Tear out most of the legacy code in the scenario editor - see below for details
- All Carbon code is gone - Many dialogs converted; some are still left unimplemented since they still need to be converted - Menus converted to a xib file - The giant arrays specifying the configuration of the special node dialog for each special node type have been replaced with maps and sets. Changes to dialogs: - pict choice dialog can now show picts of differing types; this was required for picking a monster graphic, as monsters of all sizes need to be shown in the same dialog - string choice dialog can set the title, and properly shows the currently selected string - LEDs now accept font format - Fixed LED group's calculation of its rect - Fixed LED group crashing if it has no selection - Tabbing between text fields now works - Fix display of larger monster graphics in dialogs - Fix the script element content showing in the browser preview
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rsrc/dialogs/set-not-owned.xml
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10
rsrc/dialogs/set-not-owned.xml
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<?xml version='1.0' encoding='UTF-8' standalone='no'?>
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<?xml-stylesheet href="dialog.xsl" type="text/xsl"?>
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<dialog defbtn='okay'>
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<button name='okay' type='regular' top='54' left='240'>OK</button>
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<pict type='dlog' num='16' top='6' left='6'/>
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<text top='6' left='49' width='257' height='47'>
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All of the items in this town are now not considered property,
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and can be taken by the party with no difficulty.
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</text>
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</dialog>
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