Get the scenario, town, and outdoor details dialogs updated for new stuff

- Advanced town details now offers edit buttons to edit the specials immediately

Changes to dialog engine:
- Fix tiny buttons stretching to fill label area
- Fix LEDs stretching if label area is higher than LED button
- Fix LEDs ignoring font setting
This commit is contained in:
2015-01-21 15:59:09 -05:00
parent 2a2e7068d0
commit 41fbd73ef9
13 changed files with 123 additions and 85 deletions

View File

@@ -69,12 +69,13 @@
<xsl:for-each select='dialog/button | dialog/stack/button'>
<div>
<xsl:attribute name='class'>
<xsl:if test='/dialog/@debug = "true" and @type = "tiny"'>debug</xsl:if>
button <xsl:value-of select='./@type'/>
</xsl:attribute>
<xsl:attribute name='style'>
background-image: url('img/button/<xsl:value-of select='./@type'/>.png');
left: <xsl:value-of select='./@left'/>px; top: <xsl:value-of select='./@top'/>px;
<xsl:if test='@type = "push"'>width: <xsl:value-of select='./@width'/>;</xsl:if>
<xsl:if test='@type = "push" or @type = "tiny"'>width: <xsl:value-of select='./@width'/>px;</xsl:if>
</xsl:attribute>
<xsl:attribute name='title'>
<xsl:if test='/dialog/@debug = "true" and @name'>

View File

@@ -3,14 +3,21 @@
<dialog skin='light' defbtn='okay' debug='true'>
<!-- OK button -->
<field name='name' top='51' left='162' width='151' height='16'/>
<button name='okay' type='regular' top='176' left='354'>OK</button>
<button name='okay' type='regular' top='197' left='354'>OK</button>
<pict type='dlog' num='16' top='8' left='8'/>
<text size='large' top='6' left='50' width='256' height='17'>Outdoors Details</text>
<text top='53' left='50' width='101' height='14'>Section name:</text>
<text top='29' left='50' width='87' height='14'>Coordinates:</text>
<text name='loc' top='29' left='142' width='127' height='14'/>
<text top='85' left='50' width='101' height='90'>Comment:<br/><br/>
<text top='85' left='50' width='100' height='16'>Ambient Sound:</text>
<group name='ambient'>
<led name='snd1' top='85' left='150' width='50'>None</led>
<led name='snd2' top='85' left='210' width='50'>Drips</led>
<led name='snd3' top='85' left='270' width='50'>Birdsong</led>
<led name='snd4' top='85' left='350' width='50'>Custom</led>
</group>
<text top='106' left='50' width='101' height='90'>Comment:<br/><br/>
You can put useful notes for yourself here. It's not used by the game for anything.
</text>
<field name='comment' top='83' left='162' width='251' height='80'/>
<field name='comment' top='104' left='162' width='251' height='80'/>
</dialog>

View File

@@ -7,7 +7,7 @@
<field name='who1' top='104' left='181' width='243' height='47'/>
<field name='who2' top='159' left='181' width='243' height='47'/>
<field name='contact' top='214' left='181' width='243' height='65'/>
<button name='okay' type='regular' top='357' left='395'>OK</button>
<button name='okay' type='regular' top='446' left='395'>OK</button>
<pict type='dlog' num='16' top='8' left='8'/>
<text top='23' left='50' width='372' height='53'>
This is where you can define the various pieces of information the user will see when deciding whether or not to play your scenario.
@@ -18,41 +18,29 @@
<text top='102' left='50' width='120' height='14'>Credits, Part 1:</text>
<text top='150' left='50' width='120' height='14'>Credits, Part 2:</text>
<text top='213' left='50' width='120' height='14'>Contact Information:</text>
<text top='294' left='50' width='120' height='14'>Rating:</text>
<!--
TODO: Move these LED labels into the LED elements
-->
<text top='285' left='107' width='23' height='14'>G</text>
<text top='301' left='107' width='23' height='14'>PG</text>
<text top='318' left='107' width='23' height='14'>R</text>
<text top='335' left='107' width='32' height='14'>NC-17</text>
<!--
NOTE: These LEDs had 18 added to the width of their labels
-->
<text top='285' left='50' width='50' height='14'>Rating:</text>
<group name='rating'>
<led name='rate1' state='off' top='288' left='164' width='41'/>
<led name='rate2' state='off' top='305' left='164' width='41'/>
<led name='rate3' state='off' top='322' left='164' width='41'/>
<led name='rate4' state='off' top='339' left='164' width='50'/>
<led name='rate1' state='off' top='288' left='107' width='41'>G</led>
<led name='rate2' state='off' top='305' left='107' width='41'>PG</led>
<led name='rate3' state='off' top='322' left='107' width='41'>R</led>
<led name='rate4' state='off' top='339' left='107' width='50'>NC-17</led>
</group>
<text top='284' left='199' width='71' height='14'>Difficulty:</text>
<!--
TODO: Move these LED labels into the LED elements
-->
<text top='284' left='280' width='76' height='15'>Low Level (1-8)</text>
<text top='301' left='281' width='103' height='15'>Medium Level (9-18)</text>
<text top='318' left='281' width='76' height='15'>High Level (19-30)</text>
<text top='285' left='199' width='71' height='14'>Difficulty:</text>
<!--
TODO: Isn't there a level cap? If so, this should probably say "30-cap" (with cap replaced with the actual cap) rather than 30+.
-->
<text top='335' left='281' width='76' height='15'>Very High Level (30+)</text>
<!--
NOTE: These LEDs had 18 added to the width of their labels
-->
<group name='difficulty'>
<led name='lvl1' state='off' top='288' left='423' width='94'/>
<led name='lvl2' state='off' top='305' left='423' width='94'/>
<led name='lvl3' state='off' top='322' left='423' width='94'/>
<led name='lvl4' state='off' top='339' left='423' width='94'/>
<led name='lvl1' state='off' top='288' left='281' width='94'>Low Level (1-8)</led>
<led name='lvl2' state='off' top='305' left='281' width='94'>Medium Level (9-18)</led>
<led name='lvl3' state='off' top='322' left='281' width='94'>High Level (19-30)</led>
<led name='lvl4' state='off' top='339' left='281' width='94'>Very High Level (30+)</led>
</group>
<led name='adjust' top='356' left='50' size='small' width='350'>Adjust difficulty if played by a party stronger than recommended</led>
<text top='379' left='50' width='120' height='14'>Campaign ID:</text>
<field name='cpnid' top='378' left='181' width='100' height='16'/>
<text top='402' left='50' width='400' height='44'>
If your scenario is part of a campaign of several scenarios,
the ID specified here makes it easy to carry information from one scenario to the next.
It should be the same in each scenario in the series.
</text>
</dialog>

