- Clipboard support
- Text will now wrap when a word is longer than the width of the destination rect (doesn't just apply to text fields, but is most relevant there)
- Edit menu stub added in scenario editor code
- Rich text keys (eg cut, copy, paste, select all) are no longer processed by the dialog itself; only the text field processes them; this just means that if they were set as button equivalents they would no longer work (you'd have to set the raw equivalent instead, eg ctrl+C instead of copy).
- Text fields now rely on SFML's TextEntered event for actual input - the practical result of this is that your keyboard layout is honoured (though non-ASCII characters just display as boxes).
- In a similar vein, shift is not auto-applied to the input keys, so you'd have to set shift+2 instead of @ as the key equivalent (this actually fixes some stuff, such as in the spellcasting dialog, since I was already setting shift+2 instead of @).
- Note: Petrification from higher-level monsters is now harder to resist!
- AFFECT_DEADNESS special node now has an additional option to allow PCs a saving throw (based on things like luck and items with life-saving ability) when killing them, and to specify the difficulty of resisting when petrifying monsters or PCs
- AFFECT_DEADNESS special node now triggers monster death specials when petrifying them (in addition to when killing them), and substitutes ash for the normal sfx when turning them to dust
- Spark now deals magic damage and Wound deals unblockable damage
- Damage is capped for Flame as for the PC version; the damage is still calculated differently though
- Poison and Minor Poison damage now depends on the monster's level
- This means the cap of 8 is automatically respected; most of the monster versions did not respect the cap before.
- The functions also automatically print messages, so there'll be more messages than before.
- A previously unused instant help message is now used! (For when you're blessed.)
- Preset animated graphics now start at 960 instead of 400, due to all the new preset terrains from the previous commit running into their range.
- Tore out some optimization in the automap drawing, because it made it harder to figure out why it wasn't working
- Both game and editor now use the larger 12x12 map graphics, and fall back to shrinking down the 28x36 terrain graphic if no map graphic is set
- Upon loading an old scenario, map graphic is automatically set the same as the main graphic if it's a preset graphic; for custom graphics it's set to none
- Scenario now has three zoom levels for mini-map - the original in which the entire town is visible, a slightly closer one that matches the in-game view, and a large one using the 12x12 map graphics at full size.
- Fix some map patterns having the wrong bounding rect
- Graphics (and sounds) now included in the project by folder reference, so that I don't need to manually every new sheet to the project
- Fireball mistakenly required you to select a PC target while Haste did not.
- Forgot the two special monster priest spells
- Changed display name of ICE_WALL_BALL
- Enemy priests now cast Goo instead of Stumble; this was changed to match the effect of the spell.
- Enemy priests now cast Minor Heal instead of Light Heal; this is merely a name change to match the equivalent PC spell.
- PCs now cast Bless All instead of Bless Party; this is merely a name change to match the equivalent monster spell.