Files
oboe/rsrc/dialogs/add-random-items.xml
Celtic Minstrel 41c3396aa3 Tear out most of the legacy code in the scenario editor - see below for details
- 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
2014-07-12 22:13:27 -04:00

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>