Current refactor TODO: - Some splitting of fileio.hpp - Consolidate the following enum-related data: - eSkill in scenario/shop.cpp - alchemy in pcedit/pc.editors.cpp - aug_cost in boe.text.cpp and start_town_mode() - eItemAbil (abil_chart in boe.text.cpp) - NO_PIC and cPict::BLANK seem to be the same thing? - BUG: Help button disappears when exiting a shop - BUG: Items bought from shops may be unidentified [Apr 30@10:11:42am] ADoS: CM, BUG: Character editor will properly add and remove spells, but only if you click on the PC to be edited, changing their spells, and clicking OK. If you use the arrow buttons between PCs, it resets to what it was before, even if you arrow to a PC, change their spells, and hit OK. ONLY click on a PC's spell button, change their spells, and press OK or it won't work. [Apr 30@10:15:43am] ADoS: AESTHETIC ERROR: There is a white line around the bottom and right sides of the Save First button when quitting the Character Editor. [Apr 30@11:39:51am] ADoS: AESTHETIC ERROR: One of the buttons when quitting scenedit without saving, the one on the far right, has a border too. [Apr 30@11:42:22am] ADoS: MAJOR BUG: Sounds do not work in main program. Completely silent. [Jun 10@3:07:44pm] ADoS: SUGGESTION: Directly edit PC level in the character editor, in addition to EXP editing. Setting a level will bring the PC to exactly the threshold of that level given their traits.. Bugs from Remington: [Apr 12@01:27:21am] Remington: hmm my node doesnt seem to work right now. After the kill/raise extra 1 (4) goes off and I try to select which PC to play as it only has the 6th PC to appear no matter who I click on. I also noticed in LBoE if you deleted the PC you are on you die, but here if you move your party appears on screen alive and well Bugs from BainIhrno: - “A Small Rebellion” file corrupted? Entering scenario seems to make save files unreadable. - Scenario editor: “One Time Display Dialog” node - clicking “edit text” causes the editor to crash if text number at -1. - ZA-KHAZI RUN, Town 0: Ghost in Fort Goodling has merchant talking picture. - ZA-KHAZI RUN, Town 0: Message telling player they “can’t enter” docks until they have supplies does not actually block them. Priorities: - Editor clipboard - Editor undo/redo - Better handling of editor dirty marking - Allow selecting a base when creating a new scenario - Mechanism for randomly-generated combat arenas - When creating or loading (via double-click) a scenario, no confirmation dialog is shown * Default town boundary is set to the top left corner * Fix picked up items being immediately equipped * Preferences dialog for the scenario editor PC Editor ideas: - Add a special item - Modify a quest status * Giving spells is broken - Rename PCs - Add, remove, and reorder PCs - Create new party - Allow each scenario to specify cheats (which would probably just be named SDFs) - Fix the overlapping text along the bottom of the window ADoS idea: Allow using 36x36 graphics for talking portraits. [Feb 27@3:47:59pm] ADoS: But when you load a save it defaults to a filename that most likely doesn't exist, instead of the most recent save. [Feb 27@3:49:32pm] celticminstrel: That bug is probably closely related to have Save As works but Save does not. Idea from GiantFriendlyTalkingSpiderman: Add an item ability called "cleave". [Feb 27@1:00:55pm] GiantFTspiderman: Anyway I started a quick run through of VoDT, already found some bugs. when I pick the lock on commander Terrance's drawers, I didn not get to see the contents. inspecting it again just gives the message "search: you find something!" and nothing happensGiantFTspiderman: every spell cast is taking 4 seconds to finnish. is it my settings? [Feb 27@2:12:02pm] GiantFTspiderman: I eventualy defeated the rats at fort terrace, I remebered them having surprisingly good loot. Am I thinking of a random drop? [Feb 27@2:13:13pm] GiantFTspiderman: left fort terrace got "error, this message accessed a field out of range" [Feb 27@2:13:39pm] GiantFTspiderman: when I closed that the usual description of the vale popped up anyway... [Feb 27@2:20:13pm] GiantFTspiderman: lookedup footage ofthe original game ad reasiled that a ton of items did't spawn at for terrace. known bug? [Feb 27@2:21:29pm] GiantFTspiderman: for example: only the armour in the store room spawned, none of the weapons of shields or lockpicks [Feb 15@08:16:52am] ADoS: ERROR (I THINK): Character editor does not let you have more than 25000 gold. Isn't the limit 30000something? [Feb 15@08:19:33am] ADoS: SUGGESTION: Select a number of autosave slots to have. Each time you enter a new town level or outdoor section, it cycles through. Autosave is a popular feature of modern games. The player can choose 0-7 slots, maybe. [Feb 15@08:23:48am] ADoS: BUG: Right clicking a node chain in-game shows you the node that will run in the text area, instead of running it like you're Looking. [Feb 15@08:24:21am] ADoS: Actually it steps through. [Feb 15@08:24:37am] ADoS: I think it's a result of using the character editor without closing the launcher. [Feb 15@08:29:17am] ADoS: BUG: Placing a monster doesn't refresh the screen. This was counted on for legacy movie scenarios, but going forward, it may be worth fixing for new scenarios. [Feb 15@08:30:16am] ADoS: SUGGESTION: Configurable keyboard shortcuts. [Feb 15@08:31:01am] ADoS: SUGGESTION: Preferences toggles an overlay during targeting, that lets you select targets with the keyboard. All functions that only the mouse can perform might be done well to have keyboard alternatives. [Feb 15@08:31:45am] ADoS: The overlay displays the same even when you scroll the terrain view, of course. I forget if that's keyboardable but it might be good for it to be so. [Feb 15@08:34:31am] ADoS: BUG: Mage Lore cannot be increased via in-game training. [Feb 15@08:38:17am] ADoS: SUGGESTION: Training only made permanent when you click Keep, not the arrow buttons. [Feb 15@08:39:01am] ADoS: BUG EXPLAINED: Bumping Mage Lore actually bumps Mage SPELLS. [Feb 15@08:43:25am] ADoS: ERROR: Training dialog headers (Skill: Cost: etc.) are not lined up with the actual elements they claim to explain. [Feb 15@08:50:25am] ADoS: BUG: Clicking items to sell (also needs