780dd3a3b9
Jaen's fortress start hidden and re-hide after you kill Jaen
2025-05-11 10:51:36 -05:00
8806f9edb7
Fix the rest of town hostile nodes in ASR
2025-05-11 10:51:36 -05:00
e768dab6ea
Flip yes/no again
2025-05-11 10:51:35 -05:00
2828477e3f
make display message one-time
...
It had an SDF specified, but I don't want to trust
that this SDF is safe to use considering it wasn't
a one-time node. So I picked a new, safe one.
2025-05-11 10:51:34 -05:00
6e4729c34d
fix incorrect note about monster range
2025-05-11 10:51:32 -05:00
d41b8d97c5
make Empire Outpost hostile
2025-05-11 10:51:10 -05:00
ae40151726
Update scenario.xml schema
2025-05-11 10:51:08 -05:00
b252d1c350
temp acid graphic
...
this is adapted from a BoA monster graphic, I think created by Andrew Hunter,
who is already in the credits as the primary artist
2025-05-11 10:51:04 -05:00
92567f152f
remove editor state from scenario.xml files
2025-05-11 10:51:02 -05:00
acc2e4a8c1
Still finding dialogs with bad defbtn
2025-05-11 10:51:01 -05:00
49f3a09cfd
Empire Outpost supposed to be hidden
2025-05-11 10:51:01 -05:00
d92c43400e
Fix another defbtn 'no'
2025-05-11 10:51:00 -05:00
f08e1d548d
fix typo in sewers
2025-05-11 10:50:57 -05:00
b1ddb696b3
ellipsis-truncate long PC names in more places
2025-05-11 10:50:09 -05:00
ebd6908b95
ellipsis-truncate PC names in edit-party dialog
2025-05-11 10:50:09 -05:00
c407ffd248
allow ELLIPSIS mode through dialogxml
2025-05-11 10:50:08 -05:00
4519e83a45
more understandable field label for prevent action nodes
2025-05-11 10:50:07 -05:00
e0bfd697f7
Another node in ASR meant to block the action
2025-05-11 10:50:07 -05:00
c8a2817987
Make Canizares' shops icons and names consistent
2025-05-11 10:50:05 -05:00
67137ee662
prevent entry to lord volpe's mansion
...
It looks like this is a conversion bug that was fixed but not reapplied
to stealth.boes
2025-05-11 10:50:04 -05:00
b04381b15f
reorder yes/no buttons in selathni
2025-05-11 10:50:03 -05:00
77b0a11f66
reorder yes/no on 2 more nodes
2025-05-11 10:50:03 -05:00
a4a834f4c0
fix one-time dialog with no SDF in icy tunnels
2025-05-11 10:50:02 -05:00
3ca33acc8f
ASR fix special node on wrong room
...
The sign says 'military barracks' but the text describes
a serf barracks. the serf barracks is the room north of
the military barracks.
2025-05-11 10:50:01 -05:00
e8134e836a
add patron
2025-05-11 10:50:00 -05:00
3f1e3d4a59
fix ordering of buttons for another special
2025-05-11 10:49:57 -05:00
b32a2d40aa
fix def/escbtn in some dialogs I missed
2025-05-11 10:49:57 -05:00
76d14741b8
Re-add old baby hydra graphic, make more monsters pickable
2025-05-11 10:49:52 -05:00
cf5ce53721
Fix a case where target lock is annoying
2025-05-11 10:49:41 -05:00
c3dcd55dc7
Fill empty tile breaking cave wall transition in Small Cave
2025-05-11 10:49:41 -05:00
aeaee9bbdb
Debug action to fix the elusive font corruption bug
2025-05-11 10:49:38 -05:00
41f00ebf74
Darker baby hydra by Seb Galvez
...
fix #720
also fix 1-pixel offset of the monster next to baby hydra.
2025-05-11 10:49:37 -05:00
7c53c381bf
base scenarios fix awkward yes/no positioning
2025-05-11 10:49:37 -05:00
203edc46f1
Scaffold for dialog previews in the scen editor
2025-05-11 10:49:35 -05:00
f83c49d073
Flip another awkward yes/no ordering in VoDT
2025-05-11 10:49:34 -05:00
b3e67e32c9
Fix colored stripe in 1.5x spellcasting dialog. fix #698
2025-05-11 10:49:31 -05:00
302d85a051
Fix VoDT GIFTS chief node jump to nowhere
2025-05-11 10:49:29 -05:00
8566b89826
Talk node don't line break before closing quote
2025-05-11 10:49:28 -05:00
49b71b1600
Wait 100 moves was labeled incorrectly on mac
...
The code actually waits 80 moves, and other platform menus show this
2025-05-11 10:49:26 -05:00
be25934993
better key shortcuts for stair dialogs
2025-05-11 10:49:26 -05:00
3e1c2a9fb1
Debug give item: allow giving as unidentified
2025-05-11 10:49:19 -05:00
9d915056b9
add ctrl to 1-4 hotkeys in Save As dialog
...
because players will commonly type numbers in the text field
2025-05-11 10:49:18 -05:00
36cfc50280
add name to credits
2025-05-11 10:49:16 -05:00
db96fd21fa
Fix typos in VoDT
2025-05-11 10:49:14 -05:00
921e2048e7
make rat silo message a oneshot. Fix #713
2025-05-06 15:24:13 -05:00
447f9739a4
Remove RepeatRoomDescriptions, which never did anything
...
Fix #712
2025-05-06 15:24:13 -05:00
7359eda202
remove keyboard shortcut that text field typing would trigger
2025-05-06 15:24:13 -05:00
ecf0227cc3
escape should close get-items
2025-03-30 11:51:14 -05:00
d1c2070733
Tighten up the welcome dialog
2025-03-30 11:51:13 -05:00
500471bad1
assign escbtn and defbtn appropriately
...
Behaviorally: This change makes it so that Enter will never cancel
a dialog, unless that dialog only contains info to be read. Escape
will never unpredictably be treated as Enter. And some dialogs without
Escape to cancel, now can be canceled with Escape.
A lot of this just refactors dialogs to define the cancel button
at the top, not as a hotkey on a cancel button deep in the XML.
I think this makes enter/escape behavior in dialogxml files more
legible at a glance.
2025-03-30 11:51:12 -05:00