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Blscened.rc
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// Microsoft Visual C++ generated resource script.
//
#include "resource.h"
#define APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 2 resource.
//
#define APSTUDIO_HIDDEN_SYMBOLS
#include "windows.h"
#undef APSTUDIO_HIDDEN_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
#undef APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_NEUD)
#ifdef _WIN32
LANGUAGE LANG_NEUTRAL, SUBLANG_DEFAULT
#pragma code_page(932)
#endif //_WIN32
/////////////////////////////////////////////////////////////////////////////
//
// Cursor
//
IDC_CURSOR130 CURSOR "Resources/sword.cur"
IDC_CURSOR131 CURSOR "Resources/eyedrop.cur"
IDC_CURSOR132 CURSOR "Resources/paintbrush.cur"
IDC_CURSOR133 CURSOR "Resources/spraycan.cur"
IDC_CURSOR134 CURSOR "Resources/eraser.cur"
IDC_CURSOR135 CURSOR "Resources/rect ul.cur"
IDC_CURSOR136 CURSOR "Resources/rect dr.cur"
IDC_CURSOR137 CURSOR "Resources/hand.cur"
IDC_CURSOR138 CURSOR "Resources/rect up.cur"
IDC_CURSOR139 CURSOR "Resources/rect dw.cur"
IDC_CURSOR140 CURSOR "Resources/blocked.cur"
IDC_CURSOR141 CURSOR "Resources/web.cur"
IDC_CURSOR142 CURSOR "Resources/crate.cur"
IDC_CURSOR143 CURSOR "Resources/barrel.cur"
IDC_CURSOR144 CURSOR "Resources/barrier.cur"
IDC_CURSOR145 CURSOR "Resources/oblique.cur"
IDC_CURSOR146 CURSOR "Resources/facing.cur"
IDC_CURSOR147 CURSOR "Resources/boat.cur"
IDC_CURSOR148 CURSOR "Resources/horse.cur"
IDC_CURSOR149 CURSOR "Resources/bucket.cur"
IDC_CURSOR150 CURSOR "Resources/smallblood.cur"
IDC_CURSOR151 CURSOR "Resources/mediumblood.cur"
IDC_CURSOR152 CURSOR "Resources/largeblood.cur"
IDC_CURSOR153 CURSOR "Resources/smallslime.cur"
IDC_CURSOR154 CURSOR "Resources/largeslime.cur"
IDC_CURSOR155 CURSOR "Resources/driedblood.cur"
IDC_CURSOR156 CURSOR "Resources/bones.cur"
IDC_CURSOR157 CURSOR "Resources/rocks.cur"
IDC_CURSOR158 CURSOR "Resources/script.cur"
/////////////////////////////////////////////////////////////////////////////
//
// Icon
//
// Icon with lowest ID value placed first to ensure application icon
// remains consistent on all systems.
IDI_BOA3DEDITOR ICON "Resources/BladesofAvernumEditor.ico"
IDI_SMALL ICON "Resources/BladesofAvernumEditor.ico"
/////////////////////////////////////////////////////////////////////////////
//
// 100
//
1 100 "Resources/snd0.wav"
2 100 "Resources/snd1.wav"
4 100 "Resources/snd3.wav"
35 100 "Resources/snd34.wav"
38 100 "Resources/snd34.wav"
/////////////////////////////////////////////////////////////////////////////
//
// Menu
//
IDC_BOA3DEDITOR MENU
BEGIN
POPUP "&File"
BEGIN
MENUITEM "&Open Scenario\tCtrl+O", 1
MENUITEM "&Save Scenario\tCtrl+S", 2
MENUITEM "&New Scenario\tCtrl+N", 3
MENUITEM "&Import Blades of Exile Scenario\t- - - -", 4
MENUITEM SEPARATOR
MENUITEM "&Quit\tCtrl+Q", 6
END
POPUP "&Edit"
BEGIN
MENUITEM "&Undo\tCtrl+Z", 101
MENUITEM "&Redo\tCtrl+Y", 102
MENUITEM SEPARATOR
MENUITEM "Selected Objects:", 103
MENUITEM "&Cut\tCtrl+X", 104
MENUITEM "&Copy\tCtrl+C", 105
MENUITEM "&Paste\tCtrl+V", 106
MENUITEM "&Delete\tCtrl+A", 107
MENUITEM "Clear Lower Left &Screen\tCtrl+B", 108
MENUITEM "Continual &Delete\tEnd", 109
MENUITEM "&Delete Selected Only\tBackspace", 120
MENUITEM SEPARATOR
MENUITEM "Rotate &Hintbook Modes\tBackslash", 121
MENUITEM "Decrease &View Mode\tCtrl+E", 110
MENUITEM "Increase &View Mode\tCtrl+F", 111
MENUITEM "Decrease Drawing Number &Mode\tCtrl+G", 112
MENUITEM "Increase Drawing Number &Mode\tCtrl+H", 113
MENUITEM "Decrease &Object Number Mode\tCtrl+9", 114
MENUITEM "Increase &Object Number Mode\tCtrl+0", 115
MENUITEM "Decrease &Group Display Mode\tF11", 124
MENUITEM "Increase &Group Display Mode\tF12", 125
MENUITEM SEPARATOR
MENUITEM "Load Outdoor Zone &Above\tCtrl+Up", 122
MENUITEM "Load &Previous Outdoor Zone/Town\tCtrl+Left", 117
MENUITEM "Load &Next Outdoor Zone/Town\tCtrl+Right", 118
MENUITEM "Load Outdoor Zone &Below\tCtrl+Down", 123
END
POPUP "&Scenario"
BEGIN
MENUITEM "Edit &Town\tCtrl+T", 201
MENUITEM "&Import Town", 214
MENUITEM "&Create New Town", 203
MENUITEM "&Delete Last Town", 218
MENUITEM SEPARATOR
MENUITEM "Edit Outdoo&r Section\tCtrl+R", 202
MENUITEM "&Import Outdoor Section", 215
