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.
72 lines
4.3 KiB
XML
72 lines
4.3 KiB
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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<!--
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TODO: Assign numeric types (type = 'int' or 'uint') to fields as appropriate
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-->
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<field name='loot-item' top='178' left='194' width='64' height='16'/>
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<field name='loot-chance' top='178' left='464' width='64' height='16'/>
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<text top='216' left='120' width='40' height='16'>Magic:</text>
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<field name='magic-res' top='215' left='167' width='80' height='16'/>
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<text top='246' left='120' width='40' height='16'>Fire:</text>
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<field name='fire-res' top='245' left='167' width='80' height='16'/>
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<text top='216' left='273' width='40' height='16'>Cold:</text>
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<field name='cold-res' top='215' left='320' width='80' height='16'/>
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<text top='246' left='273' width='40' height='16'>Poison:</text>
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<field name='poison-res' top='245' left='320' width='80' height='16'/>
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<led name='mindless' top='215' left='415'>Mindless</led>
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<led name='amorph' top='230' left='415'>Amorphous</led>
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<led name='invuln' top='245' left='415'>Invulnerable</led>
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<pict type='dlog' num='16' top='8' left='8'/>
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<text size='large' top='6' left='50' width='158' height='16'>Edit Monster Abilities</text>
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<text framed='true' top='6' left='222' width='111' height='14'>Monster number:</text>
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<text name='num' framed='true' top='8' left='340' width='37' height='14'/>
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<text top='2' left='408' width='184' height='54'>
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Enter properties for this monster type. For a detailed
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description of the fields, see the documentation.
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</text>
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<text size='large' top='54' left='7' width='110' height='14'>Special abilities:</text>
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<stack name='abils'>
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<text name='abil-name1' framed='true' top='54' left='124' width='183' height='14'/>
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<text name='abil-name2' framed='true' top='80' left='124' width='183' height='14'/>
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<text name='abil-name3' framed='true' top='106' left='124' width='183' height='14'/>
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<text name='abil-name4' framed='true' top='132' left='124' width='183' height='14'/>
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<button name='abil-edit1' type='regular' top='51' left='314'>Add</button>
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<button name='abil-edit2' type='regular' top='77' left='314'>Add</button>
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<button name='abil-edit3' type='regular' top='103' left='314'>Add</button>
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<button name='abil-edit4' type='regular' top='129' left='314'>Add</button>
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</stack>
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<button name='abil-up' type='up' top='82' left='30'/>
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<button name='abil-down' type='down' top='107' left='30'/>
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<text size='large' top='160' left='7' width='158' height='16'>Special treasure:</text>
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<text top='179' left='23' width='162' height='14'>Item to drop when killed:</text>
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<text top='179' left='270' width='186' height='14'>Chance of dropping: (0-100)</text>
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<text top='211' left='9' width='108' height='112'>Monster resistances:<br/><br/>
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This is the % of full damage the monster takes when of this type.<br/>
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e.g. 0 - no damage, 100 - normal, 200 - double
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</text>
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<text top='81' left='420' width='94' height='14'>Summon type:</text>
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<group name='summon'>
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<led name='s0' state='off' top='85' left='505'>Weak (no summon)</led>
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<led name='s1' state='off' top='100' left='505'>Type 1</led>
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<led name='s2' state='off' top='115' left='505'>Type 2</led>
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<led name='s3' state='off' top='130' left='505'>Type 3</led>
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<led name='s4' state='off' top='145' left='505'>Unique (no summon)</led>
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</group>
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<led name='invis' size='small' top='280' left='120'>
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This monster is naturally and permanently invisible.
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</led>
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<led name='guard' size='small' top='296' left='120'>
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This monster is a guard - when the town goes hostile, it will hunt the party down.
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</led>
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<text top='331' left='10' width='250' height='16'>Special node to call when monster first seen</text>
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<field name='onsee' top='330' left='270' width='50' height='16'/>
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<button name='edit-see' type='large' top='327' left='330'>Create/Edit</button>
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<text top='361' left='10' width='250' height='16'>Monster vocalization sound</text>
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<field name='snd' top='360' left='270' width='50' height='16'/>
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<button name='pick-snd' type='regular' top='357' left='330'>Choose</button>
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<button name='okay' type='regular' top='385' left='572'>OK</button>
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<button name='cancel' type='regular' top='385' left='506'>Cancel</button>
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</dialog>
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