Files
oboe/rsrc/dialogs/convert-pics-now.xml
Celtic Minstrel 9d74f78df3 Implement all the missing parts of the Edit Sheets and Edit Sounds dialogs
- On load, the game now detects graphic sheets and sounds whose IDs are "discontinuous", as well as graphics intended to directly replace preset graphic sheets.
- Edit sheets dialog can now handle "discontinuous" graphics. (The edit sounds dialog already could.)
- Edit sheets dialog prompts user to create a new sheet if there are none already, and also if there are some but not ID 0 (in the latter case they can cancel and still edit the sheets).
- Edit sheets dialog prompts user to convert sheets if the scenario is legacy, rather than doing it silently
- Edit sheets dialog now has "new" and "delete" buttons
- Edit sounds dialog now has functioning "delete" button
2015-06-17 04:29:10 -04:00

15 lines
853 B
XML

<?xml version='1.0' encoding='UTF-8' standalone='no'?>
<?xml-stylesheet href="dialog.xsl" type="text/xsl"?>
<dialog skin='light' defbtn='convert'>
<pict type='dlog' num='16' top='6' left='6'/>
<text top='6' left='48' width='252' height='121'>
This scenario was loaded from a legacy file, and as such its custom graphics have not yet been converted.
They need to be converted before you can edit them in the scenario editor.
This will automatically happen when you save, but if you prefer, you can convert them now.
Be aware that the conversion converts white to transparency,
so it may create unwanted holes if you had terrain or dialog graphics that used pure white.
</text>
<button name='cancel' type='regular' top='131' left='234'>Cancel</button>
<button name='convert' type='large' top='131' left='128'>Convert Now</button>
</dialog>