MENUITEM "Change &Outdoor Size", 220
MENUITEM SEPARATOR
MENUITEM "&Basic Scenario Details", 205
MENUITEM "Set &Label Icon", 206
MENUITEM "Intro Text &1", 207
MENUITEM "Intro Text &2", 208
MENUITEM "Intro Text &3", 209
MENUITEM SEPARATOR
MENUITEM "Edit &Horses", 221
MENUITEM "Clear All &Horses", 223
MENUITEM "&Edit Boats", 222
MENUITEM "Cl&ear All Boats", 224
MENUITEM SEPARATOR
MENUITEM "Reload &Scenario Data Script", 212
MENUITEM "Clean Up &Walls", 213
MENUITEM "Set &Variable Town Entry", 216
MENUITEM "Edit Item &Placement Shortcuts", 217
END
POPUP "&Town"
BEGIN
MENUITEM "&Load Different Town\tCtrl+L", 301
MENUITEM "Town &Details\tCtrl+D", 302
MENUITEM "Town &Wandering Monsters", 303
MENUITEM "Set Town &Boundaries", 304
MENUITEM "&Frill Up Terrain", 305
MENUITEM "Remo&ve Terrain Frills", 306
MENUITEM "Edit &Area Descriptions", 307
MENUITEM SEPARATOR
MENUITEM "&Set Starting Location", 309
MENUITEM SEPARATOR
MENUITEM "Add &Random Items", 311
MENUITEM "Set All Items &Not Property", 312
MENUITEM "S&et All Items Property", 313
MENUITEM "Clear All &Items", 315
MENUITEM SEPARATOR
MENUITEM "Alter Many &Monsters", 320
MENUITEM "Clear All &Monsters", 316
MENUITEM SEPARATOR
MENUITEM "&Clear All Special Encounters", 317
MENUITEM "Clear All &Preset Fields", 318
MENUITEM "Clear All Placed S&tains", 319
END
POPUP "&Outdoors"
BEGIN
MENUITEM "&Load Different Outdoor Section\tCtrl+L", 401
MENUITEM "Outdoor &Details\tCtrl+D", 402
MENUITEM "Outdoor &Wandering Monsters", 403
MENUITEM "&Outdoor Special Encounters", 404
MENUITEM "Outdoor &Preset Encounters", 405
MENUITEM "&Frill Up Terrain", 406
MENUITEM "Remo&ve Terrain Frills", 407
MENUITEM "Edit &Area Descriptions", 408
MENUITEM SEPARATOR
MENUITEM "&Set Starting Location", 410
MENUITEM SEPARATOR
MENUITEM "&Clear All Placed Specials", 412
END
POPUP "I&1"
BEGIN
MENUITEM "Dummy", 600
END
POPUP "I&2"
BEGIN
MENUITEM "Dummy", 601
END
POPUP "I&3"
BEGIN
MENUITEM "Dummy", 602
END
POPUP "I&4"
BEGIN
MENUITEM "Dummy", 603
END
POPUP "I&5"
BEGIN
MENUITEM "Dummy", 604
END
POPUP "I&6"
BEGIN
MENUITEM "Dummy", 605
END
POPUP "I&7"
BEGIN
MENUITEM "Dummy", 606
END
POPUP "I&8"
BEGIN
MENUITEM "Dummy", 607
END
POPUP "I&9"
BEGIN
MENUITEM "Dummy", 608
END
POPUP "I1&0"
BEGIN
MENUITEM "Dummy", 609
END
POPUP "&C1"
BEGIN
MENUITEM "Dummy", 700
END
POPUP "&C2"
BEGIN
MENUITEM "Dummy", 701
END
POPUP "&C3"
BEGIN
MENUITEM "Dummy", 702
END
POPUP "&C4"
BEGIN
MENUITEM "Dummy", 703
END
POPUP "&Query"
BEGIN
MENUITEM "&Original 2D Editor Credits", 1501
MENUITEM "3D Editor &Credits", 1502
MENUITEM "Blades Of Avernum: &Getting Started", 1503
MENUITEM SEPARATOR
MENUITEM "Query Functions:",1512
MENUITEM "Write Scenario Data To Text File\tCtrl+&1", 1504
MENUITEM "Write Scenario Text To Text File\tCtrl+&2", 1511
MENUITEM "Full Write up: Outdoor/Town Names\tCtrl+&3", 1505
MENUITEM "All Outdoor Zones: Full Write up\tCtrl+&4", 1509
MENUITEM "Current Outdoor Zone: Full Write up\tCtrl+&5", 1510
MENUITEM "Town: Write Data To File\tCtrl+&6", 1506
MENUITEM "Town: Full Write Data To File\tCtrl+&7", 1507
MENUITEM "&Repeat Printing of Last File\tCtrl+P", 1508
MENUITEM SEPARATOR
MENUITEM "Print Out BoA Floor Data", 1517
MENUITEM "Print Out BoA Terrain Data", 1518
MENUITEM "Print Out BoA Creature Data", 1519
MENUITEM "Print Out BoA Item Data", 1520
MENUITEM SEPARATOR
MENUITEM "&Shortcut Keys 1: Folio Keys and Mouse", 1513
MENUITEM "&Shortcut Keys 2: Number Pad and Nearby Keys", 1514
MENUITEM "&Shortcut Keys 3: Main Keyboard", 1515
// MENUITEM SEPARATOR
// MENUITEM "Programmer Functions:",1518
// MENUITEM "Display a specified dialog\tCtrl+M", 1519
END
END
/////////////////////////////////////////////////////////////////////////////
//
// Accelerator Keys:
//
IDC_BOA3DEDITOR ACCELERATORS
BEGIN
"^A", 107, ASCII, NOINVERT
"^B", 108, ASCII, NOINVERT
"^C", 105, ASCII, NOINVERT
"^E", 110, ASCII, NOINVERT
"^F", 111, ASCII, NOINVERT
"^G", 112, ASCII, NOINVERT
"^H", 113, ASCII, NOINVERT
"^I", 1609, ASCII, NOINVERT
"^J", 117, ASCII, NOINVERT
"^K", 118, ASCII, NOINVERT
"^M", 1519, ASCII, NOINVERT
"^N", 3, ASCII, NOINVERT
"^O", 1, ASCII, NOINVERT
"^P", 1508, ASCII, NOINVERT
"^Q", 6, ASCII, NOINVERT
"^R", 202, ASCII, NOINVERT
"^S", 2, ASCII, NOINVERT
"^T", 201, ASCII, NOINVERT
"^V", 106, ASCII, NOINVERT
"^X", 104, ASCII, NOINVERT