keyboarding) makes the click sound twice prior to the coin jingle. [Feb 15@08:51:00am] ADoS: BUG: The black background shows in-game when a monster uses its own graphic instead of a portrait. This is not legacy behavior. [Feb 15@08:55:36am] ADoS: BUG: All store items still flash blue, instead of just the purchased one. [Feb 15@08:57:48am] ADoS: BUG: Saved game. Didn't matter, it didn't save my progress regardless. :( [Feb 15@09:06:18am] ADoS: Dorme vous, celticminstrel? [Feb 15@09:55:59am] ADoS: SUGGESTION: Save last-selected mage spell and last-selected priest spell for each PC to the save file. I can't count the number of times I forgot it resets when you load a save and ended up casting Light in a pitched battle. [Feb 15@10:00:31am] ADoS: Suggestion: Instead of alt-clicking for descriptions, add a ? button for each item. [Feb 15@10:09:32am] ADoS: The mage lore training bug affects the character editor too. [Feb 15@10:12:04am] ADoS: SUGGESTION: Save selected PC to save file too. [Feb 15@10:21:57am] celticminstrel: Do you have The Doomed Land? I found it on TrueSite. http://www.truesite4blades.com/SWArchive/Geocities/TimesSquare/Chasm/1581/thedoomedland.ZIP [Feb 15@10:21:57am] celticminstrel: There were one or two other things I wanted to say too, but I lost them. [Feb 15@10:22:10am] ADoS: I have that scenario, yes. [Feb 15@10:26:47am] ADoS: BUG: Character Editor empties SP instead of restoring it. [Feb 15@10:27:34am] celticminstrel: PC Editor Gold limit: Probably should be updated, yeah. Autosave: A lot of work. Right-clicking a node: Step-through is a debug option, which is disabled by default; did you accidentally enable it? Configurable keyboard shortcuts: Probably not going to happen. Selecting targets by keyboard: I do want to do that, so maybe. Mage Lore: Pretty sure I fixed that. Saving: I think only Save As works at the moment. Saving last-selected spell: Good idea. Alt-clicking for descriptions: What's the context here? [Feb 15@10:28:51am] ADoS: Skills is the context, regarding Alt vs. Cmd. [Feb 15@10:29:15am] ADoS: Debug is turned on if you edit a save without closing the main program. [Feb 15@10:29:21am] celticminstrel: Ah. Then maybe. [Feb 15@10:29:23am] celticminstrel: What? [Feb 15@10:29:33am] ADoS: If you fixed Mage Lore, it's not in the build I have. [Feb 15@10:30:00am] ADoS: If you have the main program open, and then you open the character editor and dink with it, without closing the main program, it turns on debug mode when you load the save. [Feb 15@10:56:33am] ADoS: EXPERIMENT RESULT: Trying to paint any terrain on the lower-right corner, even with the pencil, will cause an immediate crash. [Feb 02@11:56:39pm] celticminstrel: For crediting the bulk of the graphics I think I'm going to go by set. [Feb 02@11:57:07pm] celticminstrel: "Grass: Andrew Hunter (original BoE graphics, except X, Y, and Z; U, V, W by ADoS, A, B, C by Luz, etc etc)" Issues from Ir the Great: - "Exception thrown at 0x012DD5A7 in Blades of Exile.exe: 0xC0000005: Access Violation reading location 0x00000000" when loading custom scenario in Blades of Exile. Source file: boe.towns.cpp around line 1276 (give or take a few lines since this is an older version than the most recent.) Issues from Bain-Ihrno: - I can't program wandering or special encounters, they reset even after clicking OK. There's a Micah's Gloves issue: Currently the Intelligence ability (which the gloves possess) only gives a fixed +1 bonus to the intelligence stat adjustment, as well as a +n to Intelligence during mindduels, where n i the ability strength. This means that for the gloves to be exactly equivalent to legacy, they should have an ability strength of 0. However! The Will ability also affects mindduels, and far more drastically, so there is little reason to use the Intelligence ability on an item that is intended to help in mindduels. Furthermore, if the mindduel part of the ability were removed, the Intelligence ability could be modified to give a +n to the Int stat adjustment, instead of a fixed +1. Note however that any change in this regard would also need to affect how the Strength and Dexterity abilities work, and thus might have significant problems. I'm really unsatisfied about how those three abilities work so much differently from any other Boost Stat ability, so another thing I've considered is splitting them off so that the Boost Stat ability is always a straight boost, and then there's another ability (or three) for boosting the stat adjustment. This needs more research into the legacy and current effect of these abilities. [Feb 01@6:18:48pm] ADoS: The formula seems to be -60 brightness, 20 saturation, to transform a Windows graphic to a Mac graphic. [Feb 02@12:57:03am] ADoS: I used -60 brightness, 10 saturation. TODO on the big terrain sheet: - Replace first two stairs with a west-east pair, OR fix second stair to be properly up - New trees on blue cave floor - Evil altar on wood floor - Doorway on canvas wall (a curtain type of doorway) - Caves on desert mountains A list of "nice-to-have" terrains: - Rocks poking out of the water (for fords etc) - both types of water and maybe also lave? - Watchtower? Though the existing towers may be good enough. - A buried cache - a patch of freshly-dug earth, and correspondingly a hole dug in the ground (probably grass only) - Fallen tree (probably only on grass, maybe hills) - A cart or wagon (on grass, cave, etc) - BoA deep trees - Nests (on grass, hills, cave, etc) - Banners and/or curtained doorways in some of the walls - Mines or similar (on various floors, grass, etc) - Pile of sacks - Pile of skulls - Haystack, hay bales - More statues? - Giant mushrooms on cave - That thing meant for "parking" animals - Rosebush A list of "nice-to-have" non-terrain graphics: - Mirrors and lasers (as barriers) - Fishing rod (large item graphic) Tutorial Notes: - How to move X Cardinal directions - Option to skip X Opening doors X Getting items X Equipping items X Dropping items - Saving the game - Secret doors - Looking and searching (and using terrain spaces) - Automap - Talking (Quests? Shops?) - Darkness and using items - Combat (entering combat, health, attacking, ending combat) - Spellcasting (spell points, the two types