Stop storing preferences and legacy flags in the saved game
- Nuke global preference variables (they're now fetched with get_xxx_pref whenever needed) - Nuke magic SDFs that store preferences and other info - The only preferences now stored in the saved game are those related to difficulty - play_sound no longer takes an option repeat parameter, but instead takes a delay which will be used if sounds are disabled - SDF array increased to 350x50 - When saving a legacy scenario, a dialog is shown to remind you to update and to allow you to clear the legacy flag
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31
rsrc/dialogs/save-legacy-scen.xml
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31
rsrc/dialogs/save-legacy-scen.xml
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<?xml version='1.0' encoding='UTF-8' standalone='no'?>
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<?xml-stylesheet href="dialog.xsl" type="text/xsl"?>
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<dialog defbtn='update'>
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<pict type='dlog' num='16' top='6' left='6'/>
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<text top='6' left='49' width='384' height='80'>
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This scenario is currently set as a legacy scenario, meaning that certain mechanics are changed.
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If you have updated the scenario to account for these changes, then click the Update button
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to remove the legacy flag. If you have not yet updated the scenario, then click the Leave
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button to keep the legacy flag.
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</text>
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<!--
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TODO: I want to use font='plain' here but that makes it about 300% laggier
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-->
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<text top='80' left='49' width='384' height='200'>
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The following details need to be accounted for before clearing the legacy flag (the presence
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of the flag disables these changes):<br/><br/>
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~ The Resurrect spell now requires Resurrection Balm to cast. If this scenario is for
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high level parties, you should make sure that Resurrection Balm is available.<br/>
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~ Specials are now called while boating through town. This was automatically fixed when
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you first converted the scenario, but you may want to review any town specials set on
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water just in case.<br/>
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~ When special nodes are called in combat, the currently active PC is now selected by default.
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This means that any Affect PC nodes will affect only that PC instead of the whole party.
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You will need to add an explicit Select Target node to select the whole party if you want the
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old behaviour.<br/>
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~ Timed events can now be called when the party is resting. If the scenario relied on this not
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happening, it may need to be updated.<br/>
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</text>
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<button name='update' type='regular' top='300' left='368'>Update</button>
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<button name='cancel' type='regular' def-key='esc' top='300' left='302'>Leave</button>
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</dialog>
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