Files
oboe/rsrc/dialogs/edit-townperson-advanced.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

65 lines
3.5 KiB
XML
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

<?xml version='1.0' encoding='UTF-8' standalone='no'?>
<?xml-stylesheet href="dialog.xsl" type="text/xsl"?>
<dialog defbtn='okay' debug='true'>
<field name='extra1' top='126' left='221' width='67' height='16'/>
<field name='extra2' top='153' left='221' width='67' height='16'/>
<field name='death' top='298' left='285' width='67' height='16'/>
<field name='sdfx' top='334' left='262' width='39' height='16'/>
<field name='sdfy' top='334' left='310' width='39' height='16'/>
<text size='large' top='6' left='50' width='256' height='17'>Townsperson/monster advanced</text>
<text top='28' left='62' width='97' height='15'>Creature type:</text>
<text name='type' top='28' left='162' width='195' height='15'/>
<text top='72' left='20' width='150' height='14'>When is creature here?</text>
<text name='extra1-lbl' framed='true' top='127' left='57' width='154' height='15'/>
<text name='extra2-lbl' framed='true' top='153' left='57' width='154' height='15'/>
<text top='293' left='25' width='247' height='27'>
Number of town special node to call when creature is killed:
(-1 for none)
</text>
<text top='322' left='25' width='230' height='40'>
Stuff done flag creatures life is linked to:
(0 - alive,
1 - dead),
if either is -1, this is ignored.
</text>
<text size='large' top='182' left='9' width='205' height='17'>Creature and special encs.</text>
<button name='okay' type='regular' top='336' left='492'>OK</button>
<button name='cancel' type='regular' def-key='esc' top='336' left='411'>Cancel</button>
<pict type='dlog' num='16' top='8' left='8'/>
<text top='7' left='317' width='126' height='15'>Creature number:</text>
<text name='num' top='7' left='454' width='50' height='15'/>
<text size='large' top='49' left='9' width='130' height='17'>Creature timing:</text>
<group name='time'>
<!-- It appears time flag 3 is unused, thus there is no time4 element -->
<led name='time1' top='74' left='290' width='100'>Always here</led>
<led name='time2' top='90' left='290' width='110'>Appear on given day</led>
<led name='time3' top='106' left='290' width='100'>Disappear on day</led>
<led name='time5' top='74' left='420' width='100'>Sometimes here A</led>
<led name='time6' top='90' left='420' width='100'>Sometimes here B</led>
<led name='time7' top='106' left='420' width='100'>Sometimes here C</led>
<led name='time8' top='74' left='549' width='100'>Appear when event</led>
<led name='time9' top='90' left='549' width='120'>Disappear when event</led>
</group>
<group name='group'>
<led name='group0' top='220' left='77'>None</led>
<led name='group1' top='236' left='77'>1</led>
<led name='group2' top='252' left='77'>2</led>
<led name='group3' top='220' left='165'>3</led>
<led name='group4' top='236' left='165'>4</led>
<led name='group5' top='252' left='165'>5</led>
<led name='group6' top='220' left='254'>6</led>
<led name='group7' top='236' left='254'>7</led>
<led name='group8' top='252' left='254'>8</led>
<led name='group9' top='220' left='346'>9</led>
<led name='group10' top='236' left='346'>10</led>
</group>
<text top='203' left='372' width='195' height='78'>
A creature which is part of a special group does not exist until its created by a special encounter
(like special node type One-Time Place Town Encounter).
</text>
<text top='203' left='25' width='343' height='15'>What special encounter group is this creature a part of?</text>
<text top='133' left='301' width='222' height='44'>
For an explanation on how event codes work,
see the chapter in the instructions on the passing of time.
</text>
</dialog>