of spells, how to cast) - Alt-click to delete items doesn't seem to be working - Roads can't be deleted in town Idea from ADoS: Allow terrains to have a different name outdoors and in town [Jan 30@7:58:40pm] celticminstrel: I wonder if it would be a good idea to offer explicit options when creating a new party. Like "Low-level party", "Mid-level party", "High-level party". [Jan 30@8:02:03pm] ADoS: Whoa. [Jan 30@8:02:07pm] ADoS: YES YES YES. [Jan 30@8:45:00pm] celticminstrel: I wonder if there should also be a change to the in-game PC creation. It always creates a level 1 character, making it not very useful in higher-level scenarios. [Jan 30@8:46:52pm] ADoS: Scenario creator gets to choose a level? Possibly-incomplete list of things ADoS changed in the copy of BB that I have from him: - Added Jacoby - Added George and Stefani - More items in bandit lair - Cameron may grab an axe from the wall, upgrading his power - Added valley map - Changed encounter with bandits at the pass - Added new town - etc etc Preset party total skill points: 71 - 6 extra skill points 76 - 11 extra skill points 85 - 20 extra skill points 80 - 15 extra skill points 80 - 15 extra skill points 78 - 13 extra skill points BUG?: Monsters may be able to step on special spots. Make sure this is not the case. BUG: Sometimes, when you load a scenario, town exit specials get set to garbage values. IDEA: Add the ability to make weapons that cost spell points to use - you lose spell points each time you throw one or hit something with it. Suggestion from ADoS: Allow arbitrary terrain step sounds. [Oct 16@3:44:28pm] ADoS: SUGGESTION: Make the nodes that grant spells and alchemy be able to give or remove multiple at once. If you want to give all spells, it'd take over 120 nodes the current way.ADoS: BUG: If I select "No" when asked whether to leave Skylark Vale, I can walk straight past the nodes and out the south. When I reach the rocky hills, Wine crashes. Potential GUI lib for the Linux port: http://siag.nu/mowitz/ Potential lib for PICT loading: http://www.paintlib.de/paintlib/ Other possibilities: CImg, FreeImage (both require plugins for PICT support though) - Replace combat_posing_monster global with a new variable bool iLiving::combat_posing? --> A lot more complex than it looks; it ties in with current_working_monster which ties in with supressing_some_spaces and draw_terrain(2) which is an optimazation that could probably be torn out but would take some work to do so. - Create a cSpecialExecutor class for executing special nodes - Consider using classes for some of the dialogs - Allow dialogs to specify their title? - Allow aesthetic party edits from the main menu? (Change name or graphic, reorder members) [Nov 13@7:34:05pm] ADoS: BUG: Right-clicking the dialogue screen results in "Can't see space." in the text area. [Nov 13@7:40:13pm] ADoS: BUG: Party moves slower than keypress repeat, causing them to sprint off into the distance after you release the direction key. [Nov 13@7:41:40pm] ADoS: POSSIBLE BUG: Aren't there supposed to be rats in that hidden path in Fort Talrus, in the northwest? [Nov 13@7:42:59pm] ADoS: SUGGESTION: Make Esc not turn off the minimap. Have tapping A again do it. [Nov 13@7:46:04pm] ADoS: BUG: Commander Terrence isn't there either. [Nov 13@7:46:31pm] ADoS: BUG: I disarmed a trap, but after I disarmed it, right-clicking continues to say "Search: You find something!" instead of letting me search the dresser. [Nov 15@11:20:01am] ADoS: BUG: Pressing 5 on the number pad to wait one move does nothing. [Nov 15@11:19:09am] ADoS: And Wine crashed when I tried to reenter town. [Nov 15@11:25:47am] ADoS: I cannot reenter Fort Talrus, it seems. I can enter Sweetgrove. [Dec 16@08:40:39am] ADoS: BUG: When a missile flies off the edge of the terrain view (like if an enemy archer is shooting at your PC and your PC is not within the 9x9), the missile continues in that direction, leaving artifact missiles in its path. [Jan 02@9:43:52pm] ADoS: I set surface terrain, but the starting town is cave floor. [Jan 02@9:44:20pm] ADoS: I used the rectangle fill tool to make it all grass, and the scenario editor crashed. Crash on startup: [Jan 01@1:29:24pm] ADoS: Failed to initialized automap! Logs say: [Jan 01@1:47:32pm] ADoS: Testing cout Testing cerr "C:/Games\Spiderweb Software\Blades of Exile" [Jan 01@1:48:03pm] ADoS: Then, 28 times, it says [Jan 01@1:48:04pm] ADoS: Impossible to create render texture (failed to link the target texture to the frame buffer) Note: Alchemy can be given but not taken? "Could not find scenario!" when clicking cancel from Start Scenario More from BainIhrno: - Towns that do not have their boundaries drawn in a square have redrawn themselves - e.g. if it is 28x30, it becomes 30x28, and moves the party out of town when it shouldn't. - Custom graphics don't automatically translate into the new format in custom scenarios. May have to be fixed manually - in AC1, had to make the background transparent (so white backgrounds didn't show up), and graphics have to be input to the correct numbers. - This isn't a problem that's new, but still worth noting that Mac/PC used different shades of terrain, making custom graphics look out of line with the rest of the graphics. - Another ASR bug - the "if in boat" call causes the special node not to happen altogether, whether in a boat or not. Two other errors I forgot: [MAYBE ALREADY FIXED] 2) On the "buy response, set flag" node, the "not enough gold" response never triggers even if you don't have enough. However, gold isn't taken and flag doesn't set, so merely a aesthetic error. [REPRODUCED (talking only); FIXED] 1) The 'record' features in dialog and talking never work. [CANNOT REPRODUCE IN VALLEY OF DYING THINGS] 2) Some towns are set to leave at a different (X, Y) location through the Advanced Town Details. However, this relocation causes the game to crash - noticed this in the sewers and the icy tunnels. [CANNOT REPRO] 3) Arrows don't poison (when using poison) [MAYBE ALREADY FIXED] 4) The SDF error I mentioned earlier sometimes applies to items - when reloading a game, items were taken away, but were no longer in the scenario. (I found a crossbow in Stalker's Fortress for example, reloaded to an earlier game, and didn't have the crossbow but the bow wasn't where I found it.) [MAYBE ALREADY FIXED] 5) The 'Simulacrum' spell keeps monsters even if reloading before spell cast. Monsters also appear to transfer to other scenarios (doesn't reset after end of scenario.) 