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Old 05-30-2004, 08:53 PM   #1
manikus
Jack Burton
 

Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
cocoaspud just posted this over on the yahoo!groups list:

This release added some new features, and continues to update the spell
casting code.

See the full list of changes below...

Richard

---- UAF Version 0.9.1.0 ----

May 28, 2004

**** New Features ****
Editor:
- added ability to search events by matching event id

- added copy/paste to spell editor

Engine:
- width of combat stats box is configurable
added COMBAT_STAT_BOX_WIDTH = 240 to config.txt

- position of char portrait frame is configurable
added VIEWPORT_FRAME_OFFSET = 417,-19 to config.txt

Both:
- script compiler would not successfully compile if the
script name contained the '|' character (as some
objects do to keep the name unique)

- For each combat monster, the quantity can be configured
to be random (specify dice roll used)

- Added list of music to play while encamped,
which will override any background music that
might be playing

- Increased number of tavern tales to 20

- Added option to tavern event that will allow
each tale to be told only once per tavern visit.

- Added 15 vaults. TakePartyItems and Vault events
must specify which vault to use.

- added option to shops which makes them able to buy
back only the items that they also sell.

- added spell script that is executed when the spell
target's saving throw fails, another script for when
the target makes a successful saving throw.

- added class flags to spells. The flags let you
specify which particular classes can cast each
spell.

For instance:
Rangers can cast clerical spells at 8th level,
but they don't pick from the usual list of
cleric spells. So you create a clerical spell
called Fairy Fire, then specify that only
Rangers can cast it (maybe Druids too).

For spells like Cure Light Wounds, you can
specify that Clerics+Rangers+Druids can cast
it, as long as it's ok that they all cast the
same spell. If you need the CLW spell to
behave differently when a Ranger casts it, then
you need to create a different CLW spell (and
call it 'Cure Light Wounds|Ranger' to keep the
spell name unique)

- added flag to MagicUser spells, and changed the way
one of the current flags works:
- Can Scribe (at level change)
- Auto Scribe (at level change)

Can Scribe - if enabled, MU will be allowed to choose
to add this spell to the spell book
Auto Scribe - if enabled, MU will automatically
get this spell added to spell book

These flags come into play whenever the MU changes
character level. Each new MU will be automatically
given all first level spells with AutoScribe=TRUE.
This same new MU will then be given a chance to select
to add additional first level spells that have
CanScribe=TRUE. Normal spell limits always apply.

In this manner, the designer can force certain
spells into the spell book, and let the player
choose the desired additional spells.

**** Bug Fixes ****

Editor:

- fixes for spell book handling while generating NPC's

Engine:

- Cleric CureLightWounds spell didn't reset char status
to Okay after adjusting hitpoints.

- tavern drinks didn't display a 'you drink' message
if the drunk trigger level wasn't set.

- more fixes related to color tags in event text

- lots more bug fixes for spells, especially for
multiclass, but including letting non-clerics
memorize cleric spells at the correct level.

- Loading a saved game could crash in some situations

- removed duplicates from screen that displays the
current spell effects for a given character.
(ie: Bless spell, and Bless special ability)

- fixed area view map so that it fills the entire
viewport when using 800 and 1024 modes

- players can now flee the map (exit is
confirmed before being allowed)

- fixed combat to allow characters to occupy
same square as dead/dying character.

- made some tweaks to enemy intelligence
to improve target acquisition

- fixed a problem with bandaging dying characters

Both:
- fixed problem with configuring and using a test party
when testing your design
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