- Mar 03, 2021
- Mar 02, 2021
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Deucе authored
Beginnings of the map editor created, common functions from lord2.js moved into l2lib.js for sharing.
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- Mar 01, 2021
- Feb 28, 2021
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Deucе authored
- When a player number is passed in an IF, subtract one to get the index - Normalize @begin handling for all @if lines.
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Rob Swindell authored
This is a full-screen game, so don't let this ctrl-key handlers mess up the game/map display.
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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
- 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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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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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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Deucе authored
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Deucе authored
Fixes glitch when giving the guard at the bridge an apple to get to Castle Coldrake.
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Deucе authored
If the script called from winning a battle (such as in training) ended up having a battle (such as leveling multiple times in one visit), weird bits of map would be displayed.
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Deucе authored
- Added comments for broken shit - Fix score.ans generation - Handle invalid @if <x> is <y> then do constructs the same as original - Handle incorrect @do <x> is random <y> <z> constructs the same - Fix @if <x> is/=/equals <y> variable args (length, etc) - Lower-case argument to @routine - Handle @itemexit properly - Use draw_box() for popup_menu()
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- Feb 23, 2021
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Deucе authored
Define the s&he variable. prevent replace_vars() -> getvar() infinite loop on undefined var Move to end of vbar after selection Lower-case font path
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Deucе authored
- Fix @run command to lower-case section and filename, and add .ref - Set battle flag when @busy is called - Redraw map after exiting the buy/sell manager - Fix Sell confirmation - Check the CON file every time mail is checked automatically - Turn off the battle flag when returning from a hotspot module - Fix box with calculation in draw_box - Fix sell manager first draw colour after unsellable item - Clear message area when an item is used - Run the busy routing in gametxt.ref when battle is set - Actually allow doing things with items
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- Feb 21, 2021
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Deucе authored
User when not specified is 'SYSOP' not 'Local User' Use lower-case, not upper-case by default. Lower case all filenames from scripts. When a label is defined multiple times, the *first* instance is used. Labels can have spaces in them. Allow passing label+file.ref on command-line.
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- Feb 19, 2021
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Kayz authored
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