Post by Kelly on Oct 27, 2019 18:42:10 GMT
Addons made by Solito
Version v2.10 (latest)
*************************************************
Major changes
- New graphics for many items (old preserved)
- New graphics for many spells (old preserved)
New config.cfg parameters
- Choose from which directory the spell images are loaded from.
- spells_directory png (some spell are in PNG format).
- spells_directory gif (all spells are in GIF format, original DM mood).
- The game always tries to load PNG file first. if no file can be found, GIF file are then loaded.
- Enable/Disable resume saved game ('enablesavedgame').
Custom directories
- Allow custom materials that overwrite default materials without altering default files.
- The idea is to distribute a dungeon with the corresponding directories for custom images/sounds.
- Available for:
* Endings /
* Events /
* Icons /
* Items /
* Monsters /
* Sounds /
* Spells /
Mirrors
- Picture of hero is now visible from any distance.
Floor grates
- Decorations, Floor Switches, Multi-Floor Switches upgraded.
- Small items (pass through doors) and Water Elemental can fall into floor grates (DMJava only).
- Can be enabled/disabled
Anchors
- Trap monsters (drain mana, slow monsters, decrease dematerialization effect).
- Blink when party walks in.
- Are yellow when monsters are near.
Spell available when read (Suggestion/Idea from 'CaptainX')
- Decide if all spells are available when entering a dungeon (default) or if they must be read before using them.
- When viewing an item (or holding a scroll), activate a trigger (wall switch):
- The Wall Switch that makes an hero learn/unlearn one/several spells:
Reveal spells
- Reveal Hidden Map, Dispell Illusion are now Ninja spells/abilities (True Sight remains a Priest spell).
- Reveal spells can be used even if map is disabled.
- Reveal Map (min level 5) and True Sight (min level 6) reveal if door is breakable on the map (party must be in front of the door).
- Reveal creature can display monster life bar (and more depending on the hero mastery).
Door new features
- Doors can open Horizontally or Vertically.
- Doors have opening and closing limits.
- Doors can be half way opened.
Monster new features
- Monsters have height for doors (Manually set or auto-detect).
- Monsters detect if spells can pass through half-opened doors.
- Doors settings (crawling is only available for vertical doors):
* (game decides): Monster will be able to crawl under a door depending on the 'monster-toward' image height.
* 100%: Same as previous versions: the door must be fully opened.
* 25%, 50%, 75%: Even if the image height of the monster is larger than this, the monster will be able to crawl under a door that opened.
- Monster teleport range: 2 or 3 squares.
- Monster cast power: can range from 1 to 5, same as castpower or random power.
* 1 to 5: cast power is between this value and max power (ex. castpower = EE(4) and value is UM(2): spell cast can be UM(2), ON(3) or EE(4))
* Max (default): cast power is always maximum (ex. castpower = EE(4): spell cast will be EE(4) if mana pool allows it)
* Any: cast power can be any power from LO(1) to cast power (ex. castpower = EE(4): spell cast will be in range of LO(1) to EE(4))
- It is now possible to create 'invisible' custom monsters (no pictures). This can be useful if you want to make an ornament attacking the party.
New item: Pouch
- A pouch can be held anywhere and can hold only small items (gems, coins, keys, crystals)
New item: Divine Call
- A Divine Call is a special scroll that allows the user to be instantaneously teleported to a specific place in the dungeon.
- No scroll is needed when teleporting back.
- Divine Call must be enabled in order to use them in a dungeon:
- All Divine Call will always target the same square unless specified for a particular Divine Call item:
Set Items
- Set items is a powerful tool that let you create special stats when wearing several items together.
- Set items file are created in plain text and must be 'compiled' into DAT file.
- A 'sample.txt' file is provided as a reference to all possible stats (including auto-cast spells when hit)
- One single item can be a set by itself.
- When an item is part of a set, it is displayed in gold letters.
- Pressing SHIFT-mouse on the eye displays the current extra stats provided by the set.
Item settings
- 'Monsters can pick up before party': Should be off (default). No monster can pick up this item before the party. Once the party holds it, the item becomes pick-able by any monster.
- 'Item is unpick-able by monsters': Monsters will never pick up this item.
