- Feb 28, 2021
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Rob Swindell authored
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Rob Swindell authored
pass true if blink is desireable for blink/high-blink fonts.
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Rob Swindell authored
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Rob Swindell authored
Previously, if a blink or high-blink font was specified in a font section it was assumed that you did not want the terminal to actually blink the glyphs displayed with that/those fonts. In some cases, blink may be preferable, so if wantblink=true, then leave blink enabled on the terminal for blink/ high-blink fonts.
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Deucе authored
- saybar needs to leave cursor at 78,20 for BETTER.REF and TALQUIZ.REF - buymanager and sellmanager start on the current line, not a hard-coded one - buymanager and sellmanager need to clean their area on return - handle do handlers in if before checking for begin (assuming do). Fixes issue in GIVE.REF where "then goto begin" was interpreted as "then do begin". - "Fix" more prompt in @key to not center and always display " <MORE>" as the prompt. A number of things use @key after @saybar
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Deucе authored
Much better than the default "SyncConsole".
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Deucе authored
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Deucе authored
- Trim bar to 76 characters (triggered by MORTAL.REF) - If the player initial map can't be loaded, move to 0,0,0 - draw_map() can't auto-load the players map (ORACLE2.REF loads a map without the player on it) - When we draw a new map, set last_draw to undefined - If you move off the edge of a map into an undefined map, simply don't move (triggered by GLENDALE.REF) - Move play on map *after* a REF is ran (and you're potentially moved back)
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Rob Swindell authored
Not sure why it was removed, apparently by accident.
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Deucе authored
Fixes the new issue where you would see the player move when x and y are changed, but should still leave the smackrod happy.
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Deucе authored
Fixes CNW "Vehicles & People" some more.
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Deucе authored
Fixes CNW "Vehicles & People" people list.
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Deucе authored
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Deucе authored
This provides a way to create muscle memory for random fights... HOME will always take you to 'Attack' and END will always take you to 'Run Away' now. Two birds with one stone, yay!
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Deucе authored
Previously, it did a case sensitive match against names that started with what you typed including LORD codes. Now it strips codes from both and does a case-insentive substring match.
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- Feb 27, 2021
- Feb 26, 2021
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Deucе authored
- Don't clear the line until you're on column 79 and about to draw that last char. - Clear all rows after the map based on dk.console.rows. Clear to end of screen would still be better though.
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echicken authored
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echicken authored
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echicken authored
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echicken authored
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echicken authored
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echicken authored
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echicken authored
Added get-thread call, support for generatorish reply value. list-threads doesn't need offset, instead will begin at the message after 'after' if given.
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echicken authored
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echicken authored
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echicken authored
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Deucе authored
Call update_update() as well as update() when we receive UPDATE.
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Deucе authored
Adjust some comments Use pretty_int() wherever we're displaying a number Clamp more integers Don't clear screen before drawing map
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Deucе authored
Also, alphabetize the handlers.
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Deucе authored
These now seem work both JS <-> JS and JS <-> L2.EXE. The only issue seems to be that infinite lives mode with L2.EXE, if you're killed and come back to life, you are no longer "on line". This does not seem to be an issue with the JS version for some reason, and may need to be "fixed"(?)
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- Feb 25, 2021
- Feb 24, 2021
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Deucе authored
Mark other player as not busy anymore after hail is done, loop through the hail menu until you leave, and retain the currently selected option between hail menu choices. This also enforces the "no fighting" rule, which doesn't really need it yet since no fighting actually works currently.
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Deucе authored
Fixes issue where the "Disguise" item doesn't work as advertised, making winning as good much more difficult.
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Deucе authored
update_space() assumed the cursor was at the correct location, but it never was. This caused a visual glitch when using the smackrod.
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