008-09-25 20:14:15 -0500 (Thu, 25 Sep 2008)

    Adding region so usecode testing npcs show up in SE.

    RevisionAuthorDate
    r114shaddock2008-09-23 10:10:32 -0500 (Tue, 23 Sep 2008)

  • added template and mob gizmos for giant ants. They are currently using the Giant Scorpion meshes until the ant meshes are complete.
    RevisionAuthorDate
    r113jesses2008-09-18 22:21:56 -0500 (Thu, 18 Sep 2008)

    adds Swamp 2 texture type

    RevisionAuthorDate
    r112shaddock2008-09-05 06:18:27 -0500 (Fri, 05 Sep 2008)

  • make sure that penalty for killing a creature while invisible only triggers for invisible party members and not invisible monsters or npcs.
    RevisionAuthorDate
    r111shaddock2008-09-04 22:31:55 -0500 (Thu, 04 Sep 2008)

  • fixed an issue with shared XP where the attacker was getting double the xp
  • modified invisibility to not expire if the player attacks someone, but it will deduct karma and display a message to the console if the player kills something while invisible. XP will still be given though.
    RevisionAuthorDate
    r110shaddock2008-09-01 11:04:06 -0500 (Mon, 01 Sep 2008)

  • fixed a long-standing bug where the sextant thought it was indoors and couldn't be used even when outdoors
  • modified sextant system to be able to support the U6P sextant points and still be backwards compatible with the original laz system
  • moved pb_world_map into it's own file
    RevisionAuthorDate
    r109shaddock2008-08-31 11:56:04 -0500 (Sun, 31 Aug 2008)

  • added some new properties to the sextant points to allow easier placement in the map.
    RevisionAuthorDate
    r108shaddock2008-08-30 13:20:53 -0500 (Sat, 30 Aug 2008)

  • added a "light" effect to the peering gem/peer spell. This basically launches an an_flam effect with a much larger light radius (60m).
    will this work? Does the color of the light need to change? One caveat to this is that it won't reveal items under node caps that have not been walked through, but it does look like it reveals cavernous areas pretty well.

    RevisionAuthorDate
    r107shaddock2008-08-16 11:11:28 -0500 (Sat, 16 Aug 2008)

  • don't display friendly fire message if friendly fire should be ignored.
    RevisionAuthorDate
    r106shaddock2008-07-24 21:38:46 -0500 (Thu, 24 Jul 2008)

  • parameterized the calcs for distributing shared XP on a kill. This can now be adjusted in k_inc_pb_custom_config.. The default is each party member receives 10% of the total XP and the killer receives 100%
    RevisionAuthorDate
    r105shaddock2008-07-19 22:12:03 -0500 (Sat, 19 Jul 2008)

  • fixed the lockpicking system.. it got broke recently
    RevisionAuthorDate
    r104shaddock2008-07-19 20:41:45 -0500 (Sat, 19 Jul 2008)

  • fixed issue with moongate "hole" reappearing after the gate has been fixed.
    RevisionAuthorDate
    r103shaddock2008-07-19 19:08:22 -0500 (Sat, 19 Jul 2008)

  • upped character count in event console to 90 chars before wrapping
  • tweak to schedule starts to help with issues with infinite schedules or long running schedules where the spawned npc may have been deleted
    RevisionAuthorDate
    r102wyrdweb2008-07-18 22:32:20 -0500 (Fri, 18 Jul 2008)

    Committing Ozzy's fixes. Everything looks great for me.

    RevisionAuthorDate
    r101shaddock2008-07-18 22:18:00 -0500 (Fri, 18 Jul 2008)

  • make sure the "poison" floater only appears above visible creatures
  • minor tweak to double doors to fix the issue with needing to unlock both sides
    RevisionAuthorDate
    r100shaddock2008-07-17 20:28:07 -0500 (Thu, 17 Jul 2008)

  • fixed error on second door during the temple NIS
  • fixed issue with bows not working if the player runs out of ammo..even when more ammo is acquired.
    RevisionAuthorDate
    r99shaddock2008-07-17 19:15:24 -0500 (Thu, 17 Jul 2008)