- 'Activation target': When an hero looks at the item (or holds it in the right hand for a scroll), a target switch can be activated (useful for reading and learning a spell).
- Generate random stats allows uniqueness of stat
- Ex. 10 strength, 10 dexterity.
- 50% chance to generate:
* test strength first: if below 50 then no strength bonus.
* test dexterity second: if above 50 then dexterity bonus:
- Min value: 10% of max value:
* dexterity bonus can vary from +1 (min. 10%) to +10 (if min was 50% then range would be +5 to +10)
- Positive value can be negative:
* there is 50% chance the result will be multiplied by -1: Negative value (if result was +8 then there is 50% chance the result becomes -8)
- You can make an item launcher that will create unique items:
- As a result:
Hero stats
- Global average damage and armour are displayed (DMJava only).
- CTRL-mouse on eye displays sub-skills and luck (DMJava only).
- When an hero is silenced, it is displayed as an empty mana bar.
Music settings and MP3 format (Suggestion/Idea from 'CaptainX')
- Large MP3 file can be played in the background.
- An ambient sound must be set to X=-1, Y=-1
- An ambient music must be set to X=-2, Y=-2
- The music volume will adjust sound playing on target -2,-2 where the sound volume will adjust any other sounds (including target -1,-1).
Custom map element
- Map elements (torch, wall cracks, switches, etc.) usually have the exact image size needed.
- It is possible to overwrite these elements in a sub-directory with a larger size (for glow effect).
* In that case, the picture must have the wall size for each distance (320x267, 208x170, etc.). The game will know how to centre them.
* (see the sconce images located in Maps/default/demo1/ for more details).
Party settings
- Can create up to 4 characters.
* Maximum heroes: Maximum number of heroes that can be created.
* Choose to create more heroes:
- ON: Can create up to number of heroes or less.
- OFF: Must create the exact number of heroes.
* Reuse ability: Enable an ability to be reused for another hero.
* When field turns green: Value is larger than default value.
- KU sword has different actions depending on wizard/fighter skills.
- The spell also adds dexterity depending on wizard skill.
- There is also a graphic countdown when the effect is about to disappear (same for ROS bow).
Abilities
- New abilities.
- Abilities sorted.
- Some abilities are weaker when LO and stronger when MON than spells.
Luck
- Luck now has a tiny effect on casters.
- Luck editor (lock picks) more accurate.
- Monster on same sub square will have 2/3 chance to attack hero facing them else hero will less luck will be more targeted.
New navigation (Suggestion/Idea from 'CaptainX')
- Allows control of party inside the view screen (backward with right mouse button).
- New navigation can be enabled/disabled within a new tab control of the game parameters
Dungeon view
- Allows scaling of dungeon view.
Editor new features
- Move tiles.
* One arrow: move tile but leave target unchanged.
* Double arrows: move tile and target.
- Merge dungeon.
* Allows to create separate dungeons and then merge them into one single large dungeon.
- Create/Restore set item file.
- Filter tile view.
- Auto-stair toggle button.
- Scroll line length: Red = too long, Yellow = on the edge, White = fits.
- More infos about map.
* Dotted red circle: Pit above.
* Dotted orange circle: Floor grate above (small items can fall into floor grate).
* Red dot on stairs: no corresponding stair above and/or below.
* Red dot on pit: No level below!
Various upgrades
- Blunt weapon add extra damage to Undead (DMJava only) (Monsters with max poison resistance are considered 'undead').
- Pray can remove wounds and clear poison.
- Exp% gained: implemented on items now.
- Resume: choose auto last game or from chooser.
- Death, wait much longer but can click to end it faster.
- Steal abiliy allows to pick up items from pillars (darkfactor affects steal ability) (same for monsters, only the unequipped items can be stolen).
- Invisibility improves steal ability.
- Invisibility increase a little better chance to hit a monster.
- Invisibility increases the chance to see monster life bar.
- Powergem ZoKathRa bug fix with different level graphics.
- Fixed Rat bug (attack was too fast).
- Friendly Move/Unmove monsters: don't take damage from hero (spell, projectile, weapon).
- Upon receiving damage, highier stats better reduce them where lower stats better increase them (DMJava only).
