Tiny scenario editor fixes
- Advanced monster edit dialog used stored node instead of node in text field - Several preset item graphics missing from pick picture dialog
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@@ -164,7 +164,7 @@ pic_num_t choose_graphic(short cur_choice,ePicType g_type,cDialog* parent) {
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case PIC_DLOG: total_pics = 44; break;
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case PIC_TALK: total_pics = 84; break;
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case PIC_SCEN: total_pics = 30; break;
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case PIC_ITEM: case PIC_TINY_ITEM: total_pics = 123; break;
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case PIC_ITEM: case PIC_TINY_ITEM: total_pics = 135; break;
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case PIC_PC: total_pics = 36; break;
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case PIC_FIELD: all_pics = field_pics; break;
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case PIC_BOOM: all_pics = boom_pics; break;
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@@ -184,7 +184,7 @@ static bool edit_placed_monst_adv_time_flag(cDialog& me, std::string, bool losin
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}
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static bool edit_placed_monst_adv_death(cDialog& me, cTownperson& monst) {
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short spec = monst.special_on_kill;
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short spec = me["death"].getTextAsNum();
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if(spec < 0)
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spec = get_fresh_spec(2);
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if(edit_spec_enc(spec,2,&me))
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