diff --git a/src/classes/item.cpp b/src/classes/item.cpp index 637b80d0..feba1369 100644 --- a/src/classes/item.cpp +++ b/src/classes/item.cpp @@ -1035,6 +1035,8 @@ std::string cItem::getAbilName() const { case eRace::MAGICAL: sout << "Magical Beast"; break; case eRace::PLANT: sout << "Plant"; break; case eRace::BIRD: sout << "Bird"; break; + case eRace::SKELETAL: sout << "Skeleton"; break; + case eRace::GOBLIN: sout << "Goblin"; break; } sout << " Slayer"; break; @@ -1164,6 +1166,8 @@ std::string cItem::getAbilName() const { case eRace::MAGICAL: sout << "Magical Beasts"; break; case eRace::PLANT: sout << "Plants"; break; case eRace::BIRD: sout << "Birds"; break; + case eRace::SKELETAL: sout << "Skeleton"; break; + case eRace::GOBLIN: sout << "Goblin"; break; } break; case eItemAbil::AFFECT_STATUS: diff --git a/src/scenedit/scen.actions.cpp b/src/scenedit/scen.actions.cpp index 5f2a272c..9b4bf911 100644 --- a/src/scenedit/scen.actions.cpp +++ b/src/scenedit/scen.actions.cpp @@ -184,6 +184,8 @@ bool handle_action(location the_point,sf::Event /*event*/) { switch(left_button_status[i].action) { case LB_NO_ACTION: break; + case LB_RETURN: // Handled separately, below + break; case LB_NEW_SCEN: if(build_scenario()){ overall_mode = MODE_MAIN_SCREEN; diff --git a/src/scenedit/scen.townout.cpp b/src/scenedit/scen.townout.cpp index 5481ce6c..0f96746a 100644 --- a/src/scenedit/scen.townout.cpp +++ b/src/scenedit/scen.townout.cpp @@ -1050,6 +1050,9 @@ static bool save_talk_node(cDialog& me, std::string item_hit, std::stack& if(cre(last,0,n,"Number of items in shop cannot be such that the last item does not exist.", "", &me)) return false; } break; + case eTalkNode::RECEIVE_QUEST: + if(cre(talk_node.extras[0], 0, scenario.quests.size() - 1, "Quest must be an existing quest.", "", &me)) return false; + break; case eTalkNode::ENCHANT: if(cre(talk_node.extras[0],0,6,"Enchantment type must be from 0 to 6. See the documentation for a list of possible abilities.","",&me)) return false; break; @@ -1072,7 +1075,7 @@ static bool save_talk_node(cDialog& me, std::string item_hit, std::stack& case eTalkNode::BUY_INFO: case eTalkNode::DEP_ON_TIME: case eTalkNode::REGULAR: case eTalkNode::END_ALARM: case eTalkNode::END_DIE: case eTalkNode::END_FIGHT: case eTalkNode::END_FORCE: case eTalkNode::IDENTIFY: case eTalkNode::SELL_ARMOR: case eTalkNode::SELL_ITEMS: case eTalkNode::SELL_WEAPONS: - case eTalkNode::TRAINING: + case eTalkNode::TRAINING: case eTalkNode::JOB_BANK: break; }