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

@@ -996,7 +996,7 @@ bool handle_action(location the_point,sf::Event /*event*/) {
if(overall_mode < MODE_MAIN_SCREEN) {
switch(draw_mode) {
case DRAW_TERRAIN:
set_new_terrain(i);
set_new_terrain(pal_sbar->getPosition() * 16 + i);
break;
case DRAW_ITEM:
if(scenario.scen_items[mode_count].variety == eItemType::NO_ITEM) {
@@ -1004,12 +1004,12 @@ bool handle_action(location the_point,sf::Event /*event*/) {
break;
}
overall_mode = MODE_PLACE_ITEM;
mode_count = i;
mode_count = pal_sbar->getPosition() * 16 + i;
set_string("Place the item:",scenario.scen_items[mode_count].full_name.c_str());
break;
case DRAW_MONST:
overall_mode = MODE_PLACE_CREATURE;
mode_count = i + 1;
mode_count = pal_sbar->getPosition() * 16 + i + 1;
set_string("Place the monster:",scenario.scen_monsters[mode_count].m_name.c_str());
break;
}