Files
oboe/rsrc/dialogs/save-legacy-scen.xml
Celtic Minstrel d19880a463 Stop storing preferences and legacy flags in the saved game
- Nuke global preference variables (they're now fetched with get_xxx_pref whenever needed)
- Nuke magic SDFs that store preferences and other info
- The only preferences now stored in the saved game are those related to difficulty
- play_sound no longer takes an option repeat parameter, but instead takes a delay which will be used if sounds are disabled
- SDF array increased to 350x50
- When saving a legacy scenario, a dialog is shown to remind you to update and to allow you to clear the legacy flag
2015-10-06 22:17:25 -04:00

32 lines
1.8 KiB
XML

<?xml version='1.0' encoding='UTF-8' standalone='no'?>
<?xml-stylesheet href="dialog.xsl" type="text/xsl"?>
<dialog defbtn='update'>
<pict type='dlog' num='16' top='6' left='6'/>
<text top='6' left='49' width='384' height='80'>
This scenario is currently set as a legacy scenario, meaning that certain mechanics are changed.
If you have updated the scenario to account for these changes, then click the Update button
to remove the legacy flag. If you have not yet updated the scenario, then click the Leave
button to keep the legacy flag.
</text>
<!--
TODO: I want to use font='plain' here but that makes it about 300% laggier
-->
<text top='80' left='49' width='384' height='200'>
The following details need to be accounted for before clearing the legacy flag (the presence
of the flag disables these changes):<br/><br/>
~ The Resurrect spell now requires Resurrection Balm to cast. If this scenario is for
high level parties, you should make sure that Resurrection Balm is available.<br/>
~ Specials are now called while boating through town. This was automatically fixed when
you first converted the scenario, but you may want to review any town specials set on
water just in case.<br/>
~ When special nodes are called in combat, the currently active PC is now selected by default.
This means that any Affect PC nodes will affect only that PC instead of the whole party.
You will need to add an explicit Select Target node to select the whole party if you want the
old behaviour.<br/>
~ Timed events can now be called when the party is resting. If the scenario relied on this not
happening, it may need to be updated.<br/>
</text>
<button name='update' type='regular' top='300' left='368'>Update</button>
<button name='cancel' type='regular' def-key='esc' top='300' left='302'>Leave</button>
</dialog>