  • new usecode function: NPC.RunAway
    RevisionAuthorDate
    r98shaddock2008-07-16 21:11:57 -0500 (Wed, 16 Jul 2008)

  • added some of the feedback banters to the event console
    RevisionAuthorDate
    r97shaddock2008-07-16 20:17:13 -0500 (Wed, 16 Jul 2008)

  • slight modification to the event console logic to automatically wrap lines that are too long.
    RevisionAuthorDate
    r96shaddock2008-07-16 17:45:12 -0500 (Wed, 16 Jul 2008)

  • added event console lines for when the party adds/removes gold
    RevisionAuthorDate
    r95shaddock2008-07-15 18:03:15 -0500 (Tue, 15 Jul 2008)

  • added toggle button on the toolbar to toggle the console window. This will need new art at some point, but the rollover shows what it is.
    RevisionAuthorDate
    r94shaddock2008-07-11 19:23:50 -0500 (Fri, 11 Jul 2008)

  • fixed syntax error in healer ui
  • removed some dsmod skrit warnings
    RevisionAuthorDate
    r93wyrdweb2008-07-10 12:53:43 -0500 (Thu, 10 Jul 2008)

    Adding barks and sounds to templates for dogs and cats, and added a pb_dog_mean_clickable that growls and snarls with sound effect.

    Anyone have a dog that they can record barking or making good dog sounds?

    RevisionAuthorDate
    r92wyrdweb2008-07-10 10:29:05 -0500 (Thu, 10 Jul 2008)

    Fixing the cats' bark. *giggle*

    RevisionAuthorDate
    r91shaddock2008-07-08 20:54:03 -0500 (Tue, 08 Jul 2008)

  • equipping the torch now expires the invisibility spell
    RevisionAuthorDate
    r90shaddock2008-07-08 20:49:02 -0500 (Tue, 08 Jul 2008)

  • made invisibility spell expire when you talk to someone
  • made invisibility spell expire when you cast light
  • made dead bodies spawn a zombie (friendly to the party) when anju sermani cast on them

    RevisionAuthorDate
    r89wyrdweb2008-07-08 15:38:44 -0500 (Tue, 08 Jul 2008)

    Updated boomerang template with new gui/icons. Need pb_art.

    RevisionAuthorDate
    r88shaddock2008-07-07 21:37:41 -0500 (Mon, 07 Jul 2008)

  • changed the color of the spell event in the event console
    RevisionAuthorDate
    r87shaddock2008-07-07 21:04:49 -0500 (Mon, 07 Jul 2008)

  • more work on trying to keep NPCs from going insane with friendly fire
  • event console now restores it's contents after a game reload
  • added schedule errors to the event console in DSMod only - this will help you identify "popping"
  • made event console auto-launch in DSMod only
  • for locked doors, display the key icon in the event console when unlocked by a key -- pick icon when picked
  • turned on the yellow indicator bar for bows - will visually indicate how low arrows are getting. Kind of discovered this by accident. :)
  • added event when a party member puts on armor that causes a penalty for his/her class
  • added new Queue Routines: QueueRotateRight, QueueRotateLeft, for shifting the elements in the queue left or right

  • RevisionAuthorDate
    r86ozzy2008-07-07 17:57:50 -0500 (Mon, 07 Jul 2008)

    Updated Journal logic:
  • add parameters xpA and karmaA to usecode function AddNote (these values get applied when the note is activated - I believe Deborah knows what to do)
  • fixed the issues with karma and xp not being adjusted after completing a note or a quest
    (Possibly, I partially broke the 'coloring system', but it will be fully functional soon.)

    RevisionAuthorDate
    r85shaddock2008-07-06 21:38:30 -0500 (Sun, 06 Jul 2008)

  • added write_scheduledebug to event console routines
  • tuning schedule system to try to resolve issues with duplicate npcs and npcs running their transitions multiple times
  • modified doors to not display a "locked" message if a non-player tries to open them
    RevisionAuthorDate
    r84shaddock2008-07-06 16:41:35 -0500 (Sun, 06 Jul 2008)

  • added new queue and stack routines for scids
    RevisionAuthorDate
    r83shaddock2008-07-06 15:46:43 -0500 (Sun, 06 Jul 2008)

  • modified invisibility spell so that if it naturally expires, it doesn't fire off the "detected" logic.
    RevisionAuthorDate
    r82shaddock2008-07-06 15:20:15 -0500 (Sun, 06 Jul 2008)

  • Added new usecode function: Flag.AllEQ
    RevisionAuthorDate
    r81shaddock2008-07-06 14:40:49 -0500 (Sun, 06 Jul 2008)

    added equip requirements for gold coif to allow Avatar to wear it.

