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.
43 lines
2.8 KiB
XML
43 lines
2.8 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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<!-- OK Button -->
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<field name='out-w' type='uint' top='99' left='309' width='75' height='16'>1</field>
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<field name='out-h' type='uint' top='125' left='309' width='75' height='16'>1</field>
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<field name='town-l' type='uint' top='242' left='312' width='75' height='16'>0</field>
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<field name='town-m' type='uint' top='269' left='312' width='75' height='16'>1</field>
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<field name='town-s' type='uint' top='295' left='312' width='75' height='16'>0</field>
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<text framed='true' outline='double' top='28' left='55' width='405' height='124'/>
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<text framed='true' outline='double' top='159' left='55' width='405' height='157'/>
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<text framed='true' outline='double' top='323' left='55' width='405' height='107'/>
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<button name='cancel' type='regular' top='438' left='334'>Cancel</button>
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<button name='okay' type='regular' top='438' left='400'>OK</button>
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<pict type='dlog' num='16' top='8' left='8'/>
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<text size='large' top='6' left='52' width='278' height='17'>How big is your scenario?</text>
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<text size='large' top='32' left='59' width='158' height='18'>Size of Outdoors:</text>
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<text size='large' top='166' left='59' width='235' height='18'>Number of towns/dungeons:</text>
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<text top='52' left='70' width='377' height='39'>
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The outdoors for your scenario can have as many 48x48 sections as you like.
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Note, however, that more than 50 sections may be a bit too large.
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More sections can be added later.
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</text>
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<text top='186' left='70' width='383' height='52'>
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You can have large (64 x 64), medium (48 x 48) and small (32 x 32) towns.
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Your scenario can have up to 200 towns and dungeon levels.
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However, more than 100 is an awful lot, and may take too long to design.
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More towns can be added later.
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</text>
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<text top='100' left='117' width='181' height='15'>Width of outdoors (0...50)</text>
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<text top='125' left='117' width='181' height='15'>Height of outdoors (0...50)</text>
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<text top='243' left='117' width='181' height='15'>Number of large towns:</text>
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<text top='269' left='117' width='181' height='15'>Number of medium towns:</text>
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<text top='295' left='117' width='181' height='15'>Number of small towns:</text>
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<text size='large' top='331' left='59' width='235' height='16'>Place a starter town?</text>
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<text top='348' left='70' width='383' height='53'>
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If this option is selected, Town number 0 in your scenario is 'Warrior's Grove,' a predesigned town with shops, inns, etc.
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This is a GREAT place to start for beginner scenario designers, and lets you put off designing characters.
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</text>
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<led name='warrior-grove' state='off' top='409' left='119'>Include starter town</led>
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</dialog>
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