Files
oboe/rsrc/dialogs/pick-race-abil.xml
Nat Quayle Nelson 500471bad1 assign escbtn and defbtn appropriately
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.
2025-03-30 11:51:12 -05:00

40 lines
2.5 KiB
XML

<?xml version='1.0' encoding='UTF-8' standalone='no'?>
<!-- NOTE: This file should be updated to use relative positioning the next time it changes. -->
<?xml-stylesheet href="dialog.xsl" type="text/xsl"?>
<!--TODO Need a cancel button. In other contexts (like preferences), Escape would discard changes in a submenu.-->
<dialog defbtn='done'>
<text size='large' top='9' left='55' width='181' height='16'>Special Characteristics:</text>
<pict type='dlog' num='7' top='6' left='6'/>
<button name='done' type='done' top='349' left='423'/>
<text size='large' top='30' left='55' width='65' height='18'>Species:</text>
<text name='xp' framed='true' top='352' left='254' width='50' height='16'/>
<text name='info' framed='true' top='282' left='15' width='300' height='59'>Select species and traits.</text>
<group name='race'>
<led name='race1' top='53' left='55'>Human (0%)</led>
<led name='race2' top='53' left='170'>Nephilim (12%)</led>
<led name='race3' top='53' left='285'>Slithzerikai (20%)</led>
<led name='race4' top='53' left='400'>Vahnatai (18%)</led>
</group>
<text size='large' top='74' left='55' width='126' height='16'>Advantages:</text>
<led name='good1' top='95' left='55'>Toughness (10%)</led>
<led name='good2' top='110' left='55'>Magically Apt. (20%)</led>
<led name='good3' top='125' left='55'>Ambidextrous (8%)</led>
<led name='good4' top='140' left='55'>Nimble Fingers (10%)</led>
<led name='good5' top='155' left='55'>Cave Lore (4%)</led>
<led name='good6' top='95' left='236'>Woodsman (6%)</led>
<led name='good7' top='110' left='236'>Good Constitution (10%)</led>
<led name='good8' top='125' left='236'>Highly Alert (7%)</led>
<led name='good9' top='140' left='236'>Exceptional Strength (12%)</led>
<led name='good10' top='155' left='236'>Recuperation (15%)</led>
<text top='352' left='19' width='216' height='16'>Experience needed to gain each level:</text>
<text size='large' top='178' left='55' width='126' height='16'>Disadvantages</text>
<led name='bad1' top='197' left='55'>Sluggish (-10%)</led>
<led name='bad2' top='212' left='55'>Magically Inept (-8%)</led>
<led name='bad3' top='227' left='55'>Frail (-8%)</led>
<led name='bad4' top='242' left='55'>Chronic Disease (-20%)</led>
<led name='bad5' top='257' left='55'>Bad Back (-8%)</led>
<led name='bad6' top='197' left='236'>Pacifist (-40%)</led>
<led name='bad7' top='212' left='236'>Anama Member (-10%)</led>
<text top='230' left='289' width='204' height='43'>Number in () is how much having that trait affects the experience you need to gain a level.</text>
</dialog>