    RevisionAuthorDate
    r80shaddock2008-07-06 11:39:24 -0500 (Sun, 06 Jul 2008)

  • remove phase spider from spider mob. Phase spiders are just too unpredictable to place randomly. If you want to place a phase spider, use the specific phase spider mob.
    RevisionAuthorDate
    r79shaddock2008-07-04 13:54:43 -0500 (Fri, 04 Jul 2008)

  • fixed issue where exiting out of a container UI sometimes would lock the time
  • changed event console to only use 1 line per entry allowing for more entries on screen at one time
    RevisionAuthorDate
    r78shaddock2008-07-04 10:28:47 -0500 (Fri, 04 Jul 2008)

  • fixed a potential issue with Stats.CheckPlayerSTR,DEX, etc. where it wasn't checking if the stat was greater than the value provided -- missed one
    RevisionAuthorDate
    r77shaddock2008-07-04 10:27:24 -0500 (Fri, 04 Jul 2008)

  • fixed a potential issue with Stats.CheckPlayerSTR,DEX, etc. where it wasn't checking if the stat was greater than the value provided
    RevisionAuthorDate
    r76shaddock2008-07-04 10:17:58 -0500 (Fri, 04 Jul 2008)

  • fixed issue with Runic lorebook not displaying text or the translate button. This button still doesn't display a label though.
    RevisionAuthorDate
    r75shaddock2008-07-04 00:39:00 -0500 (Fri, 04 Jul 2008)

  • revamped the convo tester ui. When having more than just a handful of npcs to test, the combo box motif just doesn't work.
    RevisionAuthorDate
    r74shaddock2008-07-03 16:08:40 -0500 (Thu, 03 Jul 2008)

  • ensure trap disarming updates second door on paired doors
  • added logic to "flash" important events in the event console such as out of ammo, party member death, etc.
  • updated event console to display the type of ammo that ran out in the event of running out of ammo.
    RevisionAuthorDate
    r73ozzy2008-07-03 03:59:09 -0500 (Thu, 03 Jul 2008)

    Fix to door auto-closing. The ambients shouldn't be able to close the doors anymore.

    Might require a bit more parameter tweaking, but according to my tests (chickens in paws) it works.

    RevisionAuthorDate
    r72shaddock2008-07-02 21:08:11 -0500 (Wed, 02 Jul 2008)

  • resized event console
  • modified unlock usecode to take into account the second door in paired door situations
    RevisionAuthorDate
    r71shaddock2008-07-02 20:23:27 -0500 (Wed, 02 Jul 2008)

  • added more event console feedback
  • made usecode debug write out to the event console
  • auto-select newly added party member when they join
  • cause party builder to use the convo action queuer for adding party members
  • made a change to the openable component so that it doesn't create duplicate contents when placed in SE in some isolated cases
  • added additional logic to allow conversations on npcs coming out of a sleep schedule
  • fleshed out the zombie templates and created mob gizmos for them


  • RevisionAuthorDate
    r70ozzy2008-07-02 20:01:08 -0500 (Wed, 02 Jul 2008)

    Journal UI:
    - more work on the coloring

    RevisionAuthorDate
    r69ozzy2008-07-02 19:23:21 -0500 (Wed, 02 Jul 2008)

    Journal system update:
    - fixed the issue with Karma and XP not being set on SetNoteState...

