Write the code to save the general scenario data to a file
- See monster strings are now fetched from the same list as the special encounter strings instead of a list of their own - There is now a possibility for the scenario intro dialog to have a different icon than the scenario icon - Remove unused intro_mess_len field - Add method to the XML printer class to push a simple element with no attributes or child elements - Automatically close any elements before writing the document to the stream - Fix scenario editor File menu having an invisible "Close All" option that appeared when the option key was pressed
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@@ -242,9 +242,9 @@ void play_see_monster_str(unsigned short m, location monst_loc) {
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short where1 = is_out() ? univ.party.outdoor_corner.x + univ.party.i_w_c.x : univ.town.num;
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short where2 = is_out() ? univ.party.outdoor_corner.y + univ.party.i_w_c.y : univ.town.num;
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std::string placename = is_out() ? univ.out->out_name : univ.town->town_name;
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cStrDlog display_strings(str1 < 100 ? univ.scenario.monst_strs[str1] : "", str2 < 100 ? univ.scenario.monst_strs[str2] : "", "", pic, type, NULL);
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cStrDlog display_strings(str1 < 100 ? univ.scenario.spec_strs[str1] : "", str2 < 100 ? univ.scenario.spec_strs[str2] : "", "", pic, type, NULL);
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display_strings.setSound(snd);
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display_strings.setRecordHandler(cStringRecorder(NOTE_MONST).string1(str1).string2(str2).from(where1,where2).at(placename));
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display_strings.setRecordHandler(cStringRecorder(NOTE_SCEN).string1(str1).string2(str2).from(where1,where2).at(placename));
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display_strings.show();
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}
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// Then run the special, if any
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