Files
oboe/rsrc/dialogs/make-scenario2.xml
Nat Quayle Nelson 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

43 lines
2.8 KiB
XML

<?xml version='1.0' encoding='UTF-8' standalone='no'?>
<!-- NOTE: This file should be updated to use relative positioning the next time it changes. -->
<?xml-stylesheet href="dialog.xsl" type="text/xsl"?>
<dialog defbtn='okay' escbtn='cancel'>
<!-- OK Button -->
<field name='out-w' type='uint' top='99' left='309' width='75' height='16'>1</field>
<field name='out-h' type='uint' top='125' left='309' width='75' height='16'>1</field>
<field name='town-l' type='uint' top='242' left='312' width='75' height='16'>0</field>
<field name='town-m' type='uint' top='269' left='312' width='75' height='16'>1</field>
<field name='town-s' type='uint' top='295' left='312' width='75' height='16'>0</field>
<text framed='true' outline='double' top='28' left='55' width='405' height='124'/>
<text framed='true' outline='double' top='159' left='55' width='405' height='157'/>
<text framed='true' outline='double' top='323' left='55' width='405' height='107'/>
<button name='cancel' type='regular' top='438' left='334'>Cancel</button>
<button name='okay' type='regular' top='438' left='400'>OK</button>
<pict type='dlog' num='16' top='8' left='8'/>
<text size='large' top='6' left='52' width='278' height='17'>How big is your scenario?</text>
<text size='large' top='32' left='59' width='158' height='18'>Size of Outdoors:</text>
<text size='large' top='166' left='59' width='235' height='18'>Number of towns/dungeons:</text>
<text top='52' left='70' width='377' height='39'>
The outdoors for your scenario can have as many 48x48 sections as you like.
Note, however, that more than 50 sections may be a bit too large.
More sections can be added later.
</text>
<text top='186' left='70' width='383' height='52'>
You can have large (64 x 64), medium (48 x 48) and small (32 x 32) towns.
Your scenario can have up to 200 towns and dungeon levels.
However, more than 100 is an awful lot, and may take too long to design.
More towns can be added later.
</text>
<text top='100' left='117' width='181' height='15'>Width of outdoors (0...50)</text>
<text top='125' left='117' width='181' height='15'>Height of outdoors (0...50)</text>
<text top='243' left='117' width='181' height='15'>Number of large towns:</text>
<text top='269' left='117' width='181' height='15'>Number of medium towns:</text>
<text top='295' left='117' width='181' height='15'>Number of small towns:</text>
<text size='large' top='331' left='59' width='235' height='16'>Place a starter town?</text>
<text top='348' left='70' width='383' height='53'>
If this option is selected, Town number 0 in your scenario is 'Warrior's Grove,' a predesigned town with shops, inns, etc.
This is a GREAT place to start for beginner scenario designers, and lets you put off designing characters.
</text>
<led name='warrior-grove' state='off' top='409' left='119'>Include starter town</led>
</dialog>