    RevisionAuthorDate
    r68ozzy2008-07-02 19:03:32 -0500 (Wed, 02 Jul 2008)

    Work on the Journal:
    - added support to color active note in a quest
    - more work related to entering the NPCs into the journal

    RevisionAuthorDate
    r67shaddock2008-07-01 19:42:30 -0500 (Tue, 01 Jul 2008)

  • new usecode library EventConsole
  • most events should now be writing to the event console
  • added some debug to the moveto gizmo
    RevisionAuthorDate
    r66wyrdweb2008-07-01 19:42:23 -0500 (Tue, 01 Jul 2008)

    Adding missing *

    RevisionAuthorDate
    r65ozzy2008-07-01 08:19:32 -0500 (Tue, 01 Jul 2008)

    Work on the Journal UI:
  • added a real slider to the 'quest description textbox' on the details page
  • added the same kind of slider to the 'quest description' on the index page.
    If you like the slider I will resize the textbox back to its original size and do some minor cosmetichal fixes to the slider. Otherwise we can go back to the 'scroll up/scroll down' buttons we had before.

    RevisionAuthorDate
    r64ozzy2008-07-01 07:12:33 -0500 (Tue, 01 Jul 2008)

    Work on the Journal UI:
  • updated quest coloring - all new notes that have been added to the quest, since you last checked the quest, will be colored light blue (only on the index page)
    Question: At the moment the state/color of the quest changes when you click on it on the index page. We could make it change when the user looks at the quest on the details page... Which approach would you prefer?

    RevisionAuthorDate
    r63ozzy2008-07-01 05:26:50 -0500 (Tue, 01 Jul 2008)

    Work on the Journal:
  • added back the 'quest coloring' feature to the Journal UI

    RevisionAuthorDate
    r62shaddock2008-06-30 22:04:56 -0500 (Mon, 30 Jun 2008)

  • tuning the field effects for performance
  • added debug for when npc's pop during a teleport moveto schedule
    RevisionAuthorDate
    r61shaddock2008-06-30 20:53:00 -0500 (Mon, 30 Jun 2008)

  • made domesticated animals less afraid of humans
    RevisionAuthorDate
    r60shaddock2008-06-30 20:16:32 -0500 (Mon, 30 Jun 2008)

  • beginnings of conversion of zombies to PB
  • took poison attack out of skeletons
  • set some default values in base_chest
  • have the option of turning off the hum on a moongate by not specifying a moongate_sound
  • storing the last 100 events in the event console to the auditor db
    RevisionAuthorDate
    r59ozzy2008-06-30 18:19:16 -0500 (Mon, 30 Jun 2008)

    Work on the Journal:
  • initial code for adding the information about the NPCs into the journal
  • made first 'sketch' of the people page in the Journal UI
    RevisionAuthorDate
    r58ozzy2008-06-30 04:28:49 -0500 (Mon, 30 Jun 2008)

    Fixed JournalUI to work again (there was a small issue related to the event console)

    RevisionAuthorDate
    r57shaddock2008-06-29 19:46:59 -0500 (Sun, 29 Jun 2008)

  • added ability to add karma:value and xp:value optional parameters to: Journal.AddNote and Journal.AddQuest so that XP or Karma is automatically adjusted on completion of either the note or the quest if appropriate.
    RevisionAuthorDate
    r56shaddock2008-06-29 10:48:32 -0500 (Sun, 29 Jun 2008)

  • added friendly fire messages to the event console
  • attempting to try and fix the friendly fire issue which causes npcs to go berzerk
    RevisionAuthorDate
    r55shaddock2008-06-29 08:04:05 -0500 (Sun, 29 Jun 2008)

  • extending the shovel hierarchy to allow shovels to have a common base template
    RevisionAuthorDate
    r54shaddock2008-06-27 20:35:09 -0500 (Fri, 27 Jun 2008)

  • added placeholder template for pb_chest_trunk_wood
    RevisionAuthorDate
    r53shaddock2008-06-27 18:41:44 -0500 (Fri, 27 Jun 2008)

  • binding the event console to different systems.
  • looked at the issue with multiple items spawning from mouseholes
    RevisionAuthorDate
    r52wyrdweb2008-06-27 18:23:40 -0500 (Fri, 27 Jun 2008)

    Adding a new container (a much nicer looking trunk). Will need u6p_support to use for Chest Gen.

    RevisionAuthorDate
    r51wyrdweb2008-06-26 23:48:01 -0500 (Thu, 26 Jun 2008)

    Adding cooked steak template and renamed raw steak.

