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.
These are all cases where similar items stack but these ones for some reason didn't.
Gemstones/Ores: Ruby, Crystal, Rough Diamond
Powders: Dust of Hiding and Choking
Missiles: Poison Darts; Arrows of Life and Light; Burning and Exploding Arrows
Reagents: Asp Fangs
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.
This just implements the guts of the dialog, without using it for anything yet.
It also fixes a bug that caused a blank page to appear in the string picker if the total number of strings was an exact multiple of 40.
Closes#563
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