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Even simpler automap icons. Fix big string generation problem.
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parent
80cf33d17b
commit
4839168bbf
@ -415,7 +415,7 @@ class A2PackPartitions
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smBuf.put((byte)0) // placeholder for hi bits
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int hibits = 0
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def pixBuf, inv
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// Keep automap icons very simple - no dither/column/row detection
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// Keep automap icons very simple - no dither/column/row detection, just upper-left portion
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boolean keepSimple = (imgEl.@category.equalsIgnoreCase("automap"))
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for (int y = 0; y < 16; y += 2)
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{
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@ -425,8 +425,10 @@ class A2PackPartitions
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{
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pixBuf = [:]
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inv = 1
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addTilePix(pixBuf, hibitBuf, rows[y] [x])
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if (!keepSimple) {
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if (keepSimple)
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addTilePix(pixBuf, hibitBuf, rows[y>>1][x>>1])
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else {
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addTilePix(pixBuf, hibitBuf, rows[y] [x])
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addTilePix(pixBuf, hibitBuf, rows[y+1][x])
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if (x < 6) {
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addTilePix(pixBuf, hibitBuf, rows[y] [x+1])
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@ -3229,13 +3231,16 @@ end
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def genWeapon(func, row, out, strings)
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{
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assert strings[parseStringAttr(row, "weapon-kind")] != null
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assert strings[parseStringAttr(row, "ammo-kind")] != null
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assert strings[parseStringAttr(row, "combat-text")] != null
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out.println(
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" return makeWeapon_pt2(makeWeapon_pt1(" +
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"${escapeString(parseStringAttr(row, "name"))}, " +
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"${strings[parseStringAttr(row, "weapon-kind")]}, " +
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"@${strings[parseStringAttr(row, "weapon-kind")]}, " +
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"${parseWordAttr(row, "price")}, " +
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"${parseModifier(row, "bonus-value", "bonus-attribute")}, " +
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"${strings[parseStringAttr(row, "ammo-kind")]}, " +
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"@${strings[parseStringAttr(row, "ammo-kind")]}, " +
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"${parseByteAttr(row, "clip-size")}, " +
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"${parseDiceAttr(row, "melee-damage")}, " +
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"${parseDiceAttr(row, "projectile-damage")}), " +
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@ -3243,7 +3248,7 @@ end
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"${parseByteAttr(row, "semi-auto-shots")}, " +
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"${parseByteAttr(row, "auto-shots")}, " +
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"${parseByteAttr(row, "range")}, " +
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"${strings[parseStringAttr(row, "combat-text")]}, " +
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"@${strings[parseStringAttr(row, "combat-text")]}, " +
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"${parseBooleanAttr(row, 'single-use')})")
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}
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@ -3252,7 +3257,7 @@ end
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out.println(
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" return makeArmor(" +
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"${escapeString(parseStringAttr(row, "name"))}, " +
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"${strings[parseStringAttr(row, "armor-kind")]}, " +
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"@${strings[parseStringAttr(row, "armor-kind")]}, " +
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"${parseWordAttr(row, "price")}, " +
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"${parseByteAttr(row, "armor-value")}, " +
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"${parseModifier(row, "bonus-value", "bonus-attribute")})")
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@ -3270,7 +3275,7 @@ end
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if ("$kind, $modifier, $count, $storeAmount, $lootAmount" != ", NULL, 0, 0, 0")
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out.println(" return makeFancyItem(${escapeString(name)}, $price, " +
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"${strings[kind]}, $modifier, $count, $storeAmount, $lootAmount)")
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"@${strings[kind]}, $modifier, $count, $storeAmount, $lootAmount)")
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else
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out.println(" return makePlainItem(${escapeString(name)}, $price)")
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}
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@ -3281,6 +3286,8 @@ end
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def str = parseStringAttr(row, attr)
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if (str)
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strings[str] = "_SI_${humanNameToSymbol(str, true)}"
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else
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strings[str] = "S_EMPTY"
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}
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}
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@ -2978,14 +2978,14 @@ end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Load the Party engine and show data for the given player
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def showPlayerSheet(num)#1
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word pItemToUse, oldFlg
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word sNameToUse, oldFlg
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if num+1 > countList(global=>p_players); beep; return 0; fin
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pItemToUse = loadEngine(MOD_PARTY)=>party_showPlayerSheet(num)
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sNameToUse = loadEngine(MOD_PARTY)=>party_showPlayerSheet(num)
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returnFromEngine(TRUE)
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// General 'use' handled here in case it triggers graphical effects
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if pItemToUse
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if sNameToUse
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anyInteraction = FALSE
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scriptEvent(@S_USE, pItemToUse=>s_name)
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scriptEvent(@S_USE, sNameToUse)
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if !anyInteraction
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scriptDisplayStr("Nothing happened.")
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textClearCountdown = 3
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@ -1,5 +1,5 @@
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright (C) 2015-17 The 8-Bit Bunch. Licensed under the Apache License, Version 1.1
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// Copyright (C) 2015-18 The 8-Bit Bunch. Licensed under the Apache License, Version 1.1
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// (the "License"); you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at <http://www.apache.org/licenses/LICENSE-1.1>.
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// Unless required by applicable law or agreed to in writing, software distributed under
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@ -555,7 +555,7 @@ def doUse(player, item)#1
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pause(800)
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return NULL
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fin
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return item // general 'use' handled by outer engine, because it might involve graphics
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return item=>s_name // general 'use' handled by outer engine, because it might involve graphics
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end
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// Select an item and drop it. Returns TRUE if anything changed
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