Ben Scott
6b275c9ed9
Little fixes
2015-02-11 21:00:47 -05:00
1894b31e20
Implement loading of scenarios
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- This also tweaks the scenario schemas for consistency between schemas and code, adds some unique key restraints, and makes some attributes required.
2015-02-11 14:03:03 -05:00
2e88b55759
Add new type of item that gives a quest when picked up
2015-02-07 12:50:35 -05:00
a1da743a47
Move scenario schemas to the schemas directory
2015-02-05 22:56:57 -05:00
4efcb08932
Implement a quest system and job board
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- The job board is loosely based on Exile III's job board; the dialog is converted from the one contained as a relic of E3 in BoE
- Quest system is loosely based on a mix of Exile III jobs and Blades of Avernum quests
- Talking to a monster (even a hostile one) can now trigger an arbitrary special node
Dialog engine:
- LED's now support wrapped labels
2015-02-01 01:30:15 -05:00
dcd28b363b
Finally implemented the stack control, and used it for town comments in the town details dialog
2014-12-22 13:22:06 -05:00
4f6ce11dd9
Convert create scenario dialogs, reimplement part of the scenario creation process, and allow text edit fields to contain default values in the XML definition.
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- Note: This does not mean that scenario creation is now possible, since it relies on scenario saving which is still not implemented.
2014-12-04 22:34:37 -05:00
ecd0867b65
Convert scenario details dialog and make numeric fields validate their contents
2014-12-04 16:54:21 -05:00
d64770b1e0
Use folder references for strings and dialogs.
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This means I won't have to remember to explicitly add each new file to the build.
It also means they'll be automatically kept sorted.
2014-12-01 22:51:18 -05:00