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.
20 lines
1.0 KiB
XML
20 lines
1.0 KiB
XML
<?xml version='1.0' encoding='UTF-8' standalone='no'?>
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<!-- NOTE: This file should be updated to use relative positioning the next time it changes. -->
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<?xml-stylesheet href="dialog.xsl" type="text/xsl"?>
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<dialog defbtn='okay' escbtn='cancel'>
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<button name='okay' type='regular' top='143' left='252'>OK</button>
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<button name='cancel' type='regular' top='143' left='187'>Cancel</button>
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<pict type='dlog' num='16' top='6' left='6'/>
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<text top='6' left='49' width='271' height='66'>
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You are about to delete the last town in your scenario's town list
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(so if you have 10 towns in your scenario, the tenth will disappear).
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This change will immediately be saved, and can't be undone.
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</text>
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<text top='127' left='49' width='268' height='14'>Are you sure you want to do this?</text>
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<text top='73' left='49' width='276' height='53'>
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Make sure to remove all outdoor entrances to the deleted town,
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as well as all references to it in special encounters.
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Failure to do so will result in scenario run-time errors.
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</text>
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</dialog>
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