Use setwhen conditions to advance the aristocracy quest line rather than setting it explicitly
47 lines of code changed in 10 files:
Use setwhen conditions to advance these quests rather than lots of checkinvs binding to questadvance scripts
23 lines of code changed in 3 files:
Remove full stop that was causing issues for CRE
1 lines of code changed in 1 file:
Various animation experiments.
45 lines of code changed in 2 files:
Add missing encoding.
1 lines of code changed in 1 file:
Fix animation query.
1 lines of code changed in 1 file:
Animate.py testing ninja.
864 lines of code changed in 3 files:
Disable talking while the NPC is animated.
4 lines of code changed in 1 file:
Hook to animate through cfanim.
23 lines of code changed in 1 file:
Change text if player already did the quest. Also don't let do it again and again, force to wait for map reset.
13 lines of code changed in 1 file:
Add a 'questdone' precondition to vary dialogs.
17 lines of code changed in 1 file:
Make player required to talk before saying she got the roots.
7 lines of code changed in 1 file:
Add 'npctoken' and 'setnpctoken' pre and post conditions, to keep data in NPC instead of player.
93 lines of code changed in 5 files:
Use Python-based scripts instead of specific plugin.
197 lines of code changed in 6 files:
- Open up a bit more sea to the port of Scorn ships.
- For now, block access to the open ocean in the vicinity of Port Joseph, both
to prevent bumping up against the edge of the map, but also to preserve the
designed access to various maps that are on islands in the ocean.
7020 lines of code changed in 9 files:
- Adjust Scorn harbor shipping lanes. This is an incremental expansion of
the navigable area.
107 lines of code changed in 2 files:
Force reply type to be an integer.
1 lines of code changed in 1 file:
Fix 'WriteKey()' needing a string, not an integer.
1 lines of code changed in 1 file:
Use the 'talked_to' key to make NPCs stop when talked to.
3 lines of code changed in 1 file:
Replace plugin-based handling with event-based one (using Python script).
92 lines of code changed in 1 file:
Script to punish a player from killing a NPC.
47 lines of code changed in 1 file:
Fix import before comment.
1 lines of code changed in 1 file:
Replace specific plugin handler with Python script.
13 lines of code changed in 1 file:
Script to punish tring to sell a protected item.
76 lines of code changed in 1 file:
Add parent relationships to the scorn aristocracy quests
67 lines of code changed in 1 file:
Give a hint about the head.
1 lines of code changed in 1 file:
- Enclose port joseph mad village island in shallow sea to prevent ships from
reaching shore if they begin plying the eastern seas, and shape the shallow
water to connect to nearby land structures.
- Add a few more jagged rocks by the port_joseph mad village island shipwreck
instead of just having the wreck sit on top of the only jagged rocks in the
area.
661 lines of code changed in 2 files:
- Surround Goblin Isle with shallow water to prevent boat access except via
the row boat going between Port Joseph and the island dock. This helps
preserve map access design in the event that ships begin to navigate in
the deeper waters.
- Move some of the random item or monster generators away from Goblin Isle
shore so that smoothing does not put them in the water.
712 lines of code changed in 1 file:
Fix suspicious tag.
1 lines of code changed in 1 file:
Handle the Include rule subclass of Dialog class more sanely, this fixes an issue with include rules and pre-functions.
1 lines of code changed in 1 file:
- Remove spaces from front of text lines.
2 lines of code changed in 1 file:
- Add a vague hint relating to the puzzle of the altars.
- Fix some spelling.
22 lines of code changed in 1 file:
- Fix syntax error.
3 lines of code changed in 2 files:
- Fix syntax issue.
2 lines of code changed in 1 file:
Add end_quest marker, not required but nicer.
2 lines of code changed in 1 file:
Typo.
1 lines of code changed in 1 file:
Remove dummy and weird event.
0 lines of code changed in 1 file:
Add missing selling hook to chalice.
9 lines of code changed in 1 file:
- Remove some line breaks from various msg blocks.
10 lines of code changed in 2 files:
- Remove some line breaks from within msg blocks.
13 lines of code changed in 2 files:
Clear the treasure list from the extra spellbook
2 lines of code changed in 1 file:
Add Alfalfa quest
252 lines of code changed in 4 files:
update fran to cope with alfalfa quest
13 lines of code changed in 2 files:
Add new Alfalfa's house
5761 lines of code changed in 3 files:
Move Alfalfa's house and turn it into eric's house
21 lines of code changed in 2 files:
Replace LOG messages with proper exception handling, ensure that a check which raises an exception causes a rule to fail, as well as being reported in the server log
9 lines of code changed in 1 file:
Remove stub code, this is likely to be handled in a separate check
0 lines of code changed in 1 file:
Make quest pre-conditions work correctly with ranges of stages
2 lines of code changed in 1 file:
Fix JSON.
3 lines of code changed in 3 files:
Fix JSON.
8 lines of code changed in 4 files:
Fix JSON.
3 lines of code changed in 1 file:
Adapt WorldMaker plugin script to current Gridarta.
1 lines of code changed in 1 file:
Fix JSON.
13 lines of code changed in 3 files:
Use blank lines instead of \n.
3 lines of code changed in 1 file:
Fix dialog.
2 lines of code changed in 1 file:
Questify Lursendis's Unforgettable banquet.
231 lines of code changed in 5 files:
Add a check for the message length in dialogs and give a warning if it is exceeded (This should just result in truncation server-side)
9 lines of code changed in 1 file:
- Add a little "easter egg" that can be developed into a more significant
map, but that serves to introduce the new "manhole" arch. The cistern
is boring at present, and could use some interesting content. Anyone?