7) No particular pattern for what causes the 'look' ability to break outdoors. For #6 in my previous post, see town #22 in Adventurer's Club 1. 1) Timers call the node twice in a row when the time hits. [REPRODUCED] 2) When the party is invisible, it seems to make no difference. (It should make the party immune to archery and melee, but not spells.) 3) My party is trapped in A Small Rebellion, literally. Trying to leave the scenario, even though I made it to the end, causes the game to crash, whether done by node, debug mode, or the Character Editor. [Sep 03@3:39:32pm] ADoS: Is the option to have outdoor wandering groups not pursue the party/follow a path? [Sep 03@3:39:45pm] ADoS: Like, the ever-present wandering tinkers in the trilogies? [Sep 03@3:39:49pm] celticminstrel: There is no option for that at present. [Sep 03@3:40:12pm] ADoS: Could you make them at least move randomly like in-town non-hostile mobs do? [Sep 03@3:41:21pm] celticminstrel: What you describe is possible. [Sep 03@3:44:01pm] ADoS: I've always wanted to have a non-pursuing outdoor superboss like in FF7 with Emerald Weapon. Cleanup TODO: - cPlayer::get_equipped - use references to shorten lines of code [Aug 26@2:03:27pm] ADoS: I recall an issue with the inventory where you couldn't pick up stackable items with a full inventory, even if there was room in the stack. [Aug 07@10:22:48pm] ADoS: SUGGESTION: Add an ability to items that calls a special when the item is equipped. [Aug 07@10:42:02pm] ADoS: Perhaps when the item is unequipped/attempted to be unequipped. [Aug 07@10:42:06pm] ADoS: As well. [Aug 07@10:45:14pm] ADoS: In addition nodes would need to pinpoint which PC has the item equipped/unequipped, and how many of them. [Aug 03@8:39:56pm] ADoS: :( The practice golem gems barely sell for enough money to train your skills, so there's not much if anything for buying items. [Aug 03@8:58:42pm] ADoS: BUG: Adding spells to a PC in the Character Editor does not stick after you hit Done. [Aug 03@8:58:59pm] ADoS: It's fine for now, I can add them in-game, but it needs fixing. [Aug 03@8:59:48pm] ADoS: Also, would it be possible for the Character Editor to draw the giveable items from Blades of Exile Base? [Aug 03@9:03:58pm] celmin: Huh? [Aug 03@9:04:15pm] ADoS: What? [Aug 03@9:04:30pm] ADoS: You say "Huh?" a lot. That doesn't help me alleviate your confusion. :P [Aug 03@9:04:55pm] ADoS: BUG: Go Back in conversation does not work when trying to Go Back from clicking Buy or Sell, regardless of whether it's a message or a shop. [Aug 03@9:05:25pm] celmin: I just wasn't sure what you meant by the last thing you'd said. [Aug 03@9:05:46pm] ADoS: In the Character Editor, the items you can give your PCs are hard-coded into the editor. [Aug 03@9:05:59pm] ADoS: I heavily modified the items in Blades of Exile Base, as you know. [Aug 03@9:06:16pm] ADoS: So if the editor could draw from the Base instead of being hard-coded, would that be good? [Aug 03@9:06:44pm] celmin: Pretty sure I already did that. [Aug 03@9:06:52pm] celmin: Like, ages ago. [Aug 03@9:07:40pm] ADoS: Either my modifications are not included with the current build, or you did not actually do it, then. [Aug 03@9:07:57pm] ADoS: Or you accidentally reverted it in the Character Editor code somehow. [Aug 03@9:08:50pm] ADoS: BUG: When buying a spell, clicking the spell highlights ALL the spells for sale in blue, instead of just the one. [Aug 03@9:10:36pm] ADoS: MAJOR BUG: Using the Character Editor on a save seems to automatically remove the party from the scenario. [Aug 03@9:12:33pm] celmin: I haven't included your modified bladbase yet. [Aug 03@9:12:41pm] ADoS: Oh. [Aug 03@9:12:45pm] celmin: So just find your copy and put it in the relevant place, and it should use that. [Aug 03@9:13:02pm] celmin: …though I'm not sure if the character editor can handle more than 255(?) items. [Aug 03@9:13:27pm] ADoS: It has 5 item menus, with three columns each. [Aug 03@9:14:06pm] celmin: Mac version doesn't use columns, incidentally. You have to scroll. [Aug 03@9:16:31pm] ADoS: MAJOR BUG CORRECTION: EVEN MORE MAJOR: Party automatically removed from scenario when loading a save. [Aug 03@9:18:05pm] ADoS: OTHER BUG CORRECTION: Loading a save also removes all but basic spells from all PCs. [Aug 03@9:18:10pm] celmin: Uhhh. [Aug 03@9:18:28pm] ADoS: You've got your work cut out for you. [Aug 03@9:18:54pm] • celmin sighs. [Aug 03@9:19:57pm] ADoS: BUG: Equipped equipment is highlighted in the inventory in very light green which is hard to read on the light background. Should hostiles present be turned into a party status? Some editor stuff: - Draw roads over selected terrain - Use enhanced hiliting in small terrain mode - Scale up the tiny road icon in the first zoom-out mode - Draw items in the first zoom-out mode Things that could be easily deglobalized: - belt_present, in_scen_debug, ghost_mode [Oct 05@01:34:31am] ADoS: BUG: Holding down mouse button or clicking in editor while sword is cursor, turns sword into standard arrow pointer until button is released. [Oct 05@01:34:45am] celticminstrel: That's probably Windows-only. [Oct 05@01:34:48am] ADoS: At least it does in the define custom graphics dialog. [Oct 04@5:42:45pm] celticminstrel: ...speaking of sounds that you can't change, waterfall... [Oct 04@5:43:23pm] ADoS: Hey, maybe make sound-on-town/dungeon-entry customizeable? [Oct 04@5:43:34pm] celticminstrel: Maybe. Use -1 for default. Other waterfall stuff: Customize severity (how much food can be lost). Regarding Vahnatai: [Oct 03@9:43:40pm] ADoS: Human: 0%, Nothing special |||| Nephilim: 12%, + Missile, +2 DEX |||| Slithzerikai: 20%, + Pole, +2 STR, +1 INT, Poison Resistance |||| Vahnatai: 17%, -2 STR, -25 Carry, Capture Soul & Simulacrum, +2 INT, No bonus to Mage spells [Oct 03@9:44:05pm] ADoS: The Vahnatai needs to be wearing a Vahnatai Robe instead of being given a knife. [Oct 03@9:44:21pm] ADoS: Remember that Capture Soul and Simulacrum are