    RevisionAuthorDate
    r50shaddock2008-06-26 22:49:42 -0500 (Thu, 26 Jun 2008)

  • static item enabler looks like it got broken at some point, causing all kinds of errors. This removes the optimizations that were added in order to fix it. Performance optimization will be looked at again later.
    RevisionAuthorDate
    r49shaddock2008-06-26 22:33:04 -0500 (Thu, 26 Jun 2008)

  • fixed a syntax error
    RevisionAuthorDate
    r48wyrdweb2008-06-26 22:31:30 -0500 (Thu, 26 Jun 2008)

    Adding raw steak template.

    RevisionAuthorDate
    r47shaddock2008-06-26 22:12:36 -0500 (Thu, 26 Jun 2008)

  • committing a prototype event console (for future use, probably U6P M6 or M7)
  • added a debug property to the static item enabler
  • added queue and stack type functionality to lists of strings,ints, and goids. routines are in k_inc_util_strings.skrit
    RevisionAuthorDate
    r46shaddock2008-06-24 21:23:22 -0500 (Tue, 24 Jun 2008)

  • made sure party member dies tutorial tip fires correctly
    RevisionAuthorDate
    r45shaddock2008-06-24 21:01:31 -0500 (Tue, 24 Jun 2008)

  • added calendar date to time window. Default calendar starts at July 4th, 161 to coincide with the start of Ultima 6. Year consists of 12 28 day months.
  • fixed issue with friendly fire (again..this time maybe it will work)
  • added support to unlock paired doors correctly...needs to be tested
  • added Debug.FixTime to fix issues when time freezes in containers
  • added options to the Time usecode library to return day/month/year
    RevisionAuthorDate
    r44shaddock2008-06-23 21:23:10 -0500 (Mon, 23 Jun 2008)

  • cleaned up combat debug in britannia_actor so it shows line breaks correctly
  • added a "spawn_invincible" property to the mob generators
  • removed "dyn_party" from all monster memberships...this was causing npc's to inadvertently switch sides in the middle of battle
  • added "ForceAlignment" utility function to the nis utilites as a helper function for easily switching a nearby creature's alignment.
    RevisionAuthorDate
    r43shaddock2008-06-23 17:32:25 -0500 (Mon, 23 Jun 2008)

  • added new console command: FIXTIME (press enter then type if time gets frozen)
  • tuned the stats on rabid ambients
  • caused rabid rabbits to drop poisoned meat
    RevisionAuthorDate
    r42wyrdweb2008-06-22 20:00:22 -0500 (Sun, 22 Jun 2008)

    Updating templates with new guis. Need pb_art.

    RevisionAuthorDate
    r41shaddock2008-06-22 19:18:09 -0500 (Sun, 22 Jun 2008)

  • toning down the rabid ambient AI ranges to help with performance
    RevisionAuthorDate
    r40wyrdweb2008-06-21 19:59:59 -0500 (Sat, 21 Jun 2008)

    Updated Wizard conical and hat guis. Need pb_art.

    RevisionAuthorDate
    r39shaddock2008-06-21 17:08:37 -0500 (Sat, 21 Jun 2008)

  • fixed issue with potions locking the inventory window when they are used.
    RevisionAuthorDate
    r38wyrdweb2008-06-21 16:40:21 -0500 (Sat, 21 Jun 2008)

    Added new robe templates and updated gui info.

    RevisionAuthorDate
    r37shaddock2008-06-21 10:07:02 -0500 (Sat, 21 Jun 2008)

  • added a little debug to the schedule starters
  • added logic to help with performance on mob generators and magic fields
  • removed somee warnings from the Time usecode library
    RevisionAuthorDate
    r36shaddock2008-06-20 18:05:40 -0500 (Fri, 20 Jun 2008)

  • fixed a race condition in the convo_action_queuer that was causing infinite recursion in some cases with the new banter system.
    RevisionAuthorDate
    r35shaddock2008-06-20 17:37:59 -0500 (Fri, 20 Jun 2008)

  • large update to the banter system. Banters will now execute their logic BEFORE trying to display the window. If the system determines that there is nothing to display, then it will just exit instead of having the banter window "flash". Note that all the usecode in the will actually execute even if there is nothing to display.
  • Fixed the banter_launcher component to only chain execution to the next scid if the banter actually displayed. If the banter didn't show anything, the next scid won't fire.
  • renamed all the .txt banters to .banter and recompiled them
    RevisionAuthorDate
    r34wyrdweb2008-06-18 09:13:14 -0500 (Wed, 18 Jun 2008)

    Sped up the base_blacksmith and tested - they are just a tad slower than NPCs walking, but very comparable.

