DSB Version 0.23

This forum is for the Lua scriptable clone of DM/CSB called Dungeon Strikes Back by Sophia. Use DSB to build your own highly customised games.

Moderator: Sophia

Forum rules
Please read the Forum rules and policies before posting.
Post Reply
User avatar
Sophia
Concise and Honest
Posts: 4239
Joined: Thu Sep 12, 2002 9:50 pm
Location: Nowhere in particular
Contact:

DSB Version 0.23

Post by Sophia »

Lots new this time!

Here it all is:

- Inventory layout is now controllable via inventory_info in base/graphics.lua
- Moved inventory interaction control from core to sys_inventory
- Attack methods are now rendered by Lua and controlled by msgzones (see base/render.lua)
- A lot of AI code has been moved out of the core to base/monster_ai.lua
- Major rewrite of AI code to enable monsters to be smarter and sneakier
- Monsters now can be given on_click events
- Added dsb_reposition to easily move insts around on the same tile without triggering
- Added several new AI messages for greater control (AI_MOVE, AI_TURN, AI_TIMER, AI_TARGET)
- Added dsb_ai_subordinates(boss) = { {id, tile}, [...]}, num_subs
- Added dsb_ai_promote(monster) to make a monster the boss of its tile
- Moved mana deduction for casting magic runes from core to sys_rune_cast
- Simplified the system for determining rune costs (thanks to Jor)
- Added a browser to choose a dungeon if one is not selected in the ini
- Compile mode now produces a graphics.dsb archive with your custom graphics
- Started to allow for non-fatal Lua errors for better debugging
- Renamed actual_level to sys_actual_level for consistency
- Fixed a bug where inst pointers weren't updated after a swap
- Fixed some severely messy code inside of spawnbursts
- Fixed a crash when turning some size 2 monsters
- Fixed a couple of rendering glitches
- Added dsb_clone_bitmap to save memory when multiple bitmaps use the same image
- Unreferenced bitmaps and sounds are now garbage collected by Lua
Post Reply