+ add option to add text to switches that have no markings
* change VHT_OPT_ANGLED text to fit on 4:3 * remove labels for option sections * fix pronouns being wrong * detect the first puzzle finish
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@ -6,4 +6,5 @@ server bool vht_mbloodscourge_foilinvul = false;
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server bool vht_player_touchshatter = true;
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server bool vht_player_questlog = true;
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user int vht_player_questlogplural = 0;
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server bool vht_player_scruteswitch = true;
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server int vht_monster_centaur = 2;
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11
language.txt
11
language.txt
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@ -11,17 +11,21 @@ VHT_MBLOODSCOURGE_FOILINVUL = "Bloodscourge Foils Invulnerability";
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VHT_PLAYER_TOUCHSHATTER = "Shatter Frozen Enemies On Touch";
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VHT_PLAYER_QUESTLOG = "Enable Quest Log";
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VHT_PLAYER_QUESTLOGPLURAL = "Quest Log First-Person Pronouns (English)";
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VHT_PLAYER_SCRUTESWITCH = "Add Messages For Unmarked Switches";
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VHT_MONSTER_CENTAUR = "Centaur Behaviour";
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VHT_OPT_CONSTANT = "Constant";
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VHT_OPT_MODIFIED = "Modified";
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VHT_OPT_VANILLA = "Vanilla";
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VHT_OPT_NOREFLECT = "No Projectile Reflection";
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VHT_OPT_ANGLED = "No Reflection, Back is Vulnerable";
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VHT_OPT_ANGLED = "No Reflection, Vulnerable Back";
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VHT_OPT_SINGULAR = "I/me/my";
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VHT_OPT_PLURAL = "we/our/us";
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VHT_OPT_PLURAL2 = "we&/our&/us&";
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VHT_SWI_5_1275 = "the path to the left lever opens";
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VHT_SWI_5_1283 = "the path to the right lever opens";
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VHT_QST_1_0 =
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"@ must find the emerald key\n"
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"and get through the stronghold.\n"
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@ -71,3 +75,8 @@ VHT_QST_4_0 =
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"there should be a lever somewhere within.";
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VHT_QST_4_1 =
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"the lever is pulled.";
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VHT_QST_5_0 =
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"there should be two levers here.";
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VHT_QST_5_1 =
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"the levers have been pulled.";
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10
menudef.txt
10
menudef.txt
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@ -27,16 +27,20 @@ AddOptionMenu "OptionsMenu" {
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OptionMenu "VhtMenu" {
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Title "$OPTMNU_VHT"
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StaticText "Weapons"
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Option "$VHT_FAXE_PROJECTILE", "vht_faxe_projectile", "OnOff"
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StaticText ""
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Option "$VHT_MWAND_DAMAGEFUNC", "vht_mwand_damagefunc", "VhtDamageFunc"
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ScaleSlider "$VHT_MWAND_SPEED", "vht_mwand_speed", 0, 6, 1, "$VHT_OPT_VANILLA"
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Option "$VHT_MFROST_DAMAGEFUNC", "vht_mfrost_damagefunc", "VhtDamageFunc"
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Option "$VHT_MBLOODSCOURGE_FOILINVUL", "vht_mbloodscourge_foilinvul", "OnOff"
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StaticText "Players"
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StaticText ""
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Option "$VHT_PLAYER_TOUCHSHATTER", "vht_player_touchshatter", "OnOff"
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Option "$VHT_PLAYER_QUESTLOG", "vht_player_questlog", "OnOff"
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Option "$VHT_PLAYER_QUESTLOGPLURAL", "vht_player_questlogplural", "VhtPlural"
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StaticText "Monsters"
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Option "$VHT_PLAYER_SCRUTESWITCH", "vht_player_scruteswitch", "OnOff"
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StaticText ""
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Option "$VHT_MONSTER_CENTAUR", "vht_monster_centaur", "VhtCentaurBehaviour"
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}
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@ -45,6 +45,15 @@ class VhtEvents : StaticEventHandler {
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qh.vhtTick();
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}
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}
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override void worldLineActivated(WorldEvent e) {
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if(vht_player_scruteswitch) {
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let which = "VHT_SWI_" .. level.levelNum .. "_" .. e.activatedLine.index();
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let loc = StringTable.localize(which, false);
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if(loc != which) {
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Console.midPrint(null, loc, true);
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}
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}
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}
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override void renderUnderlay(RenderEvent e) {
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if(automapActive && m_useQuestLog) {
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double x = Screen.getWidth() / 320.0;
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@ -16,8 +16,8 @@ class VhtQuest abstract play {
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virtual void vhtPreTravelled() {}
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virtual ui string vhtDescribe(int pronouns) {
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let s = StringTable.localize("$VHT_QST_" .. m_mapNum .. "_" .. m_step);
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s.replace("@=", m_pronouns[2 + 3 * pronouns]);
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s.replace("@'", m_pronouns[1 + 3 * pronouns]);
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s.replace("@=", m_pronouns[1 + 3 * pronouns]);
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s.replace("@'", m_pronouns[2 + 3 * pronouns]);
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s.replace("@", m_pronouns[0 + 3 * pronouns]);
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return s;
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}
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@ -62,16 +62,11 @@ class VhtQuest1 : VhtHubQuest {
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}
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override void vhtTick() {
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switch(m_step) {
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case 0:
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if(m_fStep0.vhtRun()) {m_step = 1;}
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break;
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case 1:
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if(m_fStep1.vhtRun()) {m_step = 2;}
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// fall through
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case 0: if(m_fStep0.vhtRun()) {m_step = 1;} break;
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case 1: if(m_fStep1.vhtRun()) {m_step = 2;} // fall through
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case 2:
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// quest 1 step 2: ring the bell
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let ln = vhtGetLine(2);
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if(ln && !(ln.flags & Line.ML_BLOCKING)) {m_step = 3;}
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if(!(vhtGetLine(2).flags & Line.ML_BLOCKING)) {m_step = 3;}
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break;
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}
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}
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@ -88,6 +83,15 @@ class VhtQuest2 : VhtHubQuest {
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}
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override void vhtTick() {
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m_fFlameMask.vhtRun();
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switch(m_step) {
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case 1:
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if(m_guardianOfFire == 1 && m_guardianOfSteel == 2) {
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m_step = 2;
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m_guardianOfFire = 0;
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m_guardianOfSteel = 0;
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}
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break;
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}
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}
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override void vhtTravelled() {
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// quest 2 step 0: return from guardian of ice
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@ -116,10 +120,6 @@ class VhtQuest3 : VhtQuest {
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// quest 4: guardian of fire
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class VhtQuest4 : VhtQuest {
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override VhtQuest vhtInit(VhtHubQuest hubQuest) {
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super.vhtInit(hubQuest);
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return self;
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}
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override void vhtTick() {
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if(level.levelNum == m_mapNum) {
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switch(m_step) {
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@ -143,7 +143,24 @@ class VhtQuest4 : VhtQuest {
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}
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// quest 5: guardian of steel
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class VhtQuest5 : VhtQuest {}
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class VhtQuest5 : VhtQuest {
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override void vhtTick() {
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if(level.levelNum == m_mapNum) {
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switch(m_step) {
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case 0:
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// quest 5 step 0: press the switches
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int levers = 0;
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levers += vhtCheckLever(1);
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levers += vhtCheckLever(2);
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if(levers == 2) {
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m_step = 1;
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}
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VhtQuest2(m_hubQuest).m_guardianOfSteel = levers;
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break;
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}
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}
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}
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}
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// quest 6: bright crucible
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class VhtQuest6 : VhtQuest {}
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