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Bug Hunt addressing #1592 #1640 #1650 #1655 #1646 #1648

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@sandipratamaputra sandipratamaputra commented Jun 7, 2020

Sorry about multiple pull requests, I'm still learning how to use gitHub.

Issue 1: Changed pathing behaviour for the furniture HIDDEN_CASTLE_DOOR,
it now forbids pathing, unless forced by walking through it in direct control mode.
Fix addressed for #1592

Issue 2: Changed furniture desc. for down stairs
Fix addressed for #1640

Issue 3: Changed death message for Evil God Adoxie
Fix addressed for #1650

Issue 4: An attempt to fix death message by suicide.
Fix addressed for #1655

Issue 5: Make equipment locking mechanism a bit visible, to help new players.
Fix addressed for #1646

Change pathing behaviour for the furniture HIDDEN_CASTLE_DOOR,
it now forbid pathing, unless forced by walking through it in direct control mode.

Fix addressed for miki151#1592
it now says "Build to go down in the z-levels."
instead "Build to pass over water of lava."
@sandipratamaputra sandipratamaputra changed the title Fix pathing for hidden castle door, addressing #1592 Bug Hunt 3 Jun 7, 2020
@sandipratamaputra sandipratamaputra changed the title Bug Hunt 3 Bug Hunt 3 addressing #1592 #1640 Jun 7, 2020
Death of Evil God Adoxie has been changed to 

"Evil God Adoxie is put into slumber by *creature.name"

added this new string after that: 

"Evil God Adoxie has been vanquished. May he never rise again."
@sandipratamaputra sandipratamaputra changed the title Bug Hunt 3 addressing #1592 #1640 Bug Hunt 3 addressing #1592 #1640 #1650 Jun 7, 2020
If creature name is identical to wha killed it show it has committed suicide instead of "A slayer of A killed by A slayer of A."
@sandipratamaputra sandipratamaputra changed the title Bug Hunt 3 addressing #1592 #1640 #1650 Bug Hunt addressing #1592 #1640 #1650 #1655 Jun 8, 2020
so players notice locking mechanism.
Need new viewID called key_semi_highlight.
Addressing miki151#1646
@sandipratamaputra sandipratamaputra changed the title Bug Hunt addressing #1592 #1640 #1650 #1655 Bug Hunt addressing #1592 #1640 #1650 #1655 #1646 Jun 8, 2020
To support future graphical changes (including mod). It is now using separated viewId from other locking mechanism like doors for example.
Related issue: miki151#1646
Equipment lock now has 4 states (supposedly).
Instead of displaying the same tooltip for both making players think that they're locked, while it isn't. Since now it also shows unlocked symbol, in case they can't differentiate it.
1900 HOSTILE_DIG
2000 HOSTILE_DIG_NO_SKILL
}
#destroyFX = { ROCK_CLOUD Rgb 200 200 200 255 }

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Remove redundant comments

Suggested change
#destroyFX = { ROCK_CLOUD Rgb 200 200 200 255 }

2000 HOSTILE_DIG_NO_SKILL
}
#destroyFX = { ROCK_CLOUD Rgb 200 200 200 255 }
#tryDestroyFX = { DESTROY_FURNITURE Rgb 200 200 200 255 }

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Remove redundant comments

Suggested change
#tryDestroyFX = { DESTROY_FURNITURE Rgb 200 200 200 255 }

Comment on lines +3217 to +3221
WL(viewObject, ViewId("gui_inventory_locked")) :
WL(mouseHighlight2, WL(viewObject, ViewId("gui_inventory_locked_highlighted")):
!items[i].locked ?
WL(viewObject, ViewId("gui_inventory_unlocked")) :
WL(mouseHighlight2, WL(viewObject, ViewId("gui_inventory_unlocked_highlighted"))),

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IDs are not matching the entries from data_free/game_config/tiles.txt

Suggested change
WL(viewObject, ViewId("gui_inventory_locked")) :
WL(mouseHighlight2, WL(viewObject, ViewId("gui_inventory_locked_highlighted")):
!items[i].locked ?
WL(viewObject, ViewId("gui_inventory_unlocked")) :
WL(mouseHighlight2, WL(viewObject, ViewId("gui_inventory_unlocked_highlighted"))),
WL(viewObject, ViewId("gui_equipment_locked")) :
WL(mouseHighlight2, WL(viewObject, ViewId("gui_equipment_locked_highlighted")):
!items[i].locked ?
WL(viewObject, ViewId("gui_equipment_unlocked")) :
WL(mouseHighlight2, WL(viewObject, ViewId("gui_equipment_unlocked_highlighted"))),

msg = c->getName().the() + " has committed suicide.";
else
msg = c->getName().the() + " is "+
c->getAttributes().getDeathDescription() + " by " + param; break;

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unindent

Suggested change
c->getAttributes().getDeathDescription() + " by " + param; break;
c->getAttributes().getDeathDescription() + " by " + param; break;

if ((c->getName().the())compare(param) = 0)
// If creature name compared to what killed it,
// has zero difference, perform the code below.
msg = c->getName().the() + " has committed suicide.";

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Consider restoring the cause of death, for instance:

Suggested change
msg = c->getName().the() + " has committed suicide.";
msg = c->getName().the() + " has committed suicide (" + c->getAttributes().getDeathDescription() + ").";

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2 participants