[Ohrrpgce] SVN: james/10377 Add support in battle for UI colors for Damage, Heal, Absorb, Poison, an

Ralph Versteegen teeemcee at gmail.com
Tue May 15 04:14:55 PDT 2018


On 15 May 2018 at 23:01, Ralph Versteegen <teeemcee at gmail.com> wrote:

> OK. Might as well add UI colors as an option too, making use of
> ColorIndex()!
>
> I decided to work on some more savefile stuff instead of changing the harm
> text color. In the process, I noticed that in some games the harm text UI
> colours, and also other recent UI colors aren't getting initialised
> correctly!
> For example, http://castleparadox.com/gamelist-display.php?game=850
> This game has no uicolors.bin lump. All colours after vehicle shadow get
> initialised to garbage.
>

Wow... I thought the stat assignment screen in this game was suspiciously
buggy for a game with such well-written scripts. And odd that the game is
so blank when you start.
Turns out, this game is utterly broken in current nightlies! It seems a
critical intro script (loadsave?) isn't getting called. It plays fine with
Ubersetzung.


>
> On 15 May 2018 at 14:02, James Paige <Bob at hamsterrepublic.com> wrote:
>
>> We could change it still. I won't have time to change it myself before
>> tonight's nightly build, but I can change it tomorrow easily, and we can
>> add a note in the IMPORTANT nightly text file.
>>
>>
>> On Monday, May 14, 2018, Ralph Versteegen <teeemcee at gmail.com> wrote:
>>
>>>
>>>
>>> On 15 May 2018 at 13:08, Ralph Versteegen <teeemcee at gmail.com> wrote:
>>>
>>>> This is great! I know Surlaw has been begging for this for years.
>>>>
>>>> Note, we have a problem with text slice colors. Unfortunately text and
>>>> other slices were implemented with 0=default color, 1-255=color from master
>>>> palette, and <=-1 typically meaning a UI color. (Implemented by ColorIndex
>>>> in loading.rbas, until recently called SliceColr)
>>>> This means that color 0 is not an option! In order to allow converting
>>>> menus to slices in the future, I used the same color numbering scheme for
>>>> menu item colors. I decided being able to use color 0 doesn't actually
>>>> matter much. This does actually have an advantage: the master palette
>>>> colors aren't offset by one, so you don't have to remember to add/subtract
>>>> one when manipulating slice or menu item colors in a script, which I'm sure
>>>> would trip many people up. And color 0 is often available as uiBackground
>>>> anyway.
>>>>
>>>> The same problem now exists with converting damage text in battles to
>>>> text slices, which now seems to be impossible.
>>>>
>>>
>>> Well, I guess it would be possible to find the nearest match to color 0
>>> amongst colors 1-255. The same hack that's also done with uiShadow, which
>>> can't be 0.
>>>
>>>
>>>>
>>>> On 15 May 2018 at 10:45, <subversion at hamsterrepublic.com> wrote:
>>>>
>>>>> james
>>>>> 2018-05-14 15:45:06 -0700 (Mon, 14 May 2018)
>>>>> 79
>>>>> Add support in battle for UI colors for Damage, Heal, Absorb, Poison,
>>>>> and Regen
>>>>> ---
>>>>> U   wip/bmod.bi
>>>>> U   wip/bmod.rbas
>>>>> U   wip/bmodsubs.bas
>>>>> U   wip/whatsnew.txt
>>>>> _______________________________________________
>>>>> Ohrrpgce mailing list
>>>>> ohrrpgce at lists.motherhamster.org
>>>>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>>>>
>>>>
>>>>
>>>
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>>
>
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