"^Y", 102, ASCII, NOINVERT
"^Z", 101, ASCII, NOINVERT
"^1", 1504, ASCII, NOINVERT
"^2", 1511, ASCII, NOINVERT
"^3", 1505, ASCII, NOINVERT
"^4", 1509, ASCII, NOINVERT
"^5", 1510, ASCII, NOINVERT
"^6", 1506, ASCII, NOINVERT
"^7", 1507, ASCII, NOINVERT
"^9", 114, ASCII, NOINVERT
"^0", 115, ASCII, NOINVERT
VK_LEFT, 117, VIRTKEY, CONTROL, NOINVERT
VK_RIGHT, 118, VIRTKEY, CONTROL, NOINVERT
VK_UP, 122, VIRTKEY, CONTROL, NOINVERT
VK_DOWN, 123, VIRTKEY, CONTROL, NOINVERT
VK_TAB, 1609, VIRTKEY, CONTROL, NOINVERT
// "^D", 302/402, ASCII, NOINVERT
// "^L", 301/401, ASCII, NOINVERT
END
// Currently available: U,W
/////////////////////////////////////////////////////////////////////////////
//
// Dialog
//
800 DIALOG 10, 10, 516, 211 // Create a new scenario screen 1
STYLE WS_POPUP | WS_DLGFRAME
BEGIN
DEFPUSHBUTTON "OK",1,448,410,31,10,WS_GROUP
LTEXT "6_0",2,35,90,410,20
LTEXT "6_0",3,35,180,210,20
LTEXT "1_63",4,398,250,62,16
LTEXT "~Create a new scenario:",5,28,20,194,14
LTEXT "What is the file name for your new scenario? (max. length 20 characters, letters only) | Examples: thorham, dragonq",6,30,125,292,56
LTEXT "What is the name of your new scenario? (max. length 49 characters) | Examples: 'Hammer of Thor', 'Dragon's Quest'",7,30,46,410,40
LTEXT "0_5",8,332,250,62,16
LTEXT "*Start with surface terrain",9,30,220,177,15
LTEXT "2_0",10,211,223,38,15
END
801 DIALOG 10, 10, 467, 392 // Create a new scenario screen 2
STYLE WS_POPUP | WS_DLGFRAME
BEGIN
DEFPUSHBUTTON "OK",1,281,268,31,10,WS_GROUP
LTEXT "6_0",2,281,117,75,16
LTEXT "6_0",3,281,143,75,16
LTEXT "+",4,27,46,405,124
LTEXT "+",5,27,179,405,172
LTEXT "0_5",6,305,361,62,16
LTEXT "1_63",7,371,361,60,15
LTEXT "~How big is your scenario?",8,24,24,278,17
LTEXT "~Size of Outdoors:",9,31,50,158,18
LTEXT "The outdoors for your scenario can have up to 100 48x48 sections. Note, however, that more than 50 sections may be a bit too large.",10,42,70,377,39
LTEXT "Your scenario will start with one 48x48 town. You can add more small, medium, and large towns once the scenario is created.",11,31,191,383,52
LTEXT "*Width of outdoors (0...50)",12,89,118,181,15
LTEXT "*Height of outdoors (0...50)",13,89,143,181,15
LTEXT "~Place a starter town?",14,31,246,235,16
LTEXT "If this option is selected, Town number 0 in your scenario is 'Warrior's Grove,' a predesigned town with shops, inns, etc. This is a GREAT place to start for beginner scenario designers, and lets you put off designing characters.",15,42,263,383,53
LTEXT "*Include starter town",16,91,321,134,15
LTEXT "2_0",17,229,324,38,15
END
803 DIALOG 10, 10, 610, 387 // Basic Scenario Details
STYLE WS_POPUP | WS_DLGFRAME
BEGIN
DEFPUSHBUTTON "OK",1,579,523,31,10,WS_GROUP
LTEXT "6_0",2,158,98,43,16
LTEXT "6_0",3,211,98,43,16
LTEXT "6_0",4,264,98,43,16
LTEXT "6_0",5,158,124,380,47
LTEXT "6_0",6,158,179,380,60
LTEXT "6_0",7,158,252,380,22
LTEXT "6_0",8,158,286,44,16
LTEXT "6_0",9,269,286,44,16
LTEXT "1_63",10,500,392,54,16
LTEXT "2_0",11,156,323,23,14
LTEXT "2_0",12,156,340,23,14
LTEXT "2_0",13,156,357,23,14
LTEXT "2_0",14,156,374,32,15
LTEXT "*High",15,219,287,43,15
LTEXT "*Level range: Low ",16,26,287,135,14
LTEXT "*Scenario Name:",17,26,251,121,17
LTEXT "*Rating:",18,26,319,54,14
LTEXT "*Everyone",19,83,319,46,15
LTEXT "*Teen",20,83,336,46,15
LTEXT "*Mature",21,83,353,46,15
LTEXT "*Adult",22,83,370,64,16
LTEXT "This is where you can define the various pieces of information the user will see when deciding whether or not to play your scenario. The meanings of all these fields are given in the documentation.",23,27,41,511,53
LTEXT "~Scenario Details",24,27,24,256,17
LTEXT "*Version number:",25,26,99,120,14
LTEXT "*Credits:",26,26,125,125,14
LTEXT "*Description:",27,26,182,120,14
LTEXT "0_5",28,432,392,62,16
END
804 DIALOG 10, 10, 700, 700 // Scenario Icon/Intro
STYLE WS_POPUP | WS_DLGFRAME
BEGIN
DEFPUSHBUTTON "OK",1,369,337,31,10,WS_GROUP
LTEXT "6_0",2,33,134,520,59
LTEXT "6_0",3,33,200,520,59
LTEXT "6_0",4,33,266,520,59
LTEXT "6_0",5,33,332,520,59
LTEXT "6_0",6,33,398,520,59
LTEXT "6_0",7,33,464,520,59
LTEXT "6_0",8,410,76,70,16
LTEXT "1_63",9,489,560,61,16
LTEXT "0_5",10,423,560,63,16
LTEXT "~Scenario Icon/Intro",11,26,27,256,17
