Implement customizable background patterns to be displayed behind the game interface based on which town/sector the player is in and whether they are in combat mode, with cascading defaults.
- All the hard-coded background changes are no longer present and not even preserved.
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@@ -7,7 +7,7 @@
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<field name='who1' top='104' left='181' width='243' height='47'/>
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<field name='who2' top='159' left='181' width='243' height='47'/>
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<field name='contact' top='214' left='181' width='243' height='65'/>
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<button name='okay' type='regular' top='446' left='395'>OK</button>
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<button name='okay' type='regular' top='500' left='395'>OK</button>
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<pict type='dlog' num='16' top='8' left='8'/>
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<text top='23' left='50' width='372' height='53'>
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This is where you can define the various pieces of information the user will see when deciding whether or not to play your scenario.
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@@ -43,4 +43,11 @@
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the ID specified here makes it easy to carry information from one scenario to the next.
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It should be the same in each scenario in the series.
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</text>
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<text top='456' left='50' width='120' height='60'>Default backgrounds:<br/>
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Set the default patterns to be shown behind the game screen.
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</text>
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<button name='bg-out' type='tiny' top='456' left='180' width='100'>Outdoors:</button>
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<button name='bg-town' type='tiny' top='473' left='180' width='100'>In towns:</button>
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<button name='bg-dungeon' type='tiny' top='490' left='180' width='100'>In dungeons:</button>
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<button name='bg-fight' type='tiny' top='507' left='180' width='100'>In combat:</button>
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</dialog>
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