624 lines of code changed in 2 files:
- Fix up the anchor name per prior commit that renamed the head object.
1 lines of code changed in 1 file:
- Move a pirate from the center of the deck to the side, and put a ships wheel
on the map in his old spot (because one was just added as a new arch).
6 lines of code changed in 1 file:
- Remove unneeded or duplicate no_magic or floor tiles.
- Add no_magic to the portions of the counter at the top of the map.
- Add a ships wheel as a decorative item since the room looks so bare.
11 lines of code changed in 1 file:
Add 'replies' to grandpa's dialog.
4 lines of code changed in 1 file:
Make exits coherent.
8 lines of code changed in 3 files:
Make exits coherent.
1 lines of code changed in 2 files:
Make exits coherent.
34 lines of code changed in 8 files:
Make exits coherent.
14 lines of code changed in 2 files:
Make destination coherent.
3 lines of code changed in 1 file:
Change doors to need to apply them.
9 lines of code changed in 1 file:
Fix destination coordinates in shop.
3 lines of code changed in 1 file:
Change doors.
9 lines of code changed in 1 file:
Make kind 'no_damage', and remove other flags.
2 lines of code changed in 1 file:
Detect status of aristocracy quest rather than hero of scorn marker in order to open the gate
48 lines of code changed in 1 file:
Trigger the gate on aristocracy quest status rather than the hero of scorn marker
49 lines of code changed in 1 file:
Use quest state rather than markers to handle access to the various suites
141 lines of code changed in 1 file:
Remove quests from the hall of quests, the magistrate and king are now the starting points for these.
23 lines of code changed in 1 file:
Add dialog for the king of scorn, make castle2 use this dialog
186 lines of code changed in 5 files:
Add quest events to the sword that the lord spectre carries
16 lines of code changed in 1 file:
Add quest handlers for city-based final maps for royalty quests
27 lines of code changed in 2 files:
Add final map handling for the non-city based royalty quests
163 lines of code changed in 8 files:
Fix name of script in comments
1 lines of code changed in 1 file:
Change the lower floor of the castle to use the new magistrate dialog
137 lines of code changed in 1 file:
Dialog rules for the scorn magistrate
312 lines of code changed in 9 files:
Fix syntax errors in .msg file
3 lines of code changed in 1 file:
Add a dialog file for the servant in the temple of gaea, one of the scorn royalty quests will involve speaking to her.
45 lines of code changed in 2 files:
Remove useless detector and marker.
1 lines of code changed in 1 file:
Add a dialog for the dragon emissary in goth's tavern
64 lines of code changed in 2 files:
Trigger quest update on finding entrance to Animator's lair
6 lines of code changed in 1 file:
Improve wording of one of the stage descriptions
1 lines of code changed in 1 file:
Add Events to trigger updates to the royalty quests on entering the appropriate caves
49 lines of code changed in 8 files:
Rename Hermes' Inn to make it easier to refer to in directions
2 lines of code changed in 1 file:
Quest Definitions for Aristocracy Quests
386 lines of code changed in 1 file:
Add replies to the gate guard dialog
6 lines of code changed in 1 file:
Add Replies for the portguard
15 lines of code changed in 1 file:
Add Replies to the Gork quest dialogs
20 lines of code changed in 2 files:
- Fix movement block for the office counter so that you cannot get the passes
by just walking over it.
- Add some scenery. Put an old anchor in the corner of the room.
11 lines of code changed in 1 file:
Fix the counting of rules, errors and warnings in included files
4 lines of code changed in 1 file:
Change the names of the recognised fields
1 lines of code changed in 1 file:
Adjust quest to new dialog system.
10 lines of code changed in 1 file:
Add a 'prefunction' to rules to have special processing.
13 lines of code changed in 1 file:
Remove the requirements, assuming player can always say anything.
5 lines of code changed in 1 file:
- Make the portgate view of the portoffice more consistent with the current
inside of the office.
- Turn smoothing off on some floor pieces to make sure grass does not invade
the interior of the office.
55 lines of code changed in 1 file:
Add 'replies' to the dialog system, to let the player know what she can say.
37 lines of code changed in 2 files:
Use Crossfire.NPCSay() to have NPCs talk after the player.
1 lines of code changed in 1 file:
Add a connected value to the rule that gives the key, so that another door in the south east of the map opens at the same time.
1 lines of code changed in 1 file:
Tidy up wall tiles to look right
2 lines of code changed in 1 file:
Fix stage numbers in these dialogs
8 lines of code changed in 2 files:
Check multiple token conditions correctly
5 lines of code changed in 1 file:
Change location description on sign to point to where the building actually is.
1 lines of code changed in 1 file:
New Script to enable map connections to be triggered depending on the state of a quest.
47 lines of code changed in 1 file:
Fix parsing of stage numbers
1 lines of code changed in 1 file:
Add useage note in comments
5 lines of code changed in 1 file:
Fix syntax errors
3 lines of code changed in 1 file:
Fix include paths
2 lines of code changed in 2 files:
Fix syntax errors in dialog files
12 lines of code changed in 3 files:
Break out the smith .msg file into two separate files
79 lines of code changed in 2 files:
Add dialog_check.py - a script to check dialog files for common errors.
Add ## DIALOGCHECK blocks to all existing action scripts
Allow the pre 'quest' check to express ranges of stages or an exact
stage to be at
258 lines of code changed in 13 files:
Correct some errors in dialog script
2 lines of code changed in 1 file:
Change the .msg files for the test map to use a mixture of absolute and relative paths
5 lines of code changed in 3 files:
Allow include blocks to use either relative or absolute paths to reference other .msg files.
Maps still need to specify a full path in the slaying field of an event say.
9 lines of code changed in 1 file: