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
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|