powerful, expensive spells. [Oct 03@10:23:34pm] celticminstrel: So your only proposed changes are: change XP penalty, remove mage spell bonus. [Oct 03@10:23:47pm] celticminstrel: Oh and different start item. [Oct 02@6:51:34pm] ADoS: Have you considered severing experience from monster level? Search for all item ability mentions in the old source code: \bability\b|pc_has_abil_equip|pc_has_abil|party_has_abil|party_take_abil|get_prot_level [Sep 24@9:09:03pm] ADoS: Books yay! [Sep 24@9:09:07pm] ADoS: Why do they need a charge? [Sep 24@9:09:27pm] celticminstrel: Currently the editor forces items with usable abilities to have at least one charge. [Sep 24@9:10:10pm] celticminstrel: I'm not quite sure if there's anything in the game code that requires it. [Sep 24@9:11:52pm] ADoS: Well, considering we were going to make charged items allow for infinite and rechargeable charges, why not? [Sep 24@9:12:13pm] celticminstrel: Once that change is made, books won't need charges. [Sep 24@9:12:26pm] celticminstrel: I currently have the game set up to hide the fact that books have charges. [Sep 24@9:12:44pm] celticminstrel: Any comment on how the content is stored? [Sep 24@9:16:59pm] ADoS: Let me think. [Sep 24@9:17:57pm] ADoS: Is Book an Item Type or an Ability? [Sep 24@9:18:13pm] celticminstrel: Ability. [Sep 24@9:18:14pm] ADoS: You could make Charges be the Scenario String number if it's an Item Type. [Sep 24@9:18:17pm] ADoS: Damn. [Sep 24@9:18:23pm] celticminstrel: Huh? [Sep 24@9:18:28pm] celticminstrel: Scenario string number? [Sep 24@9:18:34pm] celticminstrel: Oh right. [Sep 24@9:18:39pm] celticminstrel: I can't have it reference scenario strings. [Sep 24@9:18:44pm] celticminstrel: Not if you want it to be exportable. [Sep 24@9:18:48pm] ADoS: Either way, really. [Sep 24@9:18:53pm] ADoS: You couldn't export the string? [Sep 24@9:19:06pm] celticminstrel: Well, true, technically I could. [Sep 24@9:19:29pm] ADoS: Well then in that case, the method you chose is fine, although maybe not with |||. The specifics could be worked on. [Sep 24@9:19:39pm] ADoS: But now that you mention it... [Sep 24@9:19:51pm] ADoS: If we did it that way we could only have one string anyway. [Sep 24@9:19:55pm] celticminstrel: I dunno what to use instead of ||| [Sep 24@9:20:00pm] celticminstrel: Huh? [Sep 24@9:20:31pm] ADoS: We'd have to have a way to set not just one string if we want more than one string, like a two-string Display Messagish thing. [Sep 24@9:20:57pm] celticminstrel: ItemDescription|||String1|||String2 [Sep 24@9:21:06pm] ADoS: Right. [Sep 24@9:21:10pm] celticminstrel: The dialog I'm currently using is the two-string dialog from the Display Message node. [Sep 24@9:21:19pm] ADoS: I think that's the only way that I can think of. [Sep 24@9:21:32pm] ADoS: You can't have the big display? [Sep 24@9:21:40pm] celticminstrel: Well, that's what I'm doing right now, but if you have a better delimiter, now's a good time for it. [Sep 24@9:21:41pm] celticminstrel: Hmm? [Sep 24@9:21:42pm] ADoS: Like the 6-string ones? [Sep 24@9:21:45pm] celticminstrel: Oh. [Sep 24@9:21:53pm] celticminstrel: Could do, would be a bit more work. [Sep 24@9:22:36pm] ADoS: Yeah, the three-pipe delimiter is fine, I guess, but you'd have to note it in the Item Description dialog. brb [Sep 24@9:23:15pm] celticminstrel: Ah, something like "Don't use ||| in your message"? [Sep 24@9:27:29pm] ADoS: Something like, "Use ||| between the description and each Reading Material ability paragraph." [Sep 24@9:31:06pm] ADoS: Derp. [Sep 24@9:31:19pm] ADoS: "Unused" "Unused" [Sep 24@9:31:44pm] ADoS: First Scenario string, total number of strings, then export the strings? [Sep 24@9:32:07pm] celticminstrel: Maybe. [Sep 24@9:33:22pm] ADoS: Another thought: Scrollbar on long messages? [Sep 24@9:35:24pm] celticminstrel: I still haven't made the scrollbar work in dialogs. [Sep 24@9:35:30pm] celticminstrel: But it's a very good idea. [Sep 20@10:28:06pm] celticminstrel: "[ADoS] Lavafall encounter doesn't work in Killing Cave" -- still the case? [Sep 20@10:29:13pm] ADoS: I don't know, hold on. [Sep 20@10:30:04pm] ADoS: Works now. [Sep 20@10:30:11pm] celticminstrel: Lavafall does? [Sep 20@10:35:01pm] ADoS: The items don't appear visually when my party drops them though, and they're on the square I stepped off of instead of the one I stepped onto. I don't know if that's the way it always worked or not. [Sep 20@10:35:30pm] celticminstrel: What? [Sep 20@10:36:50pm] celticminstrel: Ohhh, that was about the lavafall, wasn't it... [Sep 20@10:36:54pm] ADoS: There is a pile of Many Items on the ground, all my knives and bucklers. [Sep 20@10:36:56pm] ADoS: Yes. [Sep 20@10:37:01pm] ADoS: I can't see those items. [Sep 20@10:37:03pm] celticminstrel: Okay. [Sep 20@10:37:08pm] ADoS: But I can pick them up. [Sep 20@10:37:16pm] celticminstrel: And if you look at the space, they're listed? [Sep 20@10:37:17pm] ADoS: Perhaps worth noting is they're on a Body, which is a container. [Sep 20@10:37:28pm] celticminstrel: That could be relevant, I suppose. [Sep 20@10:37:30pm] ADoS: Well, no. It says "Many Items". That's normal. [Sep 20@10:37:41pm] ADoS: And I can pick them up with Get. [Sep 20@10:37:42pm] celticminstrel: Close enough. [Sep 20@10:37:56pm] celticminstrel: Point is, according to all the mechanics, they're there, but you can't see them, yes? [Sep 20@10:38:50pm] celticminstrel: And you said they do appear once you move off the space? Or not even then? [Sep 20@10:39:03pm] ADoS: Yes. [Sep 20@10:39:08pm] ADoS: No. [Sep 20@10:39:11pm] ADoS: They don't appear ever. [Sep 20@10:39:19pm] celticminstrel: So it's not a refresh bug, then. [Sep 20@10:39:22pm] ADoS: But they are there according ot mechanics. [Sep 20@10:39:37pm] celticminstrel: And looking at the space doesn't bring up the get dialog? [Sep 20@10:39:44pm] ADoS: And they're on the space I moved off from instead of the one I moved onto, the little ledge with the Special Dot. [Sep 20@10:39:49pm] ADoS: No, it doesn't. [Sep 20@10:40:00pm] celticminstrel: So they're probably not marked as contained. [Sep 20@10:41:13pm] celticminstrel: I think they should drop on the target space, but I suspect legacy dropped them on the source space just like you're seeing. [Sep 20@10:41:47pm] celticminstrel: Then again, in attacks of opportunity it makes more sense for them to drop on the source space... [Sep 20@10:42:33pm] ADoS: I would just leave it as it used to be then. [Sep 20@10:42:46pm] celticminstrel: Probably not worth changing it, yeah. [Sep 20@10:42:46pm] ADoS: Maybe. What do you think? [Sep 20@10:43:06pm] celticminstrel: Because to properly change it I'd have to code some logic to decide which space they drop on. [Sep 20@11:39:01pm] celticminstrel: Either the hotspot for target is weird, or the game's calculation of selected space from cursor position is wonky. [Sep 20@11:39:44pm] celticminstrel: I also just discovered that the cursor isn't properly reset when the program is activated. [Sep 18@11:25:07pm] ADoS: IDEA: Allow designers to set which direction a mob is facing by default. This could be useful for immobile mobs. [Sep 19@9:42:07pm] ADoS: BUG?: Town entrance node called before town terrain is visible. Probably that same refresh bug you mentioned. [Sep 19@9:48:32pm] ADoS: BUG: Go Back doesn't seem to work in dialogue. [Sep 19@10:04:41pm] ADoS: BUG: Clicking once on an item to sell or buy in dialogue depresses the item and makes the clicking sound twice. [Sep 19@10:05:30pm] ADoS: Sometimes. [Sep 19@10:06:20pm] ADoS: BUG: Pressing directional keys during startup sequence to outdoor combat makes lead character move when it actually starts. [Sep 19@10:08:45pm] ADoS: SUGGESTION: Short string at top of any economy dialogue nodes, like buy, sell, magic shop, buy healing, etc., also like later games. (Sort of like a "shop description") [Sep 19@10:10:24pm] ADoS: BUG: When picking up Good Sandwich of Cameron's table in Bandit Busywork, it says, "4 food, uses: 6" which is odd. [Sep 19@10:12:50pm] ADoS: Same as above for the Tasty Mushrooms in the Visitors' Quarters in the barracks. "8 Food, uses: 10" [Sep 19@10:11:08pm] ADoS: SUGGESTION: Optional experience when unlocking, bashing, or crumbling terrain. an option in the terrain type definition, or what? [Sep 20@10:18:41pm] ADoS: Yes. [Sep 19@10:40:24pm] ADoS: SUGGESTION: Back/Forward buttons for dialogue nodes. [Sep 19@10:42:47pm] ADoS: NOTE: It's hard to point at things in the editor. The outline of the cursor is white, and the background is light. I always click the thing above what I'm trying to click. [Sep 20@2:20:46pm] ADoS: Maybe you could make it Bash Terrain and make it like Move Mountains except not magical? Make crumbling terrains optionally bashable? [Sep 20@6:56:04pm] ADoS: SUGGESTION: Add option of pickable but not bashable locks. [Sep 20@7:32:04pm] ADoS: Also, as I recall, we used to be able to prevent the party from fleeing an encounter. [Sep 20@8:08:28pm] ADoS: SUGGESTION: Allow designer to pick the mob graphic displayed for outdoor wandering and special encounters. [Sep 20@8:46:39pm] ADoS: SUGGESTION (if it hasn't already happened): Stop giving the free Scry Monster entry for monster 0. [Sep 20@8:46:56pm] ADoS: SUGGESTION FURTHER: Allow monster descriptions, like item descriptions. [Sep 20@8:51:22pm] celticminstrel: Could add an "initially known" option for monsters. [Sep 20@8:52:15pm] celticminstrel: Or a special node that simulates Scry Monster. [Sep 20@10:15:40pm] ADoS: What always annoyed me is you can move your party one step in any direction prior to a forced fight. [Sep 20@6:16:16pm] ADoS: BUG: SDF flag 0,0 does not work properly. [Sep 20@6:51:29pm] ADoS: The SDF flag 0,0 exhibits strange behavior, seemingly setting and resetting itself at random. It has long been advised that designers avoid using it. [Sep 20@6:52:28pm] ADoS: I thought it would be fixed by now but it's not. There's chain of nodes in Cavala that check flag 0,0, increment it by 1, and depending on how high it's gotten will display the mayor in various stages of annoyance up to three messages. [Sep 20@12:51:21pm] ADoS: "Cancel All" node editing still leaves the canceled nodes present. [Sep 20@1:00:09pm] ADoS: It is not set to No Special. They are set to the nodes I created. [Sep 20@1:00:23pm] ADoS: And completely filled out. [Sep 20@1:00:43pm] ADoS: They're just not connected to the original node anymore. [Sep 16@2:03:51pm] Tados: BUG: Outdoor wandering monsters are invisible. Special Encounter [Sep 16@2:04:21pm] Tados: BUG: Monster numbers do not appear until after combat mode begins. [Sep 16@2:05:18pm] Tados: BUG: Damage burst appears on nose of bear when it is damaged, instead of in the middle. [Sep 16@3:01:09pm] Tados: I am standing in front of a sign. It says I cannot see the space when I try to read it. [Sep 16@3:06:26pm] Tados: I suspect it carried over the flipped flag from the before I loaded it. [Sep 19@5:59:54pm] Tados: I loaded up the scenario, said, "I think I'll test something," and saved. It confirmed it had saved. [Sep 19@6:00:05pm] Tados: Then I opened up the character editor. It says I'm not in a scenario. [Sep 19@6:02:32pm] Tados: I don't think Save works. [Sep 19@6:02:37pm] Tados: Save As works. [Sep 13@3:44:47pm] Tados: Gave me that error when trying to load my large pic again. :/ [Sep 13@3:44:54pm] Tados: Froze BoE. [Sep 13@3:45:30pm] Tados: Failed to load PNG image: C:/Program Files (x86)\Spiderweb Software\Blades of Exile\data\graphics\invenhelp.png [Sep 13@3:45:43pm] Tados: I don't know why it's trying to load that anyway. [Sep 13@3:48:37pm] Tados: Walkway trim doesn't work either. [Sep 13@4:06:28pm] Tados: When selecting Create Room Rectangle, if you then leave map editing mode to the main menu, the cursor stays on. Don't know if this happens for other cursors. (cannot reproduce on Mac) [Sep 13@5:42:11pm] Tados: ODDITY: In Bandit Busywork, near the southern end of the road in outdoor zone 0,1, the road passes over what seems to be a blank spot in the hill, and also extends a bit to the west over a small ridge, toward nothing but a tree. [Sep 13@5:42:27pm] Tados: This may have to do with your new Road trim particulars. [Sep 13@5:43:39pm] Tados: It looks like an auto-conversion, because in legacy BoE, grassroad-to-hillroad transitions used hill-road and not hill-grass transition. [Sep 13@5:53:40pm] Tados: BUG: There is no small message in the text area telling me I have successfully saved my game. [Sep 06@10:48:01pm] Tados: Editor doesn't like non-10x10 