    RevisionAuthorDate
    r33shaddock2008-06-17 16:35:57 -0500 (Tue, 17 Jun 2008)

  • added rabid animals: pig,dog,rabbit,chicken
  • added rabid rabbit and chicken mob generators (the rabid animals my look strange since they don't really have attack animations)

  • modified the mob generator to cause the spawn cycle to be based on the last spawn killed. Currently, spawns are every 10 minutes, so if you kill a monster at minute 9, it will respawn at minute 10. With this change, the idea is that it wouldn't respawn until minute 19
    RevisionAuthorDate
    r32shaddock2008-06-16 20:55:20 -0500 (Mon, 16 Jun 2008)

  • added usecode: Utils.SetFocusedAsInitiator
    RevisionAuthorDate
    r31shaddock2008-06-16 19:12:01 -0500 (Mon, 16 Jun 2008)

  • made bindable script buttons 32x32 pixels so it's easier to create your own button graphics
  • updated Inventory.AddPlayerItem to auto_equip item if it's not set to drop.
    RevisionAuthorDate
    r30shaddock2008-06-15 20:05:11 -0500 (Sun, 15 Jun 2008)

  • updated moveto gizmo to check whether the current actor exists before trying to teleport him on a "pop"
    RevisionAuthorDate
    r29shaddock2008-06-15 00:42:08 -0500 (Sun, 15 Jun 2008)

  • added new usecode: Moongate.IsBrokenMoongateNear
    RevisionAuthorDate
    r28shaddock2008-06-15 00:08:53 -0500 (Sun, 15 Jun 2008)

    updated the next_scid property in the moveto gizmo to inform that the next_scid is also used for 'pops'

    RevisionAuthorDate
    r27shaddock2008-06-15 00:07:22 -0500 (Sun, 15 Jun 2008)

  • added a configurable pause to the moveto->pop gizmo to allow you to play out an sfx before the NPC teleports.
    RevisionAuthorDate
    r26ozzy2008-06-11 15:45:47 -0500 (Wed, 11 Jun 2008)

    Journal UI update - The 'quick quest info' (index page - right side) will now automatically 'move down' to the latest entries upon choosing the quest

    RevisionAuthorDate
    r25ozzy2008-06-11 14:34:32 -0500 (Wed, 11 Jun 2008)

    More work related to the SetNoteState issue
    (missed a function yesterday)


    RevisionAuthorDate
    r24ozzy2008-06-11 01:00:49 -0500 (Wed, 11 Jun 2008)

    Disabled automatic activation of quests on SetNoteState

    Should fix bug 1072, can also potentially fix bug 1071 - requires testing

    RevisionAuthorDate
    r23shaddock2008-06-09 19:43:30 -0500 (Mon, 09 Jun 2008)

  • modified moongate gizmo to wait until after the 'fix' effect is done before chaining to the next action
    RevisionAuthorDate
    r22shaddock2008-06-09 17:22:48 -0500 (Mon, 09 Jun 2008)

  • added performance check in static item enabler
  • created new gizmo - time manipulator for fading out, progressing time, and fading in
  • added a dev note to the caltrop template
  • added new usecode: Classes.SetAvatarClass for setting the Avatar subclass
  • added new usecode: Moongate.CreateRedGate for spawning a red moongate pointed to a particular destination
    RevisionAuthorDate
    r21shaddock2008-06-08 15:27:27 -0500 (Sun, 08 Jun 2008)

  • [change] Modified Inventory.EquipPlayerItem to apply to target if specified (to equip an NPC in convo)
  • [change] modified Inventory.UnequipPlayerItem to apply to target if specified (to unequip an NPC in convo)
    RevisionAuthorDate
    r20shaddock2008-06-08 15:10:35 -0500 (Sun, 08 Jun 2008)

  • added a fix to teleportation to ensure that packonly party members re-equip any gear they should have equipped
  • added a check for null in the moveto gizmo so an error doesn't pop up
    RevisionAuthorDate
    r19wyrdweb2008-06-08 14:14:06 -0500 (Sun, 08 Jun 2008)

    Added templates for Jimmy's ship and shipwreck one, plus masts for them both (these are not sails that are usable - just for effect - Jimmy's ship only comes alive in convo). Need pb_art.

