Behaviorally: This change makes it so that Enter will never cancel a dialog, unless that dialog only contains info to be read. Escape will never unpredictably be treated as Enter. And some dialogs without Escape to cancel, now can be canceled with Escape. A lot of this just refactors dialogs to define the cancel button at the top, not as a hotkey on a cancel button deep in the XML. I think this makes enter/escape behavior in dialogxml files more legible at a glance.
15 lines
726 B
XML
15 lines
726 B
XML
<?xml version='1.0' encoding='UTF-8' standalone='no'?>
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<!-- NOTE: This file should be updated to use relative positioning the next time it changes. -->
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<?xml-stylesheet href="dialog.xsl" type="text/xsl"?>
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<dialog defbtn='okay' escbtn='cancel'>
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<button name='okay' type='regular' top='89' left='252'>OK</button>
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<button name='cancel' type='regular' top='89' left='187'>Cancel</button>
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<pict type='dlog' num='16' top='6' left='6'/>
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<text top='6' left='49' width='270' height='81'>
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This option places random items in this town.
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Certain terrain types will randomly get relevant items.
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To set which items are placed on what terrain types,
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select Edit Item Placement Shortcuts from the Scenario menu.
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</text>
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</dialog>
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