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
This commit is contained in:
2015-06-28 12:14:58 -04:00
parent b307516d48
commit 9ae91feee6
2 changed files with 2 additions and 2 deletions

View File

@@ -164,7 +164,7 @@ pic_num_t choose_graphic(short cur_choice,ePicType g_type,cDialog* parent) {
case PIC_DLOG: total_pics = 44; break;
case PIC_TALK: total_pics = 84; break;
case PIC_SCEN: total_pics = 30; break;
case PIC_ITEM: case PIC_TINY_ITEM: total_pics = 123; break;
case PIC_ITEM: case PIC_TINY_ITEM: total_pics = 135; break;
case PIC_PC: total_pics = 36; break;
case PIC_FIELD: all_pics = field_pics; break;
case PIC_BOOM: all_pics = boom_pics; break;

View File

@@ -184,7 +184,7 @@ static bool edit_placed_monst_adv_time_flag(cDialog& me, std::string, bool losin
}
static bool edit_placed_monst_adv_death(cDialog& me, cTownperson& monst) {
short spec = monst.special_on_kill;
short spec = me["death"].getTextAsNum();
if(spec < 0)
spec = get_fresh_spec(2);
if(edit_spec_enc(spec,2,&me))