Files
oboe/rsrc/dialogs/save-legacy-scen.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

33 lines
1.9 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='update' escbtn='cancel'>
<pict type='dlog' num='16' top='6' left='6'/>
<text top='6' left='49' width='384' height='80'>
This scenario is currently set as a legacy scenario, meaning that certain mechanics are changed.
If you have updated the scenario to account for these changes, then click the Update button
to remove the legacy flag. If you have not yet updated the scenario, then click the Wait
button to keep the legacy flag.
</text>
<!--
TODO: I want to use font='plain' here but that makes it about 300% laggier
-->
<text top='80' left='49' width='384' height='200'>
The following details need to be accounted for before clearing the legacy flag (the presence
of the flag disables these changes):<br/><br/>
~ The Resurrect spell now requires Resurrection Balm to cast. If this scenario is for
high level parties, you should make sure that Resurrection Balm is available.<br/>
~ Specials are now called while boating through town. This was automatically fixed when
you first converted the scenario, but you may want to review any town specials set on
water just in case.<br/>
~ When special nodes are called in combat, the currently active PC is now selected by default.
This means that any Affect PC nodes will affect only that PC instead of the whole party.
You will need to add an explicit Select Target node to select the whole party if you want the
old behaviour.<br/>
~ Timed events can now be called when the party is resting. If the scenario relied on this not
happening, it may need to be updated.<br/>
</text>
<button name='cancel' type='regular' top='300' left='302'>Wait</button>
<button name='update' type='regular' top='300' left='368'>Update</button>
</dialog>