Implement the remaining Choose buttons for the special node edit dialog.

Also:
- Fix text response node using wrong string for response matching
- Fix inability to change PC race during party creation
- Info string area in select trait dialog widened considerably
This commit is contained in:
2014-12-27 17:25:46 -05:00
parent ddbc143c84
commit df25711e87
8 changed files with 194 additions and 301 deletions

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@@ -0,0 +1,9 @@
<?xml version='1.0' encoding='UTF-8' standalone='no'?>
<?xml-stylesheet href="dialog.xsl" type="text/xsl"?>
<dialog defbtn='okay'>
<field name='str1' top='32' left='53' width='293' height='96'/>
<pict type='dlog' num='16' top='8' left='8'/>
<text size='large' top='6' left='50' width='169' height='16'>Editing Special Message:</text>
<button name='okay' type='regular' top='134' left='285'>OK</button>
<button name='cancel' type='regular' def-key='esc' top='134' left='219'>Cancel</button>
</dialog>

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@@ -34,7 +34,7 @@
<led name='good10' state='off' top='157' left='416'/>
<text size='large' top='30' left='55' width='65' height='18'>Species:</text>
<text name='xp' framed='true' top='352' left='254' width='50' height='16'/>
<text name='info' framed='true' top='282' left='15' width='149' height='59'>Select species and traits.</text>
<text name='info' framed='true' top='282' left='15' width='300' height='59'>Select species and traits.</text>
<!--
TODO: If it looks wrong in-game, try reverting to original label widths.
Original label widths were: 75 75 92 75 75 116 75 75 126 116 75 75 126

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@@ -0,0 +1,103 @@
Outdoors
Town
Combat
Entering town
Leaving town
Talking
Using special item
Town event timer triggered
Scenario event timer triggered
Special node timer triggered
Killed a monster
Entetred outdoor combat
Fled outdoor encounter
Won outdoor encounter
Targetung spell
Using space
Seeing a monster for the first time
Looking
In Boat
On Horse

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@@ -342,11 +342,11 @@ Unused
Unused
Unused
Unused
Required species (0 - human, 1 - nephil, 2 - slith)
If enough of species present, call this special ...
Required species
If enough of species, call this special ...
Unused
Required number of species
Comparison method (-2 - <=, -1 - <, 0 - =, 1 - >, 2 - >=)
Comparison method (-2 .. 2)
Unused
Otherwise call this special
--------------------
@@ -358,11 +358,11 @@ Unused
Unused
Unused
Unused
Required trait (0 - human, 1 - nephil, 2 - slith)
Required trait
If enough of trait present, call this special ...
Unused
Required number of trait
Comparison method (-2 - <=, -1 - <, 0 - =, 1 - >, 2 - >=)
Comparison method (-2 .. 2)
Unused
Otherwise call this special
--------------------

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@@ -1,300 +1,71 @@
Toughness
This makes you more resistant to damage. Blows of all sorts have less of an effect on you.
Magically Apt
The possessor of this advantage will find that his or her spells will function better. This helps both Priest and Mage spells.
Ambidextrous
An ambidextrous warrior will be able to use one weapon in each hand without any penalties. Normally, using two weapons makes both of them much less likely to hit.
Nimble Fingers
Having nimble fingers improves one's chances of picking locks and disarming traps.
Cave Lore
When underground, knowledge of Cave Lore helps one hunt and forage for food and deal better with special circumstances.
Woodsman
When roaming the surface of the world, a Woodsman is able to hunt and bring down food, find useful herbs, and deal with circumstances involving nature's adversity.
Good Constitution
Someone with a Good Constitution will find that poison and disease have a reduced (although not eliminated) effect.
Highly Alert
Highly Alert people have the edginess that helps them resist magical sleep. In addition, having someone in your group who is Highly Alert may help keep you from being surprised.
Exceptional Strength
An Exceptionally Strong character will be able to carry much more stuff, and, in addition, will do a small amount more damage in combat.
Recuperation
A very few adventurers have magical blood running in their veins, causing them to heal damage to their bodies at an amazing rate.
Sluggish
Sluggish characters just can't move that quickly, even when circumstances seem to demand it. A sluggish character gets fewer action points in combat.
Magically Inept
Magically Inept characters, for some reason, resist the effects of magical items, and are unable to use them. Potions and scrolls won't work for them at all, although worn items, such as rings and armor, will have a small effect.
Frail
Frail characters are cursed at birth with a weak constitution. Poison and disease will have a greater effect on such characters.
Chronic Disease
Chronic Disease is the worst disadvantage a character may possess. Such characters have a slow, lingering, incurable physical ailment, causing them to occasionally suffer the effects of a mild disease.
Bad Back
A character with a Bad Back cannot bear to haul too much weight. Such a person cannot carry as much as he or she might have been able to otherwise.
Pacifist
Human
Human is the default species in Blades of Exile. Humans have skins of a variety of hues, and are soft, generally fragile, and incredibly resourceful.
Nephilim
The Nephilim are a race of feline humanoids. Once common on the surface world, they have been hunted to near extinction, although some now remain in Exile. Nephilim characters start with better dexterity, and are much better at using missile weapons.
Slithzerikai
The Slithzerikai (sliths for short) are a race of lizard men, both strong and smart. Once unknown on the surface world, they are starting to appear there. Slith characters get bonuses to strength and intelligence, and are better at using pole weapons.
Blades of Exile Prefs
Vahnatai
Reptile
Beast
Important
Mage
Priest
Humanoid
Demon
Undead
Giant
Slime
Stone
Bug
Dragon
Magical
Plant
Bird