    RevisionAuthorDate
    r18shaddock2008-06-07 22:22:44 -0500 (Sat, 07 Jun 2008)

  • modified spawns to delete themselves on we_entered_world if they shouldn't be around. This should resolve issues with monsters disappearing in the middle of battle
  • created a base template for the new Caltrops (still WIP)
  • fixed issue with conversation settings on joined party members not carrying through a teleport.
  • Added new usecode library: Debug
  • Added Spells.BatchRemoveSpellFromPlayerParty (still WIP)
    RevisionAuthorDate
    r17wyrdweb2008-06-07 17:35:30 -0500 (Sat, 07 Jun 2008)

    Updated templates using new textures, GUIs and meshes (thanks for the meshes, Niko, and thanks to Jesse for putting them in - yay!) Need pb_art.

    RevisionAuthorDate
    r16shaddock2008-06-05 18:21:19 -0500 (Thu, 05 Jun 2008)

    Added the fuzzy category to SE

    RevisionAuthorDate
    r15shaddock2008-06-01 19:48:22 -0500 (Sun, 01 Jun 2008)

  • added new usecode: Lorebook.checkLoreKey for determining which lorebook is currently being read from within a lorebook script.
    RevisionAuthorDate
    r14wyrdweb2008-06-01 12:45:01 -0500 (Sun, 01 Jun 2008)

    Added obelisk templates. Need pb_art.

    RevisionAuthorDate
    r13jesses2008-05-30 23:01:12 -0500 (Fri, 30 May 2008)

    committing font change to journal - arial narrow

    RevisionAuthorDate
    r12jesses2008-05-30 23:00:19 -0500 (Fri, 30 May 2008)

    arial narrow font

    RevisionAuthorDate
    r11jesses2008-05-30 22:43:02 -0500 (Fri, 30 May 2008)

    resized journal index slightly to account for scrollbar

    RevisionAuthorDate
    r10jesses2008-05-30 20:54:57 -0500 (Fri, 30 May 2008)

    adds scrollbar for quest list

    RevisionAuthorDate
    r9jesses2008-05-30 13:21:06 -0500 (Fri, 30 May 2008)

    might fix scrollbar for quest list. might not.

    RevisionAuthorDate
    r8jesses2008-05-30 12:21:04 -0500 (Fri, 30 May 2008)

    testing with deborah

    RevisionAuthorDate
    r7jesses2008-05-30 12:06:47 -0500 (Fri, 30 May 2008)

    testing for deborah

    RevisionAuthorDate
    r6jesses2008-05-30 11:26:05 -0500 (Fri, 30 May 2008)

    journal UI test

    RevisionAuthorDate
    r5shaddock2008-05-29 17:03:32 -0500 (Thu, 29 May 2008)

  • tweaked schedule system to disable shops and healers on transition-in schedules
  • changed a setting for transition-in schedules to have them behave more like transition-out schedules...this is to try to fix the issue with duplicate castle denizens. The more info I can get on duplicate instances, the better. Please send me saved games if you can.
  • made torches immune to corrosion
  • gave magic axe a fire attack
  • gave flaming oil immunity to corrosion and a fire attack
    RevisionAuthorDate
    r4shaddock2008-05-25 09:18:56 -0500 (Sun, 25 May 2008)

  • added option to invisibility spell to have invisible party members only have a chance of being detected by invisibility sensing monsters in daylight.
    RevisionAuthorDate
    r3shaddock2008-05-24 22:26:56 -0500 (Sat, 24 May 2008)

  • added SkritB stuff
    RevisionAuthorDate
    r2shaddock2008-05-24 17:06:53 -0500 (Sat, 24 May 2008)

    svnignore

    RevisionAuthorDate
    r1shaddock2008-05-24 12:59:16 -0500 (Sat, 24 May 2008)

    Initial import.