- Invisibility is boosted a little (DMJava only).
- Hit and Block actions, chance to hit and cooldown were increased (DMJava only).
- Add fighter parry mastery when computing quickness when hero gets hit by a monster (DMJava only).
- ROS bow does magic damage and can slow down monsters.
- PURIFY can increase food value (depending on char skill level).
- Potions (like flasks) can pass through doors.
- When poisoned by VEN potion, hero remains poisoned after resurrection.
- (Mode info ON: display invisibility, slow fall, etc... counters on screen).
- Critical miss ignored with disrupt.
- When party is attacked and moves backward at the same time, attack is cancelled.
- Darkness affects throwing and shooting damage/distance.
- Temporary file created when saving. if a problem occurs, original saved game remains unchanged.
- "no darkness" setting is similar to full light (was not before for some actions like picking locks...).
- "saving game" new message on black screen when saving.
- guisetting.cfg new setting added: credit_coordinate for main title screen and mouse position ingame.
- Spell explosion improved.
- New visual effect when killing a monster which triggers end of game victory.
- Illumulet can have negative value: This will darken the dungeon.
- Light Duration (Like Gem of Ages) can have negative value: Light will fade faster.
- If a weapon has shorter delays recovery, it will display a "fast attack/cast speed:+xx%".
- If a weapon has longer delays recovery, it will display a "slow attack/cast speed:-xx%".
- Mirrors expand/shrink hero picture, should they be different than 64x58 pixels.
- Editor: Adjustable Color and Theme in dmed.cfg file.
- Item new options:
- 'Disappear': When out of charges, an item can disappear (for ex. custom scrolls with 1 use only: download the _scrolls.dat demo map).
- 'random curse': after settings a default curse on an item, it can be altered with a random value, in order to work:
* item must have a curse value.
* 'generate random stats' must be enabled.
'chance to generate' can be 0 (stats won't be altered) but 'Curse variation' must be greater or smaller than 0.
- Multiple Item editor:
- When editing an Item, it is now possible to change ALL the same items in the dungeons with the 'Replace ALL' instead of 'Done' button.
Latest improvements/bug fixes
- Events: random choices can be created
Version v2.10 (latest)
*************************************************
Major changes
- New graphics for many items (old preserved)
- New graphics for many spells (old preserved)
New config.cfg parameters
- Choose from which directory the spell images are loaded from.
- spells_directory png (some spell are in PNG format).
- spells_directory gif (all spells are in GIF format, original DM mood).
- The game always tries to load PNG file first. if no file can be found, GIF file are then loaded.
- Enable/Disable resume saved game ('enablesavedgame').
Custom directories
- Allow custom materials that overwrite default materials without altering default files.
- The idea is to distribute a dungeon with the corresponding directories for custom images/sounds.
- Available for:
* Endings /
* Events /
* Icons /
* Items /
* Monsters /
* Sounds /
* Spells /
Mirrors
- Picture of hero is now visible from any distance.
Floor grates
- Decorations, Floor Switches, Multi-Floor Switches upgraded.
- Small items (pass through doors) and Water Elemental can fall into floor grates (DMJava only).
- Can be enabled/disabled
Anchors
- Trap monsters (drain mana, slow monsters, decrease dematerialization effect).
- Blink when party walks in.
- Are yellow when monsters are near.
Spell available when read (Suggestion/Idea from 'CaptainX')
- Decide if all spells are available when entering a dungeon (default) or if they must be read before using them.
- When viewing an item (or holding a scroll), activate a trigger (wall switch):
- The Wall Switch that makes an hero learn/unlearn one/several spells:
Reveal spells
- Reveal Hidden Map, Dispell Illusion are now Ninja spells/abilities (True Sight remains a Priest spell).
- Reveal spells can be used even if map is disabled.
- Reveal Map (min level 5) and True Sight (min level 6) reveal if door is breakable on the map (party must be in front of the door).
- Reveal creature can display monster life bar (and more depending on the hero mastery).
Door new features
- Doors can open Horizontally or Vertically.
- Doors have opening and closing limits.
- Doors can be half way opened.
Monster new features
- Monsters have height for doors (Manually set or auto-detect).
- Monsters detect if spells can pass through half-opened doors.