tile graphics sheets. Gives graphical errors, maybe functional ones, I don't know. [Sep 06@10:54:57pm] Tados: The editor has started opening the Edit Custom Graphics or whatever thing on sheet 1 instead of 0, and importing graphics onto the previous sheet. [Sep 06@11:18:41pm] Tados: BUG: Display Picture doesn't work. Gives an error about accessing a message out of range. [Sep 06@11:19:32pm] Tados: BUG: 6-text messages display all six messages. This is original behavior but the Display Message nodes I created afterward did not acknowledge the saving of the space for 6 texts. From left to right, top to bottom: town entry spots, town outdoor entrance and not-entrance indicators, Ritual of Sanctification spot, wandering monster arrival point, 1 special node, multiple special nodes, move party elsewhere, wilderness (not sure what that is), push party, waterfall, sign, container locked, magically locked, impassibly locked, special tile, usable tile, crumbling terrain, starting location (this is used in starting right?) Bridge, trap, lit tile, diseasing tile, poisoning tile, acid tile, sleep tile, other effect which actually needs to go later to the right and I forgot, bless, curse, haste, slow, dumbfound, enlighten, flight, firewalk. Damaging tiles: physical, poison, filre, ice, magic, wierd, unblockable, three icons for race damage. Barrel, crate, stone block, fire barrier, force barrier. Fields: magic, fire, antimagic, stinking, cold, blades, sleep, quickfire, forcecage, web. Small, medium, and large bloodstains, small and large slime stains, bones, rocks, ashes. Kills someone or something when stepped on (could be a special making something really bad happen, or it could kill the party, etc.) Start a fight, find loot. Grass, blue cave, white cave, hill, sand, snow, floor, and water walkways. Fly over, can't fly over, boat over, can't boat over, horse over, can't horse over. The rest are for the designer to decide. // TODO: Store the hotspots on disk instead of hardcoded here static const std::map cursor_hs = { {"wand", {4, 1}}, {"eyedropper", {1, 14}}, {"brush", {5, 13}}, {"spraycan", {8, 8}}, {"eraser", {8, 8}}, {"topleft", {8, 8}}, {"bottomright", {8, 8}}, {"hand", {14, 0}}, {"NW", {3, 3}}, {"N", {9, 3}}, {"NE", {12, 3}}, {"W", {2, 7}}, {"wait", {8, 8}}, {"E", {14, 7}}, {"SW", {3, 12}}, {"S", {9, 12}}, {"SE", {12, 12}}, {"sword", {1, 1}}, {"boot", {2, 6}}, {"drop", {14, 0}}, {"target", {8, 8}}, {"talk", {2, 13}}, {"key", {3, 2}}, {"look", {7, 6}}, {"watch", {8,8}}, }; bc 15 = 5564 11 2b = 11025 77 2b = 11127 22 56 = 22050 ee 56 = 22254 Before After LeverL 213 214 LeverR 214 215 Walkway 215 216 Machine 217 217 Pillar 246 209 PentaTL 247 210 PentaTR 248 211 PentaBL 249 212 PentaBR 250 213 Well 251 207 Shelf 252 208 AIJLMPUVXYZ Bugs to fix: - LED focus handlers are triggered twice if they are in an LED group. - either encumbrance is wrongly shown in player info, or encumbrance special item ability doesn't work - Sometimes sounds don't play for no apparent reason... - walkway trims sometimes wrong - non-existent wandering encounters still occur - Cancelling text area placement causes weird results (an area is placed anyway, but not on the indicated locations) - There's a potential issue with items that cure sleep or dumbfounding - they can also be used to gain hyperactivity or enlightenment. This is a departure from original behaviour. - [ADoS] Various kill party bugs from Killing Cave - [ADoS] Sometimes loading a save from death dialog breaks - [ADoS] Possible issue with picking up items? (Eternal Souls in Killing Cave) - [ADoS] Crash when using record button while talking (Windows only?) - placing multi-space object in scenario editor doesn't trigger adjusting - Can scroll down well past the end of the talk nodes list - When selecting monster attack type, previous type isn't selected - Dialog node with boom graphic only lets you select static booms - Main splash screen goes in wrong place in fullscreen mode - At startup screen - make party, quit, select "save first" - it doesn't quit - [Ir] Martyr's Shield for monsters might be doing too much damage to PCs (seems to do damage equal to monster's current health) - Missing field to set startup special node in scenario details - Store skill as enumerator in shop definitions? Maybe also for heal/spells/alchemy? - File->Save doesn't work? (Also, should File->Load default to last saved/loaded file?) - Race not saved? - [ADoS] Copy/paste may not work sometimes (Is it a Windows thing or a WINE thing?) - copies scenario path instead of field contents - [ADoS] Parent window not activated when closing a dialog (Windows, maybe also Mac) - [ADoS] Apparently Dust of Hiding used to be broken, so make sure it works - [ADoS] Item Description Cancel button does nothing. (Dialog stays open) - [ADoS] Fill Rectangle Outline says Solid - [ADoS] "There are no more free message slots." when trying to create new message in Prevent Action & Display Message nodes. - [ADoS] Add close button to scenario editor window titlebar - [ADoS] Items which "Boost Stat" with a negative number - [ADoS] Alt-clicking an item doesn't clear it. - Possibly raise limit on item charges? - [ADoS] Disable wall corner rounding in legacy scenarios - [ADoS] If I try to make an outdoors bigger than 8x8 or so (can't remember the number) it tells me I can't have more than 100 outdoor sections. Then, changing the number will not help. It keeps giving the error until I cancel out. - Looking at a road crossing a trim yields "Hills" instead of "Road". Items to remove when exiting a scenario: - Important-slayer weapons - Protection from Important items - Items that call a special node (in any context) Notes: - Places where enums are referenced by number in the scenario file format which cannot be replaced with enumerators (given as XPaths): --> /dialogue/node/param --> /items/item/ability/strength (maybe? not sure) --> /items/item/ability/data --> /town/item/mod - Hints: https://www.spiderwebsoftware.com/hints/blades.html Features: - Add a "preview" button to see what talk strings or two-string dialogs will really look like (etc) - Change the item type flag field to a string; legacy scenarios keep the numbers for custom type flags; the