Previously, the price was set to 0 when you wanted to sell starting from the second time in a row.
Overall, I returned when necessary instead of letting the engine in an uncertain state sometimes. I also added an extra check on actor HitPoints, since their state might not suffice to compute whether they're valid or not. I also forbid the choice of dead enemy targets in all cases, since it won't be seen in the game play.
missing CloseFile calls where necessary.
Map based event groups prevented map renaming without major flaws, thus making them a bad practice. I removed support for them in the code, made the game stop counting the time you talked to someone (which wasn't working and useless anyway.), and made the treasures have their own event table. Warning: Save games made before this change will behave as if player didn't do anything in the story.
This breaks the story and will have to go along with a story fix commit.
Hopefully should prevent a glibc error on app quit.
when adding a passable tile over a blocking one. Now the editor will also ignore missing tiles, when setting the collision bit, except when all the tiles for every layers at a given coord are missing, as in that case, it will be set as blocking, like before.
Before, the time played could have been the time one had stayed in the boot mode, or the time played in a previous save.
…r now. ;)
To achieve this, I had to upgrade the particle manager to give back ParticleEffect pointer instead of id, and add several functions to the luabind interface. I also created a ParticleObject class which is created a particle effect without registering it to the (rather inefficient) particle manager, which permitted me to draw the effect at the right time, i.e: depending on the map objects y coord order. I also fixed the effect offset handling for circle shaped effects, and added active and inactive particle effects for save points, which you can now see in the forest entrance.