- Doors settings (crawling is only available for vertical doors):
* (game decides): Monster will be able to crawl under a door depending on the 'monster-toward' image height.
* 100%: Same as previous versions: the door must be fully opened.
* 25%, 50%, 75%: Even if the image height of the monster is larger than this, the monster will be able to crawl under a door that opened.
- Monster teleport range: 2 or 3 squares.
- Monster cast power: can range from 1 to 5, same as castpower or random power.
* 1 to 5: cast power is between this value and max power (ex. castpower = EE(4) and value is UM(2): spell cast can be UM(2), ON(3) or EE(4))
* Max (default): cast power is always maximum (ex. castpower = EE(4): spell cast will be EE(4) if mana pool allows it)
* Any: cast power can be any power from LO(1) to cast power (ex. castpower = EE(4): spell cast will be in range of LO(1) to EE(4))
- It is now possible to create 'invisible' custom monsters (no pictures). This can be useful if you want to make an ornament attacking the party.
New item: Pouch
- A pouch can be held anywhere and can hold only small items (gems, coins, keys, crystals)
New item: Divine Call
- A Divine Call is a special scroll that allows the user to be instantaneously teleported to a specific place in the dungeon.
- No scroll is needed when teleporting back.
- Divine Call must be enabled in order to use them in a dungeon:
- All Divine Call will always target the same square unless specified for a particular Divine Call item:
Set Items
- Set items is a powerful tool that let you create special stats when wearing several items together.
- Set items file are created in plain text and must be 'compiled' into DAT file.
- A 'sample.txt' file is provided as a reference to all possible stats (including auto-cast spells when hit)
- One single item can be a set by itself.
- When an item is part of a set, it is displayed in gold letters.
- Pressing SHIFT-mouse on the eye displays the current extra stats provided by the set.
Item settings
- 'Monsters can pick up before party': Should be off (default). No monster can pick up this item before the party. Once the party holds it, the item becomes pick-able by any monster.
- 'Item is unpick-able by monsters': Monsters will never pick up this item.
- 'Activation target': When an hero looks at the item (or holds it in the right hand for a scroll), a target switch can be activated (useful for reading and learning a spell).
- Generate random stats allows uniqueness of stat
- Ex. 10 strength, 10 dexterity.
- 50% chance to generate:
* test strength first: if below 50 then no strength bonus.
* test dexterity second: if above 50 then dexterity bonus:
- Min value: 10% of max value:
* dexterity bonus can vary from +1 (min. 10%) to +10 (if min was 50% then range would be +5 to +10)
- Positive value can be negative:
* there is 50% chance the result will be multiplied by -1: Negative value (if result was +8 then there is 50% chance the result becomes -8)
- You can make an item launcher that will create unique items:
- As a result:
Hero stats
- Global average damage and armour are displayed (DMJava only).
- CTRL-mouse on eye displays sub-skills and luck (DMJava only).
- When an hero is silenced, it is displayed as an empty mana bar.
Music settings and MP3 format (Suggestion/Idea from 'CaptainX')
- Large MP3 file can be played in the background.
- An ambient sound must be set to X=-1, Y=-1
- An ambient music must be set to X=-2, Y=-2
- The music volume will adjust sound playing on target -2,-2 where the sound volume will adjust any other sounds (including target -1,-1).
Custom map element
- Map elements (torch, wall cracks, switches, etc.) usually have the exact image size needed.
- It is possible to overwrite these elements in a sub-directory with a larger size (for glow effect).
* In that case, the picture must have the wall size for each distance (320x267, 208x170, etc.). The game will know how to centre them.
* (see the sconce images located in Maps/default/demo1/ for more details).
Party settings
- Can create up to 4 characters.
* Maximum heroes: Maximum number of heroes that can be created.
* Choose to create more heroes:
- ON: Can create up to number of heroes or less.
- OFF: Must create the exact number of heroes.
* Reuse ability: Enable an ability to be reused for another hero.
* When field turns green: Value is larger than default value.
- KU sword has different actions depending on wizard/fighter skills.
- The spell also adds dexterity depending on wizard skill.
- There is also a graphic countdown when the effect is about to disappear (same for ROS bow).