campaign ID is automatically prepended, thus avoiding cross-scenario conflicts - A popup dialog at the end of a scenario that is part of a campaign which gives you a chance to warp straight into the next scenario in the campaign. - Support area descriptions that overflow the text bar by slowly scrolling the text right, similar to how iTunes shows the currently playing track. - When creating a new party, and when editing a party in the PC editor, allow importing custom PC graphics into the party sheet - Set an individual creature's ambient sound, either with a special node or in the preset creature settings. - Ability to trigger a special based on line-of-sight - either a hook in a monster or placed creature, or as an if-then node type - More customization for outdoor encounters (eg, how many of each monster type) - A scroll pane control for dialogs (use it in the Resize Outdoors dialog for the list of sections that will be deleted) - XP bonus/penalty for monster races with docs, and show race in PC info dialog - Allow access to some hidden PC stats, such as base AP, something similar to a monster's armor skill, maybe others - clicking pic in pick picture selects led - preference to increase cutscene text delays - change radiate chance to permille? (for monster abilities) - 2x scale mode for display - allow special items to be given multiple times - give special items an icon? - option in scenario editor to disable automatic frills conformation - Smarter sorting for scenarios (eg keeping series together) or even manual reordering - A way to copy the transcript to the clipboard - title in Display Message nodes - remove Edit Boats/Horses dialogs in favour of terrain tool - [ADoS] Item ability to transform self into some other item - unit test cases for integrity of load/save routines - generalize the frill up terrain mechanism - special node to load and display an arbitrary dialog, and scenario editor mode to manage and edit these dialogs - ability to make monsters follow a patrol route - ability to make outdoor mobs not chase the player - Animated terrain with more than four frames - Custom scenario icons - Custom status effects? - [ADoS] Flying vehicles? - When targeting, draw letters on particularly interesting targets and select those targets when the letter is pressed (would require more than one algorithm for determining interesting targets, depending on the action) - Customizable keybindings - [ADoS] Negative light terrain (terrain that radiates darkness) - In the editor, make the list view behave like a listbox with selectable items etc - Add "exit to this outdoor section" fields to the Town Details dialog? (dubious) - New item ability that enhances rest (alter recovery rate?) - would it affect town long wait? - Item charges: 1) rechargeable (with max charges), 2) can still be used when charges are depleted, 3) infinite charges, 4) auto-recharge each day -- two new flags (infinite use, rechargable); 0 charges means charges have expired; negative charges mean the item doesn't die once charges have expired (but otherwise the number of charges is the absolute value); recharge mode for shops - Ability to ignore skill caps in the character editor (and what about in special nodes?) - [ADoS] Add "Drunk" status effect - [ADoS] Items that create light when on ground. Items that create light just by carrying them. (Is this what Radiance does?) - [ADoS] New nodes: "Set monster mobility", "Copy health to SDF", "Monster on space?" - [ADoS] Some sort of hook for when a PC gets an item - maybe an item ability, or calling a special? - [ADoS] Separate "Splits When Hit" from "Immune to Capture Soul". - [ADoS] A global string repository for talking and special encounter notes, in addition to saving them in the saved game. - [ADoS] A way to teleport players out of a boat - [ADoS] PC editor feature to place the party in a brand-new boat/horse - Possibly also as a special node, and not necessarily putting the party in it - [ADoS] Ability to set custom graphic for boats/horses - Some way of "linking" two monsters so that they somehow act coherently as a single unit - Memory cells for monsters? - some way of delaying a node "until the end of this move", for example when targeting (in combat, that's not necessarily the end of the "turn") - such nodes would execute just after forcecage syncing? Would simply shoving it into the queue work, or do I need some additional support? - new category of special nodes for inventory management (enchanting items? recharging items?) - use system setting for double-clicking instead of 500ms - Changes to automaps, one or more of: 1) Offer two zoom levels 2) Make window larger 3) Make window resizable - Monsters that can swim or fly - Custom small item graphics - [ADoS] Customizable messages for conveyor belts? - [ADoS] In editor, show terrain frills, walkway corners, and connected roads - undo/redo list - advanced selection/clipboard - Could I get around the "events only in main thread" restriction by having my own event queue? - [ADoS] Custom vehicles - Maybe use scrollbar instead of left/right buttons for choose scenario dialog? Possible new buttons (gleaned from BoA): - Paint Bucket - Copy/Paste Terrain - Terrain Script - Waypoint - Mirrors (new pair of field-type objects, but would also need a new terrain special type) Terrain stuff: - To go along with mirrors, laser beam generators - Maybe moving walls? Terrains with wrong ground detected: - Lava - Walkways Possible new controls in the dialog engine: - List view (similar to a stack, but all pages visible at once; uses a scrollbar for overflow) - Tab view (similar to a stack, but each page is different; probably doesn't extend a stack) Notes on how to unify horses and boats: - Boats can only go over water. You might however want one that can also go over lave. - Horses are spooked by darkness (custom message?) and cannot go "indoors". - Flying vehicles. - Speed - how many moves causes one game tick to pass. - Maybe replace "boat over" / "fly over" / "blocked to horses" in terrain with a generic "travel type" - Someone might want a vehicle that works only on lava and trees. - A vehicle that only goes on roads?nd trees. - A vehicle that only goes on roads?