Several more tweaks/fixes
- Missing special node opcodes - Pass the party's (or in combat, the active character's) current location to special nodes triggered by timers - Fix the set pointer node - Fix terrain palette not correctly registering clicks while scrolled down - Fix sheets not correctly being copied from the temporary files folder - Fix monster abilities not being loaded from new scenarios - Fix custom sheets not being reloaded if they have changed - Documentation tweaks
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@@ -211,7 +211,11 @@ flag. Put the two parts of the required stuff done flag in these two text areas.
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<p><b>Message 1-3, Pict, Pict type -</b> Some special nodes display a piece of text on the
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screen. Other special nodes display a dialog box, with text in the middle and a picture in
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the upper left corner. The numbers for these messages and the number of the picture to
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display can be put in these text fields.</p>
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display can be put in these text fields. When attaching a simple text message (two
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strings) to some other type of node, keep in mind that the text will display <i>after</i>
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the main action of the node. For example, a Missile Animation node with attached text
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messages will show the missile, then display the text. Similarly, a Pause special node will
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display the text after the delay is complete.</p>
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<p>Each picture and each text message has a number associated with it (for example, every
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town has 100 text messages, numbered from 0 to 99). Most of the time, you really dont want
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to have to worry about these. Fortunately, there is an easier way to deal with this. Press
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