LTEXT "You can select a graphic the user sees when seeing this part of the intro. Give the resource number for a graphic which you provide. If you are not providing a custom graphic for this, leave this at -1.",12,26,46,313,64
LTEXT "~Introductory text:",13,26,114,136,15
LTEXT "*Graphic to display:",14,394,56,149,14
LTEXT "*Text number (0..2):",15,394,114,116,15
LTEXT "*a",16,530,114,46,15
LTEXT "Cut, Copy and Paste functions can only be accessed by right-clicking the relevant text box.",17,33,534,520,14
END
805 DIALOG 10, 10, 545, 172 // Set Label Icon
STYLE WS_POPUP | WS_DLGFRAME
BEGIN
DEFPUSHBUTTON "OK",1,369,337,31,10,WS_GROUP
LTEXT "6_0",2,387,74,70,16
LTEXT "1_63",3,430,127,61,16
LTEXT "0_5",4,364,127,62,16
LTEXT "~Scenario Label Picture",5,26,27,256,17
LTEXT "You can select what icon the user sees when |selecting your scenario. Give the number of a |graphics resource that contains a 64x64 icon. |If you don't know what to enter, the icons |available are listed in the documentation.",6,26,46,313,64
LTEXT "*Scenario icon number:",7,344,49,149,14
END
808 DIALOG 10,10,610,449 // Edit Horses Dialog Screen
STYLE WS_POPUP | WS_DLGFRAME
BEGIN
DEFPUSHBUTTON "OK",1,272,357,31,10,WS_GROUP
LTEXT "6_0",2,184,163,67,16
LTEXT "6_0",3,184,191,67,16
LTEXT "6_0",4,184,219,67,16
LTEXT "6_0",5,184,247,67,16
LTEXT "6_0",6,184,275,67,16
LTEXT "6_0",7,184,303,67,16
LTEXT "6_0",8,299,163,39,16
LTEXT "6_0",9,299,191,39,16
LTEXT "6_0",10,299,219,39,16
LTEXT "6_0",11,299,247,39,16
LTEXT "6_0",12,299,275,39,16
LTEXT "6_0",13,299,303,39,16
LTEXT "6_0",14,380,163,39,16
LTEXT "6_0",15,380,191,39,16
LTEXT "6_0",16,380,219,39,16
LTEXT "6_0",17,380,247,39,16
LTEXT "6_0",18,380,275,39,16
LTEXT "6_0",19,380,303,39,16
LTEXT "1_63",20,520,394,75,16
LTEXT "0_2",21,32,394,63,16
LTEXT "0_3",22,95,394,75,16
LTEXT "*",23,132,163,46,14
LTEXT "*",24,132,191,46,14
LTEXT "*",25,133,219,46,14
LTEXT "*",26,133,247,46,14
LTEXT "*",27,133,274,46,14
LTEXT "*",28,133,302,46,14
LTEXT "5_716",29,-12,28,36,36
LTEXT "~Edit Horses",30,30,26,256,17
LTEXT "There can be up to 30 horses in your scenario, each of which must start in some town. The horses can start as the party's property, if you want.",31,30,45,479,30
LTEXT "Leave the town at -1 to make the horse not exist. |Note that horses can't walk over certain terrain types (like floors). Be careful not to place horses where they're stuck and can't escape. This makes them sad.",32,30,77,479,41
LTEXT "*Town to start in",33,169,133,106,14
LTEXT "*X Location in town",34,280,127,76,25
LTEXT "*Y Location in town",35,362,127,81,26
LTEXT "*Horse number",36,30,163,97,14
LTEXT "*Horse number",37,30,191,97,14
LTEXT "*Horse number",38,31,219,97,14
LTEXT "*Horse number",39,31,247,97,14
LTEXT "*Horse number",40,31,274,97,14
LTEXT "*Horse number",41,31,302,97,14
LTEXT "*Not Party Property",42,447,127,70,26
LTEXT "2_0",43,458,163,46,14
LTEXT "2_0",44,458,191,46,14
LTEXT "2_0",45,458,219,46,14
LTEXT "2_0",46,458,247,46,14
LTEXT "2_0",47,458,275,46,14
LTEXT "2_0",48,458,303,46,14
LTEXT "0_53",49,520,161,66,23
LTEXT "0_53",50,520,189,66,23
LTEXT "0_53",51,520,217,66,23
LTEXT "0_53",52,520,245,66,23
LTEXT "0_53",53,520,273,66,23
LTEXT "0_53",54,520,301,66,23
LTEXT "This collection of horse records will have no effect in the game itself, unless you insert the printout into the Start scen state of your scenario. Printout is found at the bottom of the file created by the Write Scenario Text To Text File command.",55,30,334,479,41
END
809 DIALOG 10,10,610,449 // Edit Boats Dialog Screen
STYLE WS_POPUP | WS_DLGFRAME
BEGIN
DEFPUSHBUTTON "OK",1,272,357,31,10,WS_GROUP
LTEXT "6_0",2,184,163,67,16
LTEXT "6_0",3,184,191,67,16
LTEXT "6_0",4,184,219,67,16
LTEXT "6_0",5,184,247,67,16
LTEXT "6_0",6,184,275,67,16
LTEXT "6_0",7,184,303,67,16
LTEXT "6_0",8,299,163,39,16
LTEXT "6_0",9,299,191,39,16
LTEXT "6_0",10,299,219,39,16
LTEXT "6_0",11,299,247,39,16
LTEXT "6_0",12,299,275,39,16
LTEXT "6_0",13,299,303,39,16
LTEXT "6_0",14,380,163,39,16
LTEXT "6_0",15,380,191,39,16
LTEXT "6_0",16,380,219,39,16
LTEXT "6_0",17,380,247,39,16
LTEXT "6_0",18,380,275,39,16
LTEXT "6_0",19,380,303,39,16
LTEXT "1_63",20,520,394,75,16
LTEXT "0_2",21,32,394,63,16
LTEXT "0_3",22,95,394,75,16
LTEXT "*",23,132,163,46,14
LTEXT "*",24,132,191,46,14
LTEXT "*",25,133,219,46,14
