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Allow animated pictures in special dialogs #640

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merged 7 commits into from
Mar 6, 2025

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NQNStudios
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@NQNStudios NQNStudios commented Feb 20, 2025

This adds the choice to make pictures in special dialogs animated. (Town Stairs are not included because they don't have a free node flag to match the other ones. But they could get this feature too, and if they did, anim_pict could be removed.)

I tried to change it so -2 is the magic value for an infinite anim loop but that I haven't tested that thoroughly.

Fix #146

@NQNStudios NQNStudios force-pushed the anim-picts branch 2 times, most recently from 0f77892 to 3b821ba Compare February 20, 2025 04:10
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Okay, so there's a problem with this fix for #146. It's fine in the case of dialog nodes – they can now pick either a static or animated boom. But the problem is, the "Animate Fake Damage" node can now pick an animated boom, which is wrong – that node should only allow static booms. (There's a separate node, "Do sfx burst", for animated booms.)

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NQNStudios commented Feb 20, 2025

Ah yes. Choosing an animated boom for that node cause the game to crash.

I just tested and found that Do SFX burst isn't working... Gotta check if this PR broke it or if it was already broken.

EDIT: SFX burst is broken in master. I opened a bug for it (#644)

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NQNStudios commented Feb 20, 2025

I've added a restriction on Animate Fake Damage so it's static booms only.

This required modifying the special nodes dictionary behavior so it could conflict with your WIP #607 branch.

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I tested the -2 = infinite change and it works. Now the -1 default value = no animation.

@NQNStudios NQNStudios added enhancement game Affects the game, as opposed to the editors labels Feb 20, 2025
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@CelticMinstrel win-vs64 will fail but this should be ready.

@CelticMinstrel CelticMinstrel merged commit cf736d1 into calref:master Mar 6, 2025
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Dialog node with boom graphic only lets you select static booms
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