Files
oboe/rsrc/dialogs/pick-spec-type.xml
Celtic Minstrel a23682306c Finish edit terrain type dialog in the editor and tweak some terrain properties
- Introduce enum for step sounds
- Remove union for treating terrain flags as either signed or unsigned
Editor:
- Add Choose button to select the "transform to" terrain.
- Implement Choose buttons as appropriate for the terrain flags, including editing the special that a terrain calls.
- Range-check the terrain flags.
- Add Custom button to choose a town as the combat arena.
- Fix/tweak/improve several of the terrain flag prompts.
- Fix placing shortcut key in field as its ASCII code instead of the letter
- Fix some of the range checks that were already in place but were incorrect or improperly static
Game:
- The wilderness terrain types now allow specifying how many d6's of food you get when hunting there.
- Crumbling terrain uses flag 2 instead of 3 to determine method (flag 2 was supposed to be strength but was never used)
- Merge two functions that did almost exactly the same thing (namely altering a terrain space and potentially updating conveyor/lights info)
- Merge switch_level into handle_lever since it was the only place it was called
- Remove global store_special_loc; the location is stored in the stuff_done array now
- Change when use/step on terrains will now update lighting if they changed to a terrain with a different light level
- Terrains that call a special no longer support mixed global/local modes - they either always call a local special or always call a global special
- Use previously unused swap_ter function (which did the exact same thing as the swap terrain special node)
Dialog Engine:
- Don't "erase" invisible icons or buttons; it's not necessary, since the entire window is filled with background before the draw() method is called, and it causes problems in case of overlapping elements.
2015-01-28 15:43:58 -05:00

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XML

<?xml version='1.0' encoding='UTF-8' standalone='no'?>
<?xml-stylesheet href="dialog.xsl" type="text/xsl"?>
<dialog defbtn='cancel'>
<pict type='dlog' num='16' top='8' left='8'/>
<text top='8' left='50' width='300' height='80'>
This terrain type is set to call a local special when used or stepped on.
That means it will call the special with the given ID in the current area, whether town or outdoors.
From here you can edit the corresponding special node in the currently active town or outdoor section.
Which would you like to edit?
</text>
<button name='town' type='large' top='90' left='10'>Edit Town</button>
<button name='out' type='large' top='90' left='125'>Edit Outdoor</button>
<button name='cancel' type='regular' top='90' left='287'>Cancel</button>
</dialog>