Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Previously combat was being aborted prematurely, though it wasn't
noticeable in most casees since the next turn combat started up
again seamlessly. But there were a few edge cases, such as
defeating monsters in a single turn, but having more to the side,
where it resulted in the list of active monsters being fought
being redrawn with no contents
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
This allows the well open door/gate, shoot at enemies, then close
to work with the mouse as well as the keyboard. The pending event
queue has also been limited to 5 pending events. Trust me, you
don't want to spent time spamming Shoot at a high level monster
that can't reach you, only for when it's killed to have to wait
several minutes whilst your party keeps shooting.
|
|
This avoids a problem where holding down Ctrl for the GMM
was passing multiple turns.. very noticeable if there were
monsters nearby, or the party is standing on a trap tile
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
This slightly slows down movement to more closely match the original,
and stops a turn pass from occurring when Rivercity is reached
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
This first new option displays the effective cost of items
when viewing in the standard character inventory. This makes
it easier to compare the value (and thus relative power)
of items against either other
|
|
|
|
|
|
|
|
|
|
This is done by the original to prevent the Space key used to
trigger events like the Mine Car or Pyramid teleporters from
then triggering a 'wait a turn' after reaching the destination
|