The limit of 3 saved item rectangles has been removed - you can now add as many as you want.
However, the 1 per town limit is now strictly enforced.
The saved item rectangle is now shown with a cyan border when editing town.
In effect, this is a combination of two of the previous pickers:
the location picker, and the editable string picker.
This required quite a significant rework of how the tilemap places its children.
Currently it's only used in special node editing.
I plan to add its use in many other places too though.
All controls now store a reference to their direct parent,
whether it be the dialog itself or a container control.
Every dialog control now has a guaranteed parent, which abstracts away
the three possible types of parents (dialog, container, and plain window).
The control name is now stored in the control from the moment it is parsed from the XML.
This means that it's set before the parseContent function, though after parseAttribute.
It's used not only in special node editing (for Event Happens and If Event Happened?)
but also in the Townperson Advanced, Talk Node, and Quest editors.
Basically what that means is that the magic characters are only parsed at startup – the scenario editor code doesn't need to understand them, instead using an enum.
This is part of the work for #607
With the new format, Author and Contact info are formatted onto the first line in the scenario picker display. The scenario designer gets 1 line to write a teaser.
Fix#593
Also fix a bug where scenario ratings were appearing as integers ingame instead of the correct "G", "PG", etc.
* Scenarios contain a string map of feature flags. The flag names are the keys, and flag versions are the values, so a typical value might be "fixed" for bug fixes or for evolving features, "V1", "V2", etc.
* The game has a map of flags to lists of supported versions. The game can therefore signal that it supports a legacy behavior for a given feature flag. The last version in the list is considered to be this build version's default behavior.
* When launching a scenario, we check to make sure the game supports the scenario's required versions of its feature flags.
* When launching a replay, we make sure the game supports the feature flags that the version of the game that made the recording did.
Fix#555Close#591
Better editing for talk node keys
* The fields start out empty, and it is *allowed* to keep *one of them* empty. (A node only needs one key to be useful, right?
* When the node is saved, empty strings are replaced with `" "`. If this is not harmless to the game logic, then I'll need to make the game aware that either key might be `" "`.
* You cannot type more than 4 characters in these fields (unless there's a way to insert characters I'm not aware of).
* If you put 'buy' in a field, it automatically becomes 'purc'.
* There is a note next to the response keys (kind of squished in the corner) enumerating the special logic of the in-game Buy and Sell buttons.
I don't know what it was, but I don't think we could enforce
one even if we wanted to. And it was probably to protect
Spiderweb's IP in the game, which is now Free, so there's
not much point.
Scenedit Quality of life: be helpful when scrolling past boundaries
I've implemented 2 features here:
* When scrolling past the boundaries of the current outdoor section, you will get a yes/no prompt which can load the adjacent section for you at the corresponding center position.
* When scrolling past the boundaries (literal, not the changeable rectangle) of the current town, the editor will ask if you want to jump to the town's entrance in the outdoors. If there are more than one, you can choose.
I did this because I need to be able to find town entrances in the built-in scenarios so I can debug things.