LTEXT "*",26,133,247,46,14
LTEXT "*",27,133,274,46,14
LTEXT "*",28,133,302,46,14
LTEXT "5_716",29,-12,28,36,36
LTEXT "~Edit Boats",30,30,26,256,17
LTEXT "There can be up to 30 boats in your scenario, each of which must start in some town. The boats can start as the party's property, if you want.",31,30,45,479,30
LTEXT "Leave the town at -1 to make the boat not exist.",32,30,77,479,41
LTEXT "*Town to start in",33,169,133,106,14
LTEXT "*X Location in town",34,280,127,76,25
LTEXT "*Y Location in town",35,362,127,81,26
LTEXT "*Boat number",36,30,163,97,14
LTEXT "*Boat number",37,30,191,97,14
LTEXT "*Boat number",38,31,219,97,14
LTEXT "*Boat number",39,31,247,97,14
LTEXT "*Boat number",40,31,274,97,14
LTEXT "*Boat number",41,31,302,97,14
LTEXT "*Not Party Property",42,447,127,70,26
LTEXT "2_0",43,458,163,46,14
LTEXT "2_0",44,458,191,46,14
LTEXT "2_0",45,458,219,46,14
LTEXT "2_0",46,458,247,46,14
LTEXT "2_0",47,458,275,46,14
LTEXT "2_0",48,458,303,46,14
LTEXT "0_53",49,520,161,66,23
LTEXT "0_53",50,520,189,66,23
LTEXT "0_53",51,520,217,66,23
LTEXT "0_53",52,520,245,66,23
LTEXT "0_53",53,520,273,66,23
LTEXT "0_53",54,520,301,66,23
LTEXT "This collection of boat records will have no effect in the game itself, unless you insert the printout into the Start scen state of your scenario. Printout is found at the bottom of the file created by the Write Scenario Text To Text File command.",55,30,334,479,41
END
810 DIALOG 10, 10, 521, 434 // Variable Town Entry
STYLE WS_POPUP | WS_DLGFRAME
BEGIN
DEFPUSHBUTTON "OK",1,397,550,67,16,WS_GROUP
LTEXT "6_0",2,118,160,40,16
LTEXT "6_0",3,118,188,40,16
LTEXT "6_0",4,118,216,40,16
LTEXT "6_0",5,118,244,40,16
LTEXT "6_0",6,118,272,40,16
LTEXT "6_0",7,118,300,40,16
LTEXT "6_0",8,118,328,40,16
LTEXT "6_0",9,118,356,40,16
LTEXT "6_0",10,118,384,40,16
LTEXT "6_0",11,118,412,40,16
LTEXT "6_0",12,204,160,40,16
LTEXT "6_0",13,204,188,40,16
LTEXT "6_0",14,204,216,40,16
LTEXT "6_0",15,204,244,40,16
LTEXT "6_0",16,204,272,40,16
LTEXT "6_0",17,204,300,40,16
LTEXT "6_0",18,204,328,40,16
LTEXT "6_0",19,204,356,40,16
LTEXT "6_0",20,204,384,40,16
LTEXT "6_0",21,204,412,40,16
LTEXT "6_0",22,290,160,40,16
LTEXT "6_0",23,290,188,40,16
LTEXT "6_0",24,290,216,40,16
LTEXT "6_0",25,290,244,40,16
LTEXT "6_0",26,290,272,40,16
LTEXT "6_0",27,290,300,40,16
LTEXT "6_0",28,290,328,40,16
LTEXT "6_0",29,290,356,40,16
LTEXT "6_0",30,290,384,40,16
LTEXT "6_0",31,290,412,40,16
LTEXT "1_63",32,510,495,67,16
LTEXT "~Variable Town Entry",33,24,24,256,17
LTEXT "*When the party enters a town, you can have the exact town entered vary, depending on circumstances. To do this, specify a town number below, and the Stuff Done Flag (X,Y) whose value will be added to the town number when that town is entered.",34,24,43,520,40
LTEXT "*Leave the town at -1 for this to have no effect. For more information on how this works, see the documentation.",35,24,86,520,27
LTEXT "*Town Entered",36,110,125,50,25
LTEXT "*Stuff Done Flag: X",37,197,125,93,25
LTEXT "*Stuff Done Flag: Y",38,283,125,93,25
LTEXT "0_109",39,35,158,75,16
LTEXT "0_109",40,35,186,75,16
LTEXT "0_109",41,35,214,75,16
LTEXT "0_109",42,35,242,75,16
LTEXT "0_109",43,35,270,75,16
LTEXT "0_109",44,35,298,75,16
LTEXT "0_109",45,35,326,75,16
LTEXT "0_109",46,35,354,75,16
LTEXT "0_109",47,35,382,75,16
LTEXT "0_109",48,35,410,75,16
LTEXT "+",49,360,160,200,16
LTEXT "+",50,360,188,200,16
LTEXT "+",51,360,216,200,16
LTEXT "+",52,360,244,200,16
LTEXT "+",53,360,272,200,16
LTEXT "+",54,360,300,200,16
LTEXT "+",55,360,328,200,16
LTEXT "+",56,360,356,200,16
LTEXT "+",57,360,384,200,16
LTEXT "+",58,360,412,200,16
LTEXT "0_56",59,430,495,67,16
LTEXT "*Town number can be entered by one of the white boxes or by the dialog screen created by the Choose button. If entering by a white box, pressing the Name button will show the correct town names for all valid town numbers.",60,24,440,520,30
END
812 DIALOG 10, 10, 588, 385 // Item Placement Shortcuts
STYLE WS_POPUP | WS_DLGFRAME
BEGIN
DEFPUSHBUTTON "OK",1,292,578,31,10,WS_GROUP
LTEXT "6_0",2,31,209,39,16
LTEXT "6_0",3,31,237,39,16
LTEXT "6_0",4,31,265,39,16
LTEXT "6_0",5,31,293,39,16
LTEXT "6_0",6,31,321,39,16
LTEXT "6_0",7,31,349,39,16
LTEXT "6_0",8,31,377,39,16
LTEXT "6_0",9,31,405,39,16
