- 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
18 lines
945 B
XML
18 lines
945 B
XML
<?xml version='1.0' encoding='UTF-8' standalone='no'?>
|
||
<?xml-stylesheet href="dialog.xsl" type="text/xsl"?>
|
||
<dialog defbtn='okay'>
|
||
<button name='okay' type='regular' top='143' left='252'>OK</button>
|
||
<button name='cancel' type='regular' def-key='esc' top='143' left='187'>Cancel</button>
|
||
<pict type='dlog' num='16' top='6' left='6'/>
|
||
<text top='6' left='49' width='271' height='66'>
|
||
You are about to delete the last town in your scenario’s town list
|
||
(so if you have 10 towns in your scenario, the tenth will disappear).
|
||
This change will immediately be saved, and can’t be undone.
|
||
</text>
|
||
<text top='127' left='49' width='268' height='14'>Are you sure you want to do this?</text>
|
||
<text top='73' left='49' width='276' height='53'>
|
||
Make sure to remove all outdoor entrances to the deleted town,
|
||
as well as all references to it in special encounters.
|
||
Failure to do so will result in scenario run-time errors.
|
||
</text>
|
||
</dialog> |