- 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
14 lines
741 B
XML
14 lines
741 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='okay'>
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<button name='okay' type='regular' top='103' left='251'>OK</button>
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<button name='cancel' type='regular' def-key='esc' top='103' left='186'>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='54'>
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You are about to set this location at the parties outdoor starting location.
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When the party starts the scenario and leaves the town they start in, this is where they will be.
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</text>
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<text top='61' left='49' width='268' height='39'>
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To set the town the party starts in, use the Set Starting Location option in the Scenario menu.
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</text>
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</dialog> |