LTEXT "6_0",10,31,433,39,16
LTEXT "6_0",11,31,461,39,16
LTEXT "6_0",12,144,209,39,16
LTEXT "6_0",13,144,237,39,16
LTEXT "6_0",14,144,265,39,16
LTEXT "6_0",15,144,293,39,16
LTEXT "6_0",16,144,321,39,16
LTEXT "6_0",17,144,349,39,16
LTEXT "6_0",18,144,377,39,16
LTEXT "6_0",19,144,405,39,16
LTEXT "6_0",20,144,433,39,16
LTEXT "6_0",21,144,461,39,16
LTEXT "6_0",22,386,129,42,17
LTEXT "1_63",23,478,550,63,16
LTEXT "0_5",24,280,550,62,16
LTEXT "0_3",25,89,550,75,16
LTEXT "0_2",26,27,550,62,16
LTEXT "*",27,187,131,46,14
LTEXT "*(Leave this at -1 for no shortcut.)",28,290,150,200,14
LTEXT "~Item Placement Shortcuts",29,26,18,256,17
LTEXT "You can design shortcuts for automatic placement of items in towns. When editing towns, if you select the Add Random Items menu item, the edit will randomly place items you specify in terrain types you specify.",30,26,37,500,40
LTEXT "Enter the terrain type to contain the items, the numbers of the items to place, and the percentage chance (0-100) that the item is placed there. For more details, see the documentation.",31,26,82,500,41
LTEXT "*Item shortcut number:",32,26,131,155,14
LTEXT "*Terrain type number:",33,245,131,136,14
LTEXT "*Number of item to place:",34,26,170,98,26
LTEXT "*Chance of placing: (0-100%)",35,141,170,119,26
LTEXT "+",36,290,180,236,16
LTEXT "0_56",37,412,550,62,16
LTEXT "2_0",38,191,153,26,13
LTEXT "*Items are always property:",39,26,150,155,14
LTEXT "0_109",40,434,126,63,16
LTEXT "0_109",41,76,207,63,13
LTEXT "0_109",42,76,235,63,13
LTEXT "0_109",43,76,263,63,13
LTEXT "0_109",44,76,291,63,13
LTEXT "0_109",45,76,319,63,13
LTEXT "0_109",46,76,347,63,13
LTEXT "0_109",47,76,375,63,13
LTEXT "0_109",48,76,403,63,13
LTEXT "0_109",49,76,431,63,13
LTEXT "0_109",50,76,459,63,13
LTEXT "+",51,200,209,310,16
LTEXT "+",52,200,237,310,16
LTEXT "+",53,200,265,310,16
LTEXT "+",54,200,293,310,16
LTEXT "+",55,200,321,310,16
LTEXT "+",56,200,349,310,16
LTEXT "+",57,200,377,310,16
LTEXT "+",58,200,405,310,16
LTEXT "+",59,200,433,310,16
LTEXT "+",60,200,461,310,16
LTEXT "Terrain type and item numbers can be entered via the white boxes or by the dialog screens created by the Choose buttons. If entering numbers by the white boxes, pressing the Name button shows the correct names for each number.",61,24,490,480,50
LTEXT "0_53",62,346,550,62,16
END
820 DIALOG 10, 10, 530, 386 // Select Item/Monster/Town Screen
STYLE WS_POPUP | WS_DLGFRAME
BEGIN
DEFPUSHBUTTON "OK",1,279,223,31,10,WS_GROUP
LTEXT "1_63",2,520,440,75,16
LTEXT "~Select:",3,29,23,256,17
LTEXT "0_2",4,450,380,62,16
LTEXT "0_3",5,520,380,75,16
LTEXT "0_5",6,450,440,62,16
LTEXT "*",7,110,46,250,13
LTEXT "2_0",8,80,48,23,14
LTEXT "*",9,110,61,250,13
LTEXT "2_0",10,80,62,23,14
LTEXT "*",11,110,76,250,13
LTEXT "2_0",12,80,77,23,14
LTEXT "*",13,110,91,250,13
LTEXT "2_0",14,80,92,23,14
LTEXT "*",15,110,106,250,13
LTEXT "2_0",16,80,107,23,14
LTEXT "*",17,110,121,250,13
LTEXT "2_0",18,80,122,23,14
LTEXT "*",19,110,136,250,13
LTEXT "2_0",20,80,137,23,14
LTEXT "*",21,110,151,250,13
LTEXT "2_0",22,80,152,23,14
LTEXT "*",23,110,166,250,13
LTEXT "2_0",24,80,167,23,14
LTEXT "*",25,110,181,250,13
LTEXT "2_0",26,80,182,23,14
LTEXT "*",27,110,196,250,13
LTEXT "2_0",28,80,197,23,14
LTEXT "*",29,110,211,250,13
LTEXT "2_0",30,80,212,23,14
LTEXT "*",31,110,226,250,13
LTEXT "2_0",32,80,227,23,14
LTEXT "*",33,110,241,250,13
LTEXT "2_0",34,80,242,23,14
LTEXT "*",35,110,256,250,13
LTEXT "2_0",36,80,257,23,14
LTEXT "*",37,110,271,250,13
LTEXT "2_0",38,80,272,23,14
LTEXT "*",39,110,286,250,13
LTEXT "2_0",40,80,287,23,14
LTEXT "*",41,110,301,250,13
LTEXT "2_0",42,80,302,23,14
LTEXT "*",43,110,316,250,13
LTEXT "2_0",44,80,317,23,14
LTEXT "*",45,110,331,250,13
LTEXT "2_0",46,80,332,23,14
LTEXT "*",47,110,346,250,13
LTEXT "2_0",48,80,347,23,14
LTEXT "*",49,110,361,250,13
LTEXT "2_0",50,80,362,23,14
LTEXT "*",51,110,376,250,13
LTEXT "2_0",52,80,377,23,14
LTEXT "*",53,110,391,250,13
LTEXT "2_0",54,80,392,23,14
LTEXT "*",55,110,406,250,13
LTEXT "2_0",56,80,407,23,14
LTEXT "*",57,30,46,45,13
LTEXT "*",58,30,61,45,13
LTEXT "*",59,30,76,45,13
LTEXT "*",60,30,91,45,13
LTEXT "*",61,30,106,45,13
LTEXT "*",62,30,121,45,13
LTEXT "*",63,30,136,45,13
LTEXT "*",64,30,151,45,13
LTEXT "*",65,30,166,45,13
LTEXT "*",66,30,181,45,13
