- All Carbon code is gone - Many dialogs converted; some are still left unimplemented since they still need to be converted - Menus converted to a xib file - The giant arrays specifying the configuration of the special node dialog for each special node type have been replaced with maps and sets. Changes to dialogs: - pict choice dialog can now show picts of differing types; this was required for picking a monster graphic, as monsters of all sizes need to be shown in the same dialog - string choice dialog can set the title, and properly shows the currently selected string - LEDs now accept font format - Fixed LED group's calculation of its rect - Fixed LED group crashing if it has no selection - Tabbing between text fields now works - Fix display of larger monster graphics in dialogs - Fix the script element content showing in the browser preview
13 lines
626 B
XML
13 lines
626 B
XML
<?xml version='1.0' encoding='UTF-8' standalone='no'?>
|
|
<?xml-stylesheet href="dialog.xsl" type="text/xsl"?>
|
|
<dialog defbtn='okay'>
|
|
<button name='okay' type='regular' top='89' left='252'>OK</button>
|
|
<button name='cancel' type='regular' def-key='esc' top='89' left='187'>Cancel</button>
|
|
<pict type='dlog' num='16' top='6' left='6'/>
|
|
<text top='6' left='49' width='270' height='81'>
|
|
This option places random items in this town.
|
|
Certain terrain types will randomly get relevant items.
|
|
To set which items are placed on what terrain types,
|
|
select Edit Item Placement Shortcuts from the Scenario menu.
|
|
</text>
|
|
</dialog> |