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OBoE under VS2005 + minor fixes in Blades of Exile
Apprentice
Member # 9038
Profile Homepage #5
quote:
Originally written by Crynsos:

Yes, a good idea Stareye...
And about that change idea of yours, Ilintar, I doubt that we really need such a node. There's already the End Scenario - Node and that's as far as anyone should go in designing.
Closing the program is normally not needed, just end the scenario, closing Exile fully could anger players and I see no reason why to risk this...

It's not that. I didn't add a new node, I just filled in the < Unused > area (where "How to order" used to be) in the main menu with "Quit game". However, in the meantime I had to also figure out how to add a new dialog box to the resources (because of the custom dialog graphics, it's not as simple as adding and programming a standard dialog box). So, if anyone's programming under Windows and feels a need to know how to add new dialog boxes to BoE, I can give some assistance.
Posts: 6 | Registered: Friday, June 22 2007 07:00
OBoE under VS2005 + minor fixes in Blades of Exile
Apprentice
Member # 9038
Profile Homepage #2
Okay. I've also added a dialog box for "Quit game" in place of the "Unused" slot in the main menu. Any need for a small tutorial on adding new dialog boxes to BoE?
Posts: 6 | Registered: Friday, June 22 2007 07:00
OBoE under VS2005 + minor fixes in Blades of Exile
Apprentice
Member # 9038
Profile Homepage #0
In case anyone's interested:
1) I've ported Ormus' dev-cpp code to Visual Studio 2005, if anyone is doing development in this environment, I'd be happy to help.
2) There's a bug in the Windows version causing BoE not to read scenario lists properly - the ListBox LD_DIR message reads files starting from the current directory, not from the starting directory. Simple fix, in FILEIO.CPP starting from line 2034 add:

char directory[256];
GetModuleFileName(store_hInstance, directory, 255);
PathRemoveFileSpec(directory);
SetCurrentDirectory(directory);
(this one requires the include of shlwapi.h and requires linking with the shlwapi library, since the library is just needed for the PathRemoveFileSpec, you can probably rewrite it without it, but I'm lazy :P )

Also, I've seen some requests for fixing petrification touch, so here it is.

In COMBAT.CPP, around line 2388, add:

if ((attacker->m_d.spec_skill == 30) && (get_ran(1,0,2) < 2))
{
add_string_to_buf(" Petrifies! ");
print_buf();
petrify_pc(target,attacker->m_d.level * 5);
}
(you also have to remove the "|| ... skill == 30" from the disease case).

In PARTY.CPP, add the following:
void petrify_pc(short which_pc,short how_much)
{
short r1; // resistance value
if (adven[which_pc].isAlive() == false)
return;
if (pc_has_abil_equip(which_pc,49) < 24)
{
sprintf ((char *) c_line, " %s is immune to petrification.",(char *) adven[which_pc].name);
add_string_to_buf((char *) c_line);
return;
}
r1 = get_ran(1,0,100);
r1 += adven[which_pc].level * 4;

if (r1 > how_much)
{
sprintf((char *)c_line, " %s resists petrification.", (char *)adven[which_pc].name);
add_string_to_buf((char *)c_line);
return;
}
else
{
sprintf((char *)c_line, " %s is turned to stone.", (char *)adven[which_pc].name);
add_string_to_buf((char *)c_line);
kill_pc(which_pc,4);
one_sound(90);
put_pc_screen();
}
}
Also, add a relevant declaration to PARTY.H.
Posts: 6 | Registered: Friday, June 22 2007 07:00