- 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
16 lines
779 B
XML
16 lines
779 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='105' left='254'>OK</button>
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<button name='cancel' type='regular' def-key='esc' top='105' left='189'>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='271' height='66'>
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This features takes all of the text in your scenario
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(all dialogue, all special messages, all signs, etc.)
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and puts them into a file called ‘Scenario text’.
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All this text can then be easily spell-checked and proofread.
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</text>
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<text top='73' left='49' width='271' height='29'>
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Pulling out all of the text in your scenario takes a little while, so be patient.
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</text>
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</dialog> |