LTEXT "*",67,30,196,45,13
LTEXT "*",68,30,211,45,13
LTEXT "*",69,30,226,45,13
LTEXT "*",70,30,241,45,13
LTEXT "*",71,30,256,45,13
LTEXT "*",72,30,271,45,13
LTEXT "*",73,30,286,45,13
LTEXT "*",74,30,301,45,13
LTEXT "*",75,30,316,45,13
LTEXT "*",76,30,331,45,13
LTEXT "*",77,30,346,45,13
LTEXT "*",78,30,361,45,13
LTEXT "*",79,30,376,45,13
LTEXT "*",80,30,391,45,13
LTEXT "*",81,30,406,45,13
LTEXT "*Start at slot 50:",82,380,51,110,14
LTEXT "0_63",83,500,48,75,16
LTEXT "*Start at slot 100:",84,380,81,110,14
LTEXT "0_63",85,500,78,75,16
LTEXT "*Start at slot 150:",86,380,111,110,14
LTEXT "0_63",87,500,108,75,16
LTEXT "*Start at slot 200:",88,380,141,110,14
LTEXT "0_63",89,500,138,75,16
LTEXT "*Start at slot 250:",90,380,171,110,14
LTEXT "0_63",91,500,168,75,16
LTEXT "*Start at slot 300:",92,380,201,110,14
LTEXT "0_63",93,500,198,75,16
LTEXT "*Start at slot 350:",94,380,231,110,14
LTEXT "0_63",95,500,228,75,16
LTEXT "*Start at slot 400:",96,380,261,110,14
LTEXT "0_63",97,500,258,75,16
LTEXT "*Start at slot 450:",98,380,291,110,14
LTEXT "0_63",99,500,288,75,16
END
825 DIALOG 10, 10, 391, 150 // Set Special Number
STYLE WS_POPUP | WS_DLGFRAME
BEGIN
DEFPUSHBUTTON "OK",1,371,138,31,10,WS_GROUP
LTEXT "6_0",2,143,90,75,16
LTEXT "1_63",3,265,212,62,16
LTEXT "~Set Special Number:",4,24,29,256,17
LTEXT "Which special should be called when this space is entered? (Should be in the range 10 to 99.)",5,24,48,300,35
LTEXT "Special node:",6,54,90,84,16
LTEXT "0_5",7,199,212,62,16
LTEXT "Towns only: you may be able to place specials with numbers as high as 199.",8,24,122,300,35
LTEXT "For an existing placed special: choosing Cancel removes it completely while choosing OK retains it.",9,24,162,300,35
END
828 DIALOG 10, 10, 325, 103 // How many dialog screen
STYLE WS_POPUP | WS_DLGFRAME
BEGIN
DEFPUSHBUTTON "OK",1,371,138,31,10,WS_GROUP
LTEXT "6_0",2,25,49,75,16
LTEXT "1_63",3,217,92,62,16
LTEXT "~How Many?",4,22,23,256,17
END
829 DIALOG 10, 10, 337, 159 // How many dialog screen
STYLE WS_POPUP | WS_DLGFRAME
BEGIN
DEFPUSHBUTTON "OK",1,400,138,31,10,WS_GROUP
LTEXT "6_0",2,26,46,340,67
LTEXT "1_63",3,309,132,62,16
LTEXT "~How Many?",4,23,22,256,17
END
830 DIALOG 10, 10, 360, 241 // Create New Town
STYLE WS_POPUP | WS_DLGFRAME
BEGIN
DEFPUSHBUTTON "OK",1,479,423,31,10,WS_GROUP
LTEXT "6_0",2,123,117,180,16
LTEXT "1_63",3,285,249,62,16
LTEXT "~Create New Town",4,28,24,150,17
LTEXT "*Town name:",5,28,116,84,14
LTEXT "*Town size:",6,28,151,77,14
LTEXT "*Large (64x64)",7,123,151,139,14
LTEXT "*Medium (48x48)",8,123,168,139,14
LTEXT "*Small (32x32)",9,123,185,139,14
LTEXT "2_0",10,281,152,23,14
LTEXT "2_0",11,281,169,23,14
LTEXT "2_0",12,281,186,23,14
LTEXT "*Creating town number:",13,28,46,147,14
LTEXT "*",14,179,46,33,14
LTEXT "0_5",15,220,249,62,16
LTEXT "Note: Your new town will be tacked onto the end|of your current town list.|Town name must be less than 20 characters long.",16,44,64,300,48
LTEXT "*On surface?",17,28,214,139,14
LTEXT "2_0",18,206,217,23,14
END
832 DIALOG 10, 10, 624, 566 // EDIT TOWN DETAILS
STYLE WS_POPUP | WS_DLGFRAME
BEGIN
DEFPUSHBUTTON "OK",1,434,337,31,10,WS_GROUP
LTEXT "6_0",2,127,60,151,16
LTEXT "6_0",3,196,191,50,16
LTEXT "6_0",4,165,244,50,16
LTEXT "6_0",5,165,268,50,16
LTEXT "6_0",6,165,292,50,16
LTEXT "6_0",7,165,316,50,16
LTEXT "6_0",8,165,340,50,16
LTEXT "6_0",9,435,60,135,16
LTEXT "6_0",10,510,94,50,16
LTEXT "6_0",11,510,133,50,16
LTEXT "6_0",12,510,172,50,16
LTEXT "6_0",13,510,196,50,16
LTEXT "6_0",14,510,220,50,16
LTEXT "6_0",17,510,279,50,16
LTEXT "6_0",18,392,412,40,16
LTEXT "6_0",19,442,412,40,16
LTEXT "6_0",20,392,436,40,16
LTEXT "6_0",21,442,436,40,16
LTEXT "6_0",22,392,460,40,16
LTEXT "6_0",23,442,460,40,16
LTEXT "6_0",24,392,484,40,16
LTEXT "6_0",25,442,484,40,16
LTEXT "6_0",26,514,412,40,16
LTEXT "6_0",27,514,436,40,16
LTEXT "6_0",28,514,460,40,16
LTEXT "6_0",29,514,484,40,16
LTEXT "1_63",30,515,568,63,16
LTEXT "0_5",31,443,568,62,16
LTEXT "2_0",32,192,172,32,15
LTEXT "2_0",33,271,102,23,14
LTEXT "2_0",34,271,119,23,14
LTEXT "2_0",35,271,135,23,14
LTEXT "2_0",36,271,153,22,15
LTEXT "*Y",37,449,392,34,15
LTEXT "*Special State",38,490,392,88,15
