7602c05f98
town details cancel button ( #685 )
2025-05-19 21:41:14 -05:00
609b8a2efc
editor escape key turn off tool / close terrain view
2025-05-19 21:41:13 -05:00
7ff2ff8ccd
refactor so keystrokes can trigger editor left buttons
2025-05-19 21:41:13 -05:00
829d55fb88
fix scenedit compilation
2025-05-19 21:41:13 -05:00
cba95554f1
Add cancel button to advanced scenario details (re #685 )
2025-05-19 21:41:11 -05:00
3bbb6b7d9d
Fix the longstanding xib bug keeping me from editor preferences on mac
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fix #496
2025-05-19 21:41:10 -05:00
99b0c9a227
Fix scenario editor launch scenario feature run from .app
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Fix #729
2025-05-19 21:41:10 -05:00
36ddc9e8fb
make resurrection balm a feature flag. fix #703
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This makes it so the built-in scenarios do not require balm,
even though they are not legacy scenarios.
If we add balm to the scenarios, we can change this.
If I find balm in ZKR I will change it.
2025-05-19 21:41:02 -05:00
9b2773bec1
Fix saving monster thrash number
2025-05-19 21:41:00 -05:00
a00b26c7e9
Fix scenedit bug where 6 strings were not reserved for 6str dialogs
2025-05-19 21:41:00 -05:00
d03b4c45e6
Start adding more modes for editor state
2025-05-19 21:40:59 -05:00
4cd07098cd
optimize the last change
2025-05-19 21:40:59 -05:00
166b66e34e
scenedit text list render as much as can fit, with ellipsis
2025-05-19 21:40:57 -05:00
3ee36b6dbc
highlight editor right button selected
2025-05-19 21:40:57 -05:00
c1c18adf8e
small refactor to allow for 'preview all node dialogs' later
2025-05-13 12:30:07 -05:00
75145a753d
Preview button reflect node field changes immediately
2025-05-13 11:00:00 -05:00
db4e163fe7
re-show the prompt if the direction of shift changes
2025-05-11 13:59:21 -04:00
fd7218ba35
when zoomed out, prompt for area shift by bounds, not center
2025-05-11 13:59:21 -04:00
fb946e5ef5
scenedit don't repeat prompt about shifting to outdoor section
2025-05-11 13:59:21 -04:00
20f26db42c
XML changes
2025-05-11 10:51:35 -05:00
59383ee02b
Fix storing 'drawing' when wasn't
2025-05-11 10:51:35 -05:00
85a4d401a4
fix visual studio unresolved external
2025-05-11 10:51:32 -05:00
813edf0c64
Fix test compile errors
2025-05-11 10:51:09 -05:00
757532b7af
save and reload new editor state
2025-05-11 10:51:09 -05:00
39ed4eb1f3
while running, editor remember view states of towns and outdoors
2025-05-11 10:51:09 -05:00
21536fa1fa
extract editor state vars in cScenario to a new struct
2025-05-11 10:51:08 -05:00
005d40806c
Flesh out acid as a real damage type
2025-05-11 10:51:08 -05:00
e95d4dcaf8
Write editor state to a new, separate xml file ( fix #728 )
2025-05-11 10:51:02 -05:00
744a7eb591
don't write empty feature-flags tag
2025-05-11 10:51:02 -05:00
18f4f17943
+/- keyboard shortcuts for zoom
2025-05-11 10:50:04 -05:00
10791fc25a
Fix SFX burst nodes. Fix #644
2025-05-11 10:49:54 -05:00
76d14741b8
Re-add old baby hydra graphic, make more monsters pickable
2025-05-11 10:49:52 -05:00
9b92cc2910
don't show empty preview dialog that the game would skip
2025-05-11 10:49:40 -05:00
31b425633a
default preview for special node dialogs
2025-05-11 10:49:39 -05:00
20373acf68
pass parent to preview dialog
2025-05-11 10:49:37 -05:00
0911d35696
Fix preview town/outdoor dialog crash
2025-05-11 10:49:36 -05:00
e2e7907e1a
example preview button for ONCE_DIALOG
2025-05-11 10:49:36 -05:00
203edc46f1
Scaffold for dialog previews in the scen editor
2025-05-11 10:49:35 -05:00
58107f1856
str("") is unsafe on its own for clearing stream
2025-05-11 10:49:27 -05:00
06624d810c
try to fix linker errors without new globals
2025-05-11 10:49:23 -05:00
6f2ae680de
declare map_visible to make editors compile
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Please forgive me
2025-05-11 10:49:23 -05:00
7cce42ce12
Scenario editor can launch unpacked scenario
2025-03-30 11:51:09 -05:00
1ab5a9f5e9
move choose_status_effect to common code for a debug action
2025-03-19 19:31:22 -05:00
4bb83e6f59
Update labels for If Context node and add a picker for the spell when context is "targeting"
2025-03-17 19:37:49 -04:00
c73cb6220b
Fix a crash when editing a special node.
2025-03-16 14:09:05 -04:00
bcf8bf963e
Show road to the right of the toolbar when the road tool is active, like what happens with other field types.
2025-03-16 14:09:05 -04:00
4e736a7e93
Fix foreground terrain to the right of the toolbar being drawn as a tiny square when the item palette is active and an item with a tiny graphic is selected.
2025-03-16 14:09:05 -04:00
2fd35b1053
Rework the scenario editor toolbars.
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* The rightmost column is now mostly dedicated to non-modifying operations – eyedropper and zoom are moved there, pushing the 3 palette buttons down in town mode.
* Set Starting Location and Set Town Boundaries moved from the menus into the toolbar.
* Place Same Creature and Place Same Monster removed, since placing a monster or creature no longer resets the mode, so you can place as many of the same one as you like.
* Erase Town Entrance removed – what is it even good for? Removing the entrance without removing the town terrain is nonsensical. A town entrance can now be erased just by painting over it.
* Copy Item, Copy Monster, and Copy Terrain added. The latter copies a rectangle of terrain.
* Paste Special is removed. Instead there's a generic Paste button which pastes whatever type of thing you copied last, whether it be a special, a monster, an item, or even some terrain.
* Horse and boat no longer share a row with road. Instead, some of the fields have been reshuffled, so now fields take up three rows (though not three complete rows)
2025-03-16 14:09:05 -04:00
61c4bfdc99
Add two new town sizes to the create town dialog.
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Huge towns are a whopping 128x128 tiles and don't fit in the terrain view even when fully zoomed out.
Tiny towns are just 24x24 tiles.
2025-03-16 14:09:05 -04:00
96e92b1655
Allow selecting any preset terrain when creating a town.
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The option of "grass with flowers" is removed. If you want that, select grass, then select frill up terrain.
2025-03-16 14:09:05 -04:00