PC creation tweaks
- Allow scenario designer to specify exactly which towns allow character creation in them - Clicking the "Empty" name in the edit party dialog is now equivalent to clicking the create button - Fix dialog not properly focusing after deleting a PC
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@@ -814,6 +814,7 @@ static bool save_advanced_town(cDialog& me, std::string, eKeyMod) {
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town->defy_mapping = dynamic_cast<cLed&>(me["nomap"]).getState() != led_off;
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town->defy_scrying = dynamic_cast<cLed&>(me["noscry"]).getState() != led_off;
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town->strong_barriers = dynamic_cast<cLed&>(me["barrier"]).getState() != led_off;
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town->has_tavern = dynamic_cast<cLed&>(me["tavern"]).getState() != led_off;
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return true;
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}
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@@ -834,6 +835,7 @@ static void put_advanced_town_in_dlog(cDialog& me) {
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dynamic_cast<cLed&>(me["nomap"]).setState(town->defy_mapping ? led_red : led_off);
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dynamic_cast<cLed&>(me["noscry"]).setState(town->defy_scrying ? led_red : led_off);
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dynamic_cast<cLed&>(me["barrier"]).setState(town->strong_barriers ? led_red : led_off);
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dynamic_cast<cLed&>(me["tavern"]).setState(town->has_tavern ? led_red : led_off);
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}
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static bool edit_advanced_town_special(cDialog& me, std::string hit, eKeyMod) {
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