Beta 1 Part 4 #732
Reference in New Issue
Block a user
No description provided.
Delete Branch "2.0b1-d"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Fix #132
Fix #685
Fix #735
Fix #748
Fix #744
Fix #741
Fix #740
Fix #737
Fix #736
Fix #735
Fix #733
Fix #729
Fix #707
Fix #703
Uh, I don't remember accidentally closing this? Weird. It is open.
Re: 88bdce13a9a0d465f2403c0445be2976c06e1667
This looks like it might be wrong. Does it mean that the party graphics sheet does not get cleared when you make a new party? I assume loading a party should be fine though.
Re: cfe8db4456c91065c255ea4f61ecf20ca5ab83fe
They are already allowed, though the Create PC special node is required to make one. I think it would be fine to put a placeholder image for PCs with custom graphics though.
That happens in start_new_game() through a call of
spec_scen_g.party_sheet.reset();@CelticMinstrel I'm done adding to this one unless you have more changes to request.
I spoke too soon, I might as well push fixes to newly found bugs in this PR as long as it's still open. Though if it merged, that's fine too.
@@ -452,6 +445,12 @@ void cDialog::recalcRect(){@@ -452,6 +445,12 @@ void cDialog::recalcRect(){Is this a clever way to make it so the first
/*can be removed without changing another line? Cool.Re:
4620074e91That doesn't look right. Why not just use the string picker with STRT_ITEM?
You're right, that will be better.
Before I go putting get_num_response back where it was, is there any reason we might want to keep it available to scenedit or pcedit? Or any reason not to?
I didn't mean to push b143862 -- it definitely does not complete the work that the message says it does. I was gonna amend that after doing the rest.
Hmm. I can't think of any reason we'd want to actually get a numeric response in the editor – pretty much all such cases would drop an input field right into the dialog. It would make sense to use the
get_num_responsedialog in the special node preview system, but… I don't think that would use the same function?Re: e5f4663212e5ae164efd49dab167483fb1b743fa
That's technically fine (I think) but not quite what I meant. There's a function that takes a cStrChoice parameter, and you can pass STRT_ITEM to choose an item.
Re:
d8d53b8528That's a good idea, but why not go even further? Instead of a left button, just automatically load the last scenario at launch. You could maybe have a preference to disable it, not sure if that's needed.
They wouldn't get the chance to click New Scenario. But most of the time they'll want to load the last one if there is one -- so maybe we could do that.
Well, you could always make it a preference. And even if not, they can choose New Scenario from the menu.
Well, that was not an expected use-case for the location picker, but I guess it's not a bad idea.
Re:
50a440e4e3Did you verify that this doesn't create any situation where:
It should be fine as long as the item you're editing is not a direct reference to an item in the scenario… I don't remember whether it is…
The dialog stores and modifies a copy of the item, then only when OK is pressed does it overwrite the real item in the town object.
Um… really? The scenario editor doesn't use a CDATA declaration when writing out the title, and I think the custom whitespace collapse that eliminates tabs but preserves spaces only applies in dialogxml, so that implies whitespace should be collapsed when it reads a scenario from the file, which in turn means that there can't be any whitespace at the start. Or, wait, does it mean there could be a single space…? I don't quite remember what XML whitespace collapse rules are exactly…
It could be the case that it wouldn't save it out. What I tested was putting blank title/whitespace-only title in the New Scenario field, then checking Scenario Details to see if it had been trimmed. I didn't save.