Abilities
- New abilities.
- Abilities sorted.
- Some abilities are weaker when LO and stronger when MON than spells.
Luck
- Luck now has a tiny effect on casters.
- Luck editor (lock picks) more accurate.
- Monster on same sub square will have 2/3 chance to attack hero facing them else hero will less luck will be more targeted.
New navigation (Suggestion/Idea from 'CaptainX')
- Allows control of party inside the view screen (backward with right mouse button).
- New navigation can be enabled/disabled within a new tab control of the game parameters
Dungeon view
- Allows scaling of dungeon view.
Editor new features
- Move tiles.
* One arrow: move tile but leave target unchanged.
* Double arrows: move tile and target.
- Merge dungeon.
* Allows to create separate dungeons and then merge them into one single large dungeon.
- Create/Restore set item file.
- Filter tile view.
- Auto-stair toggle button.
- Scroll line length: Red = too long, Yellow = on the edge, White = fits.
- More infos about map.
* Dotted red circle: Pit above.
* Dotted orange circle: Floor grate above (small items can fall into floor grate).
* Red dot on stairs: no corresponding stair above and/or below.
* Red dot on pit: No level below!
Various upgrades
- Blunt weapon add extra damage to Undead (DMJava only) (Monsters with max poison resistance are considered 'undead').
- Pray can remove wounds and clear poison.
- Exp% gained: implemented on items now.
- Resume: choose auto last game or from chooser.
- Death, wait much longer but can click to end it faster.
- Steal abiliy allows to pick up items from pillars (darkfactor affects steal ability) (same for monsters, only the unequipped items can be stolen).
- Invisibility improves steal ability.
- Invisibility increase a little better chance to hit a monster.
- Invisibility increases the chance to see monster life bar.
- Powergem ZoKathRa bug fix with different level graphics.
- Fixed Rat bug (attack was too fast).
- Friendly Move/Unmove monsters: don't take damage from hero (spell, projectile, weapon).
- Upon receiving damage, highier stats better reduce them where lower stats better increase them (DMJava only).
- Invisibility is boosted a little (DMJava only).
- Hit and Block actions, chance to hit and cooldown were increased (DMJava only).
- Add fighter parry mastery when computing quickness when hero gets hit by a monster (DMJava only).
- ROS bow does magic damage and can slow down monsters.
- PURIFY can increase food value (depending on char skill level).
- Potions (like flasks) can pass through doors.
- When poisoned by VEN potion, hero remains poisoned after resurrection.
- (Mode info ON: display invisibility, slow fall, etc... counters on screen).
- Critical miss ignored with disrupt.
- When party is attacked and moves backward at the same time, attack is cancelled.
- Darkness affects throwing and shooting damage/distance.
- Temporary file created when saving. if a problem occurs, original saved game remains unchanged.
- "no darkness" setting is similar to full light (was not before for some actions like picking locks...).
- "saving game" new message on black screen when saving.
- guisetting.cfg new setting added: credit_coordinate for main title screen and mouse position ingame.
- Spell explosion improved.
- New visual effect when killing a monster which triggers end of game victory.
- Illumulet can have negative value: This will darken the dungeon.
- Light Duration (Like Gem of Ages) can have negative value: Light will fade faster.
- If a weapon has shorter delays recovery, it will display a "fast attack/cast speed:+xx%".
- If a weapon has longer delays recovery, it will display a "slow attack/cast speed:-xx%".
- Mirrors expand/shrink hero picture, should they be different than 64x58 pixels.
- Editor: Adjustable Color and Theme in dmed.cfg file.
- Item new options:
- 'Disappear': When out of charges, an item can disappear (for ex. custom scrolls with 1 use only: download the _scrolls.dat demo map).
- 'random curse': after settings a default curse on an item, it can be altered with a random value, in order to work:
* item must have a curse value.
* 'generate random stats' must be enabled.
'chance to generate' can be 0 (stats won't be altered) but 'Curse variation' must be greater or smaller than 0.
- Multiple Item editor:
- When editing an Item, it is now possible to change ALL the same items in the dungeons with the 'Replace ALL' instead of 'Done' button.
Latest improvements/bug fixes
- Events: random choices can be created