- Introduce enum for step sounds - Remove union for treating terrain flags as either signed or unsigned Editor: - Add Choose button to select the "transform to" terrain. - Implement Choose buttons as appropriate for the terrain flags, including editing the special that a terrain calls. - Range-check the terrain flags. - Add Custom button to choose a town as the combat arena. - Fix/tweak/improve several of the terrain flag prompts. - Fix placing shortcut key in field as its ASCII code instead of the letter - Fix some of the range checks that were already in place but were incorrect or improperly static Game: - The wilderness terrain types now allow specifying how many d6's of food you get when hunting there. - Crumbling terrain uses flag 2 instead of 3 to determine method (flag 2 was supposed to be strength but was never used) - Merge two functions that did almost exactly the same thing (namely altering a terrain space and potentially updating conveyor/lights info) - Merge switch_level into handle_lever since it was the only place it was called - Remove global store_special_loc; the location is stored in the stuff_done array now - Change when use/step on terrains will now update lighting if they changed to a terrain with a different light level - Terrains that call a special no longer support mixed global/local modes - they either always call a local special or always call a global special - Use previously unused swap_ter function (which did the exact same thing as the swap terrain special node) Dialog Engine: - Don't "erase" invisible icons or buttons; it's not necessary, since the entire window is filled with background before the draw() method is called, and it causes problems in case of overlapping elements.
14 lines
785 B
XML
14 lines
785 B
XML
<?xml version='1.0' encoding='UTF-8' standalone='no'?>
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<?xml-stylesheet href="dialog.xsl" type="text/xsl"?>
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<dialog defbtn='cancel'>
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<pict type='dlog' num='16' top='8' left='8'/>
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<text top='8' left='50' width='300' height='80'>
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This terrain type is set to call a local special when used or stepped on.
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That means it will call the special with the given ID in the current area, whether town or outdoors.
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From here you can edit the corresponding special node in the currently active town or outdoor section.
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Which would you like to edit?
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</text>
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<button name='town' type='large' top='90' left='10'>Edit Town</button>
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<button name='out' type='large' top='90' left='125'>Edit Outdoor</button>
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<button name='cancel' type='regular' top='90' left='287'>Cancel</button>
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</dialog> |