View File

@@ -6,8 +6,9 @@
<field name='onexit2' top='105' left='308' width='67' height='16'/>
<field name='onexit3' top='77' left='440' width='67' height='16'/>
<field name='onexit4' top='105' left='440' width='67' height='16'/>
<field name='onenter' top='142' left='405' width='67' height='16'/>
<field name='onenterdead' top='170' left='405' width='67' height='16'/>
<field name='onenter' top='134' left='405' width='67' height='16'/>
<field name='onenterdead' top='162' left='405' width='67' height='16'/>
<field name='onhostile' top='190' left='405' width='67' height='16'/>
<field name='exit1-x' top='231' left='323' width='39' height='16'/>
<field name='exit1-y' top='231' left='371' width='39' height='16'/>
<field name='exit2-x' top='258' left='323' width='39' height='16'/>
@@ -16,8 +17,8 @@
<field name='exit3-y' top='285' left='371' width='39' height='16'/>
<field name='exit4-x' top='312' left='323' width='39' height='16'/>
<field name='exit4-y' top='312' left='371' width='39' height='16'/>
<button name='okay' type='regular' top='367' left='452'>OK</button>
<button name='cancel' type='regular' def-key='esc' top='367' left='386'>Cancel</button>
<button name='okay' type='regular' top='380' left='452'>OK</button>
<button name='cancel' type='regular' def-key='esc' top='380' left='386'>Cancel</button>
<pict type='dlog' num='16' top='8' left='8'/>
<text size='large' top='6' left='50' width='256' height='17'>Advanced town details</text>
<text top='25' left='50' width='439' height='40'>
@@ -32,30 +33,31 @@
</text>
<text top='134' left='50' width='202' height='66'>
Town entry special node:
(Enter the number of the town special node to call if the party enters the town when its still alive, and/or when its been abandoned.)
(Enter the number of the town special node to call if the party enters the town when it's still alive, and/or when it's been abandoned.)
</text>
<text top='68' left='50' width='197' height='64'>
Exit town specials:
(These are the numbers of the town special nodes to call when the party tries to leave town in the given direction.)
</text>
<text top='143' left='259' width='137' height='15'>Still alive</text>
<text top='170' left='259' width='137' height='15'>Been abandoned</text>
<text top='77' left='250' width='49' height='15'>Top</text>
<text top='105' left='251' width='49' height='15'>Left</text>
<text top='77' left='381' width='53' height='15'>Bottom</text>
<text top='105' left='382' width='49' height='15'>Right</text>
<button name='edit-onenter' type='tiny' top='135' left='259' width='120' height='15'>Still alive</button>
<button name='edit-onenterdead' type='tiny' top='162' left='259' width='120' height='15'>Been abandoned</button>
<button name='edit-onhostile' type='tiny' top='189' left='259' width='120' height='15'>When Goes Hostile</button>
<button name='edit-onexit1' type='tiny' top='81' left='251' width='49' height='15'>Top</button>
<button name='edit-onexit2' type='tiny' top='109' left='251' width='49' height='15'>Left</button>
<button name='edit-onexit3' type='tiny' top='81' left='382' width='53' height='15'>Bottom</button>
<button name='edit-onexit4' type='tiny' top='109' left='382' width='49' height='15'>Right</button>
<text top='232' left='257' width='49' height='15'>Top</text>
<text top='259' left='258' width='49' height='15'>Left</text>
<text top='285' left='258' width='53' height='15'>Bottom</text>
<text top='313' left='259' width='49' height='15'>Right</text>
<text top='207' left='331' width='35' height='15'>X</text>
<text top='207' left='379' width='40' height='15'>Y</text>
<!--
TODO: Move this LED label into the LED element.
-->
<text top='336' left='50' width='320' height='27'>
<text top='212' left='331' width='35' height='15'>X</text>
<text top='212' left='379' width='40' height='15'>Y</text>
<text top='319' left='50' width='100' height='16'>Town Properties:</text>
<led name='hidden' font='plain' top='336' left='50' width='450'>
Town hidden?
(This town cannot be seen until its made visible with a special encounter.)
</text>
<led name='hidden' top='342' left='373'/>
(This town cannot be seen until it's made visible with a special encounter.)
</led>
<led name='nomap' font='plain' top='353' left='50' width='200'>No automap in this town</led>
<led name='noscry' font='plain' top='370' left='50' width='200'>Defy scrying (Magic Map doesn't work)</led>
<led name='barrier' font='plain' top='387' left='50' width='220'>Magical barriers are stronger in this town</led>
</dialog>