Commit Graph

827 Commits

Author SHA1 Message Date
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
8af5eb6c38 dialogs can have a button respond to Escape
I'm planning to make it so the Enter key will never cancel a yes/no dialog. To do this, I'm adding an Escape button to dialogs. So cancel/accept keyboard shortcuts will be predictable and intuitive. Dialogs that require extra confirmation will have a 'really confirm' LED.
2025-03-30 11:51:11 -05:00
ecb48faa43 all affirmative buttons on right side. Fix #702 2025-03-30 11:51:11 -05:00
ab952db0cd note in dialog.xsd for doc file I can't ever find 2025-03-30 11:51:10 -05:00
98debe66fe Change logic of restart-game confirmation 2025-03-30 11:51:10 -05:00
629d92601f more room for extra info in select-pc dialog 2025-03-30 11:51:07 -05:00
f8061ac1c4 more succint skill hint 2025-03-30 11:51:07 -05:00
f9c05815fc show skill levels for bash/pick selection, highlight best 2025-03-30 11:51:06 -05:00
b236dead06 1-4 keyboard shortcuts in save picker 2025-03-30 11:51:05 -05:00
f26a9e9c32 Fix awkwardness of Enter key in string picker
Search field starts out hidden. When the button is
clicked, the field and other controls appear, and
the button takes over the enter key. Ctrl+Enter
clicks okay (so if search is not opened, either
Enter OR Ctrl+Enter will click okay)
2025-03-30 11:51:04 -05:00
a17f5b1a7c String picker search field. Fix #701 2025-03-30 11:51:03 -05:00
d10b6e9e15 relativize choose-string.xml 2025-03-30 11:51:02 -05:00
783b19e429 Make all scenarios match VoDT arrow/bolt values 2025-03-19 19:31:31 -05:00
b04a078a2d tabs in spell descriptions caused bad line wrapping 2025-03-19 19:31:24 -05:00
6f3e61899e Debug action: apply status effect 2025-03-19 19:31:22 -05:00
72942efa6a reorganize, relativize, and add 'Everyone' button to select-pc 2025-03-19 19:31:21 -05:00
eb03632598 Training dialog only show relevant info 2025-03-19 19:31:19 -05:00
f4e8390bf4 more precise New Game confirmation text 2025-03-19 19:31:19 -05:00
35fae2a491 fix training dialog width 2025-03-19 19:31:19 -05:00
735b324ffa Split and simplify training dialog column headings 2025-03-19 19:31:18 -05:00
725a151eef logically reorder training dialogxml 2025-03-19 19:31:18 -05:00
3beda3bd59 get_num_response debug actions: allow canceling 2025-03-19 19:31:17 -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
2fd35b1053 Rework the scenario editor toolbars.
* 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.
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.
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
6188494d09 Convert new town dialog to use the relative positioning system. No functional changes. 2025-03-16 14:09:05 -04:00
5a6144f5d6 Reorder create town dialog in logical order. No functional changes. 2025-03-16 14:09:05 -04:00
ca07ef172b Rework base processing to be more generic.
It now makes no assumptions about the terrains that might be defined in the base scenario.
* The existing terrain in the base's outdoors (previously ignored entirely) is now partitioned into 9 segments and plopped down to form the border of the new scenario's outdoors.
* It treats the locations (23,23) amd (24,24) specially, assuming they contain a sign and a town respectively. These are left as-is in the top left sector but replaced with the base ground in every other sector.
* Since there are now two separate bases, one for cave and one for surface, no substitution of terrain is done in the starter town.
2025-03-16 14:09:05 -04:00
f1bdb69e5b BoECB: Include when building and packaging 2025-03-16 14:09:05 -04:00
1fc93bcd1c BoECB: Add random mushroom frills 2025-03-16 14:09:05 -04:00
f747b6a8c9 BoEB: Make the cave Warrior's Grove use cave terrains.
Also, change the trainer graphic and replace the dog with a lizard.
2025-03-16 14:09:05 -04:00
494f6529cd BoEB: Make a copy and call it the "cave base" 2025-03-16 14:09:05 -04:00
eb835f6765 BoEB: Delete the surface huge walls to make way for some mushroom crops and a surface pond 2025-03-16 14:09:05 -04:00
cbb401957c BoEB: Delete blank scenario strings 2025-03-16 14:09:05 -04:00
f1a73ffbe9 BoEB: Fix typos in Warrior's Grove 2025-03-16 14:09:05 -04:00
cbf7cc8388 Add recharge button to inventory help 2025-03-16 14:03:53 -04:00
8afe875d72 Squeeze status icons a bit closer together in the party help (by making the font size smaller) 2025-03-16 14:03:53 -04:00
8b08b46ea0 Unbake the special help texts.
The text in the various help dialogs that was previously baked into an image is now drawn as text, meaning that it benefits from text unblurring when scaling is active.

This entails some small changes to layout, since it's a different font.

Dialog engine changes:
* A new picture type allowing to draw the inventory button icons directly into a dialog.
* A new widget type that simply draws a line between two points.
2025-03-16 14:03:53 -04:00
09e5649a61 Rearrange the help dialogs in logical order. No functional changes. 2025-03-16 14:03:53 -04:00
cdc63506af fix unwanted line break in about-boe 2025-03-16 14:03:53 -04:00
fdcf9d5d90 Add donor to credits 2025-03-16 14:03:53 -04:00
67fbb4fae5 Affect Alchemy special node can now remove recipes 2025-03-08 20:05:12 -05:00
7ecd6bf3b3 Add quick help strings for every special node type.
Also fix one case of the special node title not fitting into the designated space.
2025-03-08 20:05:12 -05:00
3c811ef43d Use SDF picker in Townperson Advanced and Outdoor Encounter dialogs 2025-03-08 20:05:12 -05:00
c032307280 Add picker buttons and a cancel button to the Set Variable Town Entry dialog
Partially addresses #685
2025-03-08 20:05:12 -05:00
f2bdbae078 Fix some cases where special node field prompts should've been "Unused" but instead said the field name 2025-03-08 20:05:12 -05:00
643035d29b Fix issues in special node field prompts
- Typos
- Unnecessary range specifications
- Prompts overflowing the available space
- A few other things
2025-03-08 20:05:12 -05:00
0f64c9a19d Adjust LED hitboxes in pict and pattern pickers so that you can click anywhere on the item to select it – not just directly on the LED. 2025-03-08 20:05:12 -05:00