LTEXT "Exit town location and special state: |(these are the locations the party ends up at outdoors and the special state called if they leave in the given direction. Leave at -1 for the regular location to be used.)",39,299,321,276,64
LTEXT "Out of town floor |(-1 is default, means to just use whatever floor is at the edge)",40,299,266,201,45
LTEXT "Basic Wall Types: |600 - Smooth stone with trim |601 - Stone blocks |602 -Dirt |603 - Rough stone |604 - Vahnatai |605 - Wood |614 - Underground cliff (walls only) |616 - Surface cliff (walls only) ",43,21,363,135,152
LTEXT "Basic Cliff Types: |650 - Dirt |651 - Stone |652 - Old Wall |653 - Dark Dirt |655 - Smooth Marble |657 - Surface cliff |658 - Underground cliff|",44,157,363,142,151
LTEXT "For a full list of wall and cliff types, see the editor documentation.",45,21,528,278,32
LTEXT "*APPEARANCE SETTINGS",46,23,222,206,15
LTEXT "*Wall 1 height",47,23,269,135,14
LTEXT "*Wall 2 sheet",48,23,293,135,14
LTEXT "*Wall 2 height",49,23,317,135,14
LTEXT "*Cliff sheet",50,23,341,135,14
LTEXT "*Wall 1 sheet",51,23,245,135,14
LTEXT "*X",53,400,392,35,15
LTEXT "*Top",54,326,413,49,15
LTEXT "*Left",55,327,437,49,15
LTEXT "*Bottom",56,327,461,53,15
LTEXT "*Right",57,328,485,49,15
LTEXT "*Background sound |(-1 for none, 0 for outdoors)",59,299,128,207,29
LTEXT "*Beam type (0 - no beams, 1 - damage, 2 - impassable)",60,299,88,204,29
LTEXT "*Town is hidden",61,299,221,200,14
LTEXT "*Town kill day",62,299,173,200,14
LTEXT "*Town kill prevent event",63,299,194,200,27
LTEXT "*Creature respawn chance",64,23,192,169,15
LTEXT "*Town script:",65,299,61,120,14
LTEXT "*Town name:",66,23,60,98,16
LTEXT "*Town is on surface",67,23,169,164,15
LTEXT "*Gets dark 10x faster",68,95,133,166,13
LTEXT "*Lighting:",69,23,99,63,14
LTEXT "*Fully Lit",70,95,99,164,14
LTEXT "*Dark",71,95,116,164,14
LTEXT "*Totally dark (no light)",72,95,150,164,15
LTEXT "~EDIT TOWN DETAILS",73,23,23,256,17
END
835 DIALOG 10, 10, 536, 310 // Town wandering monsters
STYLE WS_POPUP | WS_DLGFRAME
BEGIN
DEFPUSHBUTTON "OK",1,505,608,63,17,WS_GROUP
LTEXT "6_0",2,128,108,39,16
LTEXT "6_0",3,128,136,39,16
LTEXT "6_0",4,128,164,39,16
LTEXT "6_0",5,128,192,39,16
LTEXT "6_0",6,128,220,39,16
LTEXT "6_0",7,128,248,39,16
LTEXT "6_0",8,193,108,39,16
LTEXT "6_0",9,193,136,39,16
LTEXT "6_0",10,193,164,39,16
LTEXT "6_0",11,193,192,39,16
LTEXT "6_0",12,193,220,39,16
LTEXT "6_0",13,193,248,39,16
LTEXT "6_0",14,258,108,39,16
LTEXT "6_0",15,258,136,39,16
LTEXT "6_0",16,258,164,39,16
LTEXT "6_0",17,258,192,39,16
LTEXT "6_0",18,258,220,39,16
LTEXT "6_0",19,258,248,39,16
LTEXT "6_0",20,323,108,39,16
LTEXT "6_0",21,323,136,39,16
LTEXT "6_0",22,323,164,39,16
LTEXT "6_0",23,323,192,39,16
LTEXT "6_0",24,323,220,39,16
LTEXT "6_0",25,323,248,39,16
LTEXT "There can be four different types of groups that appear. A -1 means no monster there. Leave everything at -1 for no wandering monsters in the town/dungeon.",26,27,48,461,34
LTEXT "~Town wandering monsters",27,28,28,256,17
LTEXT "*Group 1",28,122,86,58,14
LTEXT "*Group 2",29,187,86,58,14
LTEXT "*Group 3",30,252,86,58,14
LTEXT "*Group 4",31,317,86,58,14
LTEXT "*Monster 1",32,27,109,109,14
LTEXT "*Monster 2",33,27,137,109,14
LTEXT "*Monster 3",34,27,165,109,14
LTEXT "*Monster 4",35,27,193,119,14
LTEXT "*Monster 5",36,27,221,109,14
LTEXT "*Monster 6",37,27,249,119,14
LTEXT "1_63",38,495,562,63,17
LTEXT "0_109",39,117,272,62,17
LTEXT "0_109",40,182,272,63,17
LTEXT "0_109",41,247,272,63,17
LTEXT "0_109",42,312,272,63,17
LTEXT "*Monster 1",43,27,370,70,14
LTEXT "*Monster 2",44,27,398,70,14
LTEXT "*Monster 3",45,27,426,70,14
LTEXT "*Monster 4",46,27,454,70,14
LTEXT "*Monster 5",47,27,482,70,14
LTEXT "*Monster 6",48,27,510,70,14
LTEXT "6_0",49,200,370,39,16
LTEXT "6_0",50,200,398,39,16
LTEXT "6_0",51,200,426,39,16
LTEXT "6_0",52,200,454,39,16
LTEXT "6_0",53,200,482,39,16
LTEXT "6_0",54,200,510,39,16
LTEXT "0_109",55,117,368,63,17
LTEXT "0_109",56,117,396,63,17
LTEXT "0_109",57,117,424,63,17
LTEXT "0_109",58,117,452,63,17
LTEXT "0_109",59,117,480,63,17
LTEXT "0_109",60,117,508,63,17
LTEXT "+",61,310,370,230,16
LTEXT "+",62,310,398,230,16
LTEXT "+",63,310,426,230,16
LTEXT "+",64,310,454,230,16
LTEXT "+",65,310,482,230,16
LTEXT "+",66,310,510,230,16
LTEXT "0_52",67,117,300,62,17
LTEXT "0_52",68,182,300,63,17
LTEXT "0_52",69,247,300,63,17
LTEXT "0_52",70,312,300,63,17