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