Commit Graph

66 Commits

Author SHA1 Message Date
Michael Townsend fce8af38a8 defensing timer recall 2023-09-14 14:10:08 -04:00
Michael Townsend d6059af2b1 - put alien allow in the outfitting options
- prevent queueing up multiple explosions from the unstable automaton
2023-06-15 16:08:38 -04:00
Michael Townsend 9c02581b15 bugs 2023-06-12 10:36:01 -04:00
Michael Townsend 4c683dd397 bugs 2023-06-12 10:20:28 -04:00
Michael Townsend 7ee96fd108 Expansion (#707)
This additional content explores the aftermath of an event in The Ensign. A large dungeon, The Executioner, reveals the fate of one of the Wanderers’ most powerful weapons though multiple wings, each ending with a unique boss encounter. The fabricator allows the player to craft powerful items out of alien alloy, introducing new combat mechanics.
2023-06-09 12:38:16 -04:00
Michael Townsend bddb27131e - added link to doublespeak
- added cross-promotion event for Penrose
- removed dead Dropbox code
2021-01-28 13:54:23 -05:00
jorsi a601473645 We have audio! Thanks @orsi! 2020-09-10 12:45:10 -04:00
Lucas Lois 8370eac8aa Made events.js jshint compliant 2016-10-02 17:40:54 -03:00
Michael Townsend fbc91a3756 Disable pause button until I have time to rework/fix it
The pause button displays weirdly and doesn't appear to work properly. Disable it until it can be reworked.
2016-09-23 11:16:08 -04:00
Blake Grotewold 0fbb713e17 fix merge conflict error 2016-03-19 15:17:32 -04:00
Blake Grotewold 7871f47776 Merge #469 2016-03-19 15:00:32 -04:00
Blake Grotewold 9a45ad1380 Merge pull request #467 from AndySky21/setHeal
Set heal
2016-03-19 14:56:36 -04:00
Andrea Rendine 189af75c31 Correct changes
Limited subset of commits:
* unified function for healing (Events.doHeal);
* unified function for attacks (Events.damage);
* check if health is max, and disable healing buttons (Events.setHeal and related calls)
* grouping buttons (attackButtons, healButtons and exitButtons for weapon attacks, meat & meds, continue/leave)
2016-02-17 15:22:13 +01:00
Andrea Rendine 368529f024 Reverted changes
Revert to previous version (no pause)
2016-02-17 15:07:26 +01:00
Andrea Rendine df63ccb651 Switch cooldown
Easy way to switch cooldown on pause button according to new button option
2016-02-17 10:27:38 +01:00
Andrea Rendine 07998376e7 Several changes
As some of them are related to each other, this commit involves a lot of updates.

* Autopause on blur. This is an idea I took from Gridland (!), if window loses focus the fight pauses (timed check courtesy of the enemy), and it restarts when the window has focus again (if the pause button is clicked, then the player must click again in order to resume).
* Delayed start for fights. This will allow players to read the description without the player attacking them. No way to cheat, buttons are not enabled. I used Events._LEAVE_COOLDOWN as cooldown time, not for laziness, but because I guess the two durations have the same purpose: to allow (force) the player to read stuff.
* Take everything and leave just by name. If the player can just take something, the text is "take all you can", if they can take everything but there are several options it's "take everything", if the option is only one the text is "take everything and X", where X is the verb of the only possible option (note: in the latter case, the button cools down together with the option itself).
* success/failure mechanics no longer relies upon try/catch, but on a simple mechanism: a variable taking a bool value, set to true when one of the end conditions happens. The precedence goes to the enemy (if the player kills and dies the fight is lost).
2016-02-17 01:53:21 +01:00
Andrea Rendine aae770c5a1 Timing for winning and efficiency 2016-02-16 11:02:10 +01:00
Andrea Rendine 24e744a27e Heal when necessary
Events.setHeal() enables/disables eatMeat and useMeds buttons depending on player's HP.
The check is done in 4 cases:

* when a fight starts
* after an attack
* after healing
* in the loot screen
2016-02-16 03:02:45 +01:00
Andrea Rendine aa62b7f9be Buttons positioning 2
The last 2 remainings from original structure
2016-02-16 02:58:51 +01:00
Andrea Rendine bf7472ba37 Buttons positioning
Residual structure fixed.
2016-02-16 02:56:44 +01:00
Andrea Rendine 091929cf90 Cleanup
Events.damage method now groups all common lines for Events.animateRanged and Events.animateMelee.
Balance between success and failure is now determined by Events.lost. It is set to "true" when the player is killed and prevents Events.winFight() altogether.
Events.endFight() groups the 2 consistent actions in winFight and loseFight, i.e., pause unsetting and stopping the enemy.
Completely renewed trap method: instead of relying on a separate counter, enemy.data('stunned') now returns the number of remaining seconds of stunning. Enemy's timed attack decreases this value by the attack delay time (the enemy fights for its freedom).
2016-02-16 00:26:23 +01:00
AndySky21 6ace681a91 Pause during fight
This commit adds a pause button during the fight. It relies upon the new
Events.paused property: when set to true, no buttons will work except
the pause button itself, and cooldown on attack/healing buttons is
interrupted.
This commit also groups event buttons in different groups (attack,
healing, scene), so that the position of "eat meat" and "use meds" does
not depend on how many scene buttons are present (sometimes 1, other
times 2)
2016-02-15 21:04:02 +01:00
Andrea Rendine d295ca9aa5 Take all and what?
The change is somehow linguistic, rather than anything else.
"Take everything and leave" changes name and becomes "Take everything and X", where X is the verb of the command it impersonates.
This way after completing mines e.g. it is "Take everything and continue", acting like "continue" button.
It now also cools down if it impersonates a "leave" button (leave buttons cool down. IDK why).
2016-02-14 21:00:04 +01:00
Andrea Rendine 65d7cfd784 Hyper-proof cooldown state
Kept the distinction between "argument" time and script time. I called the latter "time" instead of "milliseconds" because, well, it's just tenth of seconds.
Residual timeout is always stored in "nominal" time, not adjusted by hyper. I.e. if a button has a nominal timeout of 60 seconds and half cooldown had expired on reload, residual is stored as 300. In cooldown, Engine.setInterval makes the time flow with double speed
2015-06-29 12:49:57 -04:00
Andrea Rendine 7208b845b1 Take all, take everything, leave if possible
Multiple fixes:
1. take all of a kind
2. take everything
3. if possible, leave
4. drop menu on hover
5. Same item not shown as drop option
2015-06-27 02:13:14 -04:00
Andrea Rendine da0d39b579 Check for delayed events
This triggers onload for all those events whose (possible) reward is registered with a time delay.
2015-06-27 01:43:09 -04:00
wmassingham f94cfe2590 disable tab navigation during events (fixes #403) depends on @AndySky21's branch world-to-path 2015-06-27 00:26:40 -04:00
Andrea Rendine 64a02c162c Modified command destination for save
Export dialog replaces selection dialog, rather than overlapping it.
Closing it exits the panel and returns to current game.
Aborting Import dialog returns the player to the selection screen, so that s/he can save before trying to load.
2015-06-26 23:49:30 -04:00
Andrea Rendine de705e4a5e Load event before anything else
An event could produce different notifications or rewards according to different outcomes of the event itself (e.g. a negative event impacting on buildings and/or villagers, or a wanderer leaving items of some specific kind), but the notification is generated before the onLoad() call.
I'd say that this is the best action order:
1. event action
2. event notification
3. event reward (and possible additional notifications due to that)
2015-05-13 12:08:00 -04:00
Travis Weston 8c368d363a Add take all button 2015-05-13 11:35:25 -04:00
Andrea Rendine fb13f6e808 Notification before reward
Noticed when buying the compass.
I found it weird that *first* the compass points and *then* it appears in good condition.
Now event notification precedes event reward, and it should be corrected.
2015-05-11 10:16:43 -04:00
Travis Weston 6ee6470972 Merging updates 2015-02-11 18:55:27 -05:00
Blake Grotewold c87541b8b9 Merge pull request #222 from anubisthejackle/issue80 2015-02-09 19:37:10 -05:00
Travis Weston 6e044292ae Add in doubleTime capabilities
Add hyper / classic to menu
2015-02-09 19:31:24 -05:00
Blake Grotewold 5d921d9464 Merge pull request #204 from rgravina/188_fix_jshint_warnings 2015-02-09 19:25:08 -05:00
Robert Gravina 67b3c7fb7e Low-risk fixes suggested by JSHint. 2015-02-09 19:20:29 -05:00
Alex Liebscher 5d12670979 Prevent negative HP
Closes #201
2015-01-05 01:38:35 -05:00
Olexandr Nesterenko 465c636b5d Add new strings to localization 2014-08-26 16:57:25 +03:00
Michael Townsend 3852fbebb6 Prevent user from modifying the displayed export code 2014-08-13 19:25:42 -04:00
Michael Townsend 20539fdd18 Merge branch 'master' into title-blink 2014-07-29 18:20:10 -04:00
skj3gg e1f3d31dea Add variable for blink interval and remove unnecessary type checking
Cleans up global variable that was introduced in favor of a variable in
Events. Removes type checking from conditionals and instead sets
BLINK_INTERVAL variable to false when stopped.
2014-07-28 13:42:11 -04:00
skj3gg 79e765eb08 Blink only happens on specified events
Now event objects must have a blink flag if they want to use the title
blink. For starters, this is only global, outside, and room events.
2014-07-24 12:00:51 -04:00
Blake Grotewold d6a6a7a000 Add title blinking on events
When there is an event, blink the title so that a user can know when an
event happens, even if they aren't on that tab. From discussion in #121
2014-07-23 02:43:06 -04:00
Blake Grotewold 8ceb9488aa Add cooldown when leaving events
Adding this cooldown prevents users from accidently clicking leave or
continue before they have a chance to eat or collect loot.  This was
originally brought up in and resolves #8. May be of interest to #122 as
well
2014-07-23 02:02:05 -04:00
Travis Weston 82edff18b4 Fixing issue where buttons would not update when Wandering Nomad was active as referenced in Issue #108 2014-07-17 21:53:54 -04:00
Travis Weston 4b079a22f1 Fixed whitespace conformity in events.js 2014-07-13 00:49:38 -04:00
Michael 957dbdf0e5 merged 2014-05-19 12:44:30 -04:00
Michael 2ca0a7a948 Expand import dialog to a textarea 2014-05-19 11:48:40 -04:00
Vanadar c7ad5384f4 suite des trads 2014-02-07 18:26:03 +01:00
vanadar f986e0323e Start trad fr 2014-02-04 22:27:00 +01:00