What's new:
- Magic spell system is now rendered and controlled by Lua
- Movement arrows are now rendered and controlled by Lua
- Deprecated dsb_rune_enable/disable in favor of g_disabled_runes table
- Added dsb_dungeon_view(lev, x, y, dir, light) to return a rendering of the viewport
- Fixed a nasty bug in the clickzone allocation code
- Monsters now take damage from a pit
- Fixed a bug in displaying alpha blended objects
- Fixed bugs in spawn/move queues causing game freezes
- Fixed a bug in wallitem_click with torch sconces that are triggers
- Fixed a bug in trigger handling with func exvars (Thanks Remy)
- Enlarged clickzones for dropping items
- Made alcoves respond to clicks of items going in and out
- Triggers now can be off-center (and will respond only to insts on their sub-tile)
- Made explosions visible from a bit more distant to be consistent with DM
- New event: on_fly(self, id, x, y, tile, face, power) = x, y, tile, face, power
- Added "no_group" arch property to monster_ai.lua (and set it for gigglers)
- Added "no_party_triggerable" property (and set it for stairs)
- Added "useless_thrown" property and set it for soft, bulky things like clothes
In addition, I've fixed up the test dungeon's moneybox (thanks to Parallax and Remy for this one) and added a "Crazy Axe" object that demonstrates the abilities of the on_fly event-- see what happens when you throw it.
DSB Version 0.26
Moderator: Sophia
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I didn't even notice this!Added dsb_dungeon_view(lev, x, y, dir, light) to return a rendering of the viewport
I had to try it out, so here's a quick test:
Eye Test
Just use the magnifier on the eye in the first level. You can ignore the pad and the teleporter, they're left over from testing. Once in the eye-view, right-click to cycle through the levels, left-click to exit. Moving the mouse left and right rotates the view.
Also, the tinting and cut-out are done with an alpha-channel bitmap, not an error in DSB.