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Minor mod with various bugfixes. #37

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Minor mod with various bugfixes. #37

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@8Z 8Z commented Feb 17, 2012

game::examine()

  • Double query when unboarding moving vehicle.
  • Moved vehicle-screen to the end of function (it was blocking access to items).
  • Made available only trunk of your vehicle and items on the ground while onboard. Other trunks and items under vehicles are unavailable.
  • Option to reboard vehicle when character stand at seat square (e-5).

game::draw_ter() (territory display)

  • Added displaying of NPCs for PF_INFRARED, bio_infrared and bio_scent_vision
  • Stopped overwriting with brackets for visible monsters and NPCs.
  • Changed scent vision display and partially moved it to map::drawsq().
    • Visible squares now recolored instead of overwriting with #s

game::look_around() ('x'-action)

  • Rearranged info display. All possible elements should be visible now, at least as notices like "there are items", "there is a car".

game::target() (aiming)

  • Reworked for draw_ter()
    • Aiming affected by hallucinations and scent vision mask now, it displays NPCs and friendly monsters at the first iteration now.
    • Replaced wrong refresh(w_status)
    • Added NPCs and vehicle info to aiming infobox.

Mutations

  • PF_HOOVES was mentioned twice in mutation_data.cpp
  • There wasn't break; after MUTCAT_CATTLE in mutation_data.cpp!
  • PF_HUNGER & PF_THIRST haven't any effects, so I added them.
  • And tied PF_HUNGER with PF_LIGHTEATER (both metabolism-related).
  • Moved movement speed penalty for Leg Tentacles to permanent feets encumberment, the sneakers bonus makes no sense for a creature without bones in feets.
  • PF_COMPOUND_EYES fits better to insect and cephalopod categories, spiders actually have eyes differ from insect's ones.
    • Added other bonuses and penalties to PF_COMPOUND_EYES ( -2 perception, -10% attack movecost, +2 dodge, leads to Myopic)
    • Replaced it with PF_SPIDER_EYES_MAIN (same +1 perception, while not wearing glasses)
    • Added penalty-mutation PF_SPIDER_EYES_SECONDARY (+30% damage to head)
    • Both are added to spiders category and lead to each other. Also PF_COMPOUND_EYES and PF_SPIDER_EYES_MAIN cancel each other.

Bionics

  • Integrated toolset can be used in butchering and as claws-like weapon.
  • Mini-flamethrower (bio_lighter) can be used as lighter when there is no common lighter (consumes 0-3 power).
  • Air Filtration System (bio_purifier) consumes charges every time when player::resist() called and have 20% chance to suppress asthma attack.
  • Stopped bio_heatsink from blocking "smoke infection" from raging fires.
  • Bionics screen.
    • Added power level info.
    • Removed "/ 0 trns" for one time activated things.

Construction

  • Added morale threshold
  • Added trap check to able_dig function (pits overwriting traps without that).
  • t_pit_spiked can be filled as regular pit now.
  • Difficulty moved to stages, no need to have separate "repair" actions anymore.
    • Merged "repair door" and "spike pit" actions.
  • "Board up" actions merged in one action and resulting tile determined with post-function
    • New tiles for boarded doors and windows states.
    • Updated iuse::crowbar and iuse::hammer.
    • Updated functions for destroying tiles.
  • Some changes to menu display.
    • Added display of current skill level and practice points.
    • Added display of construction time.
    • Colored difficulty indicators.
    • other minor similarities to crafting menu

Crafting

  • Crafting screen
    • Moved tip about keys.
    • Added crafting time in seconds.
    • Scrollable menu copypasted from construction.cpp (+indicators)
  • Removed bat from nail board recipe (it made bat a worse weapon).
  • Added recipe for a nail bat.
  • Removed redundant container consumption from orange juice, apple cider, V8, broth, and soup recipes (outdated?)
  • Integrated Toolset added as alternative for a welder (already used so in vehicle interactions) and to other related recipes (outdated?)
  • Added wood spears to meat/veggy recipes.
  • Fixed wrong letter display for created stackable items.

Map

  • Reworked roads generation to one versatile block.
    • Updated sidewalks adding ranges (they were up to subway stations, now they are up to mansions)
  • Merged highways and bridges generation.
  • Parking lots enhanced (markings wasn't correspond to cars sizes)
  • Increased distance between gas pumps, so there can be placed a car.
  • Military outpost generation enhanced, there shouldn't be any building overwriting now.
  • Entrance squares of hospitals and mansions now generate better (without double or empty walls).
    • Ambulance added to hospital parking (+ to the arguable location importance).
  • Enhanced generation of other hospital's sections, added rotation to some of them.
  • Added columns to corners of megastore squares (it helps when some squares are overwritten, it happens rare, but megastores are okay with it even more)
  • Changed door frame tile character in order to stop blending with dirt.
  • Added "inside" mark in tile description.

New items

  • nail bat
  • metal baseball bat

iuse

  • Stopped traps from overwriting each other.
  • p->use_charges(itm_lighter, 1) for meth.
  • Zombies pheromone will disappear when all its charges are depleted.
  • Changed amount of nails and boards from prying.

Misc

  • Fixed typos in itypedef.cpp, from forum thread (up to this post), and other.
  • Updated penalties display for some diseases (DI_SPORES, DI_WEBBED, DI_SLIMED, DI_METH, DI_ADRENALINE)
  • Stopped drawing footsteps for a deaf character.
  • Added minor (-1) sight range penalty to darkened goggles (welding & ski).
  • MF_ELECTRONIC become redundant with new species parameter, so it was replaced/removed.
  • Made guns other than pistols available as one-handed (with exception of any rifles or bows). As can be seen on wiki volume and weight restriction is pretty enough.
  • Moved sound() to the begging of game::flashbang(), so it should be heard before deafness come.
  • Added vague notice about items on ground for a blind character.
  • Fixed fire spreading in t_pit_spiked.
  • Forced trunk access in game::pickup() while onboard (to made onground items under vehicle trunk inaccessible while riding car).
  • Wish-menu:
    • Fixed wished guns (-1 charge and therefore crash upon firing) and added full charges to comestibles.
    • Added esc-actions to wish lists.
  • Fixed skills display at @-screen.
  • Rearranged status display. All elements should be fully visible (with obvious exception of weapons with too long names and locations with the names longer than 16 characters).
  • Added Esc and numpad's PgUp, PgDn, Home, End in Message Log screen.
  • Moved "case sensitive" in query_yn() to a new line.
    • Also centered text and added an option to use Escape and Enter keys.
  • Added unboard_vehicle() to game::teleport()
  • Moved no_npc to options.
  • Corrected backspace usage in string_input_popup()
  • Added Creidieki's bugfixes #110, #120, #132.

8Z added 18 commits March 8, 2012 22:40
Conflicts:
	game.cpp
	itype.h
	itypedef.cpp
	melee.cpp
	mtypedef.cpp
	npc.cpp
	npc.h
	player.cpp
…e, some construnctions, craft recipes, locations, more typos, etc.
…ions, slighly rearranged status info (everything can be seen now), fixed skills display at @-screen, etc.
wrong item letter after crafting completion,
typos
Conflicts:
	calendar.cpp
	crafting.cpp
	game.cpp
	map.cpp
	map.h
	output.cpp
	ranged.cpp

Added no_npc and ent/esc to options, removed wristwatch item.
…lished parking lots, zombie pheromone now dissapears when all its charges are used.
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