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
This commit is contained in:
2015-06-02 22:01:03 -04:00
parent 322e3b9e21
commit 1b754619dc
7 changed files with 39 additions and 23 deletions

View File

@@ -211,7 +211,11 @@ flag. Put the two parts of the required stuff done flag in these two text areas.
<p><b>Message 1-3, Pict, Pict type -</b> Some special nodes display a piece of text on the
screen. Other special nodes display a dialog box, with text in the middle and a picture in
the upper left corner. The numbers for these messages and the number of the picture to
display can be put in these text fields.</p>
display can be put in these text fields. When attaching a simple text message (two
strings) to some other type of node, keep in mind that the text will display <i>after</i>
the main action of the node. For example, a Missile Animation node with attached text
messages will show the missile, then display the text. Similarly, a Pause special node will
display the text after the delay is complete.</p>
<p>Each picture and each text message has a number associated with it (for example, every
town has 100 text messages, numbered from 0 to 99). Most of the time, you really dont want
to have to worry about these. Fortunately, there is an easier way to deal with this. Press