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39 myRules->setSelectionMode(QAbstractItemView::SingleSelection);
40 myRules->setSelectionBehavior(QAbstractItemView::SelectRows);
41 myRules->setEditTriggers(QAbstractItemView::DoubleClicked | QAbstractItemView::SelectedClicked);
42 myRules->horizontalHeader()->setSectionResizeMode(QHeaderView::Stretch);
50 myRules->verticalHeader()->setSectionResizeMode(QHeaderView::ResizeToContents);
53 addWidget(tr(
"Message rules (blue: uses token set by current rule as pre-condition, red: rule that sets token for pre-condition of current rule)"),
myRules,
false,
nullptr,
nullptr);
55 QHBoxLayout*
buttons =
new QHBoxLayout();
57 QPushButton* add =
new QPushButton(tr(
"insert rule"),
this);
60 QPushButton* remove =
new QPushButton(tr(
"remove rule"),
this);
64 QPushButton* up =
new QPushButton(tr(
"move up"),
this);
67 QPushButton* down =
new QPushButton(tr(
"move down"),
this);
71 QPushButton* copy =
new QPushButton(tr(
"copy"),
this);
75 QPushButton*
reset =
new QPushButton(tr(
"reset all changes"),
this);
82 myUse =
new QTreeWidget(
this);
109 QTreeWidgetItem*
root = NULL;
112 root =
new QTreeWidgetItem(
myUse, QStringList(tr(
"Maps")));
113 root->setExpanded(
true);
116 new QTreeWidgetItem(
root, QStringList(
map->path()));
126 QStringList includes =
rule->include();
127 foreach(QString include, includes)
129 if (include.isEmpty())
132 if (!include.startsWith(
'/'))
134 int last =
file->path().lastIndexOf(QDir::separator());
137 include =
file->path().left(last + 1) + include;
144 root =
new QTreeWidgetItem(
myUse, QStringList(tr(
"Messages")));
145 root->setExpanded(
true);
148 new QTreeWidgetItem(
root, QStringList(
file->path()));
174 int row =
myRules->selectionModel()->currentIndex().row() + 1;
176 myRules->selectionModel()->select(
myModel->
index(row, 0, QModelIndex()), QItemSelectionModel::ClearAndSelect | QItemSelectionModel::Rows);
197 if (index < 0 || index >=
myItem->
rules().size() - 1)
218 if (QMessageBox::question(
this,
"Confirm reset",
"Reset message to its initial values?") != QMessageBox::StandardButton::Yes)
MessageFile * duplicate() const
QList< MessageRule * > & rules()
QList< MessageFile * > & messages()
void setSelectedRule(const QModelIndex &index)
void moveUpDown(int row, bool up)
QLineEdit * addLineEdit(const QString &label, const char *property, bool readOnly=true)
CREMessagePanel(const MessageManager *manager, QWidget *parent)
CREMessageItemModel * myModel
void setMessage(MessageFile *message)
virtual void updateItem() override
TIPS on SURVIVING Crossfire is populated with a wealth of different monsters These monsters can have varying immunities and attack types In some of them can be quite a bit smarter than others It will be important for new players to learn the abilities of different monsters and learn just how much it will take to kill them This section discusses how monsters can interact with players Most monsters in the game are out to mindlessly kill and destroy the players These monsters will help boost a player s after he kills them When fighting a large amount of monsters in a single attempt to find a narrower hallway so that you are not being attacked from all sides Charging into a room full of Beholders for instance would not be open the door and fight them one at a time For there are several maps designed for them Find these areas and clear them out All throughout these a player can find signs and books which they can read by stepping onto them and hitting A to apply the book sign These messages will help the player to learn the system One more always keep an eye on your food If your food drops to your character will soon so BE CAREFUL ! NPCs Non Player Character are special monsters which have intelligence Players may be able to interact with these monsters to help solve puzzles and find items of interest To speak with a monster you suspect to be a simply move to an adjacent square to them and push the double ie Enter your and press< Return > You can also use say if you feel like typing a little extra Other NPCs may not speak to but display intelligence with their movement Some monsters can be and may attack the nearest of your enemies Others can be in that they follow you around and help you in your quest to kill enemies and find treasure SPECIAL ITEMS There are many special items which can be found in of these the most important may be the signs all a player must do is apply the handle In the case of buttons
void addTab(const QString &title)
QList< CREMapInformation * > & maps()
virtual bool removeRows(int row, int count, const QModelIndex &parent=QModelIndex()) override
virtual bool insertRows(int row, int count, const QModelIndex &parent=QModelIndex()) override
const MessageManager * myMessageManager
virtual ~CREMessagePanel()
Python Guilds Quick outline Add a guild(mapmakers) this is still a problem *after dropping the token to gain access to the stove a woodfloor now appears which is Toolshed Token(found in Guild_HQ) *Note also have multiple gates in place to protect players and items from the mana explosion drop x for Jewelers room *Jewelers room works just need to determine what x is drop x for Thaumaturgy room *Thaumaturgy room works just need to determine what x is drop gold dropping the Firestar named fearless allows access to but I suspect that the drop location of the chest is not as intended because the player is in the way once you enter the chest the exit back to the basement is things such as the message et al reside on teleporters which then transport items to the map as they are when the map is reset(which is normal)
void currentRowChanged(const QModelIndex ¤t, const QModelIndex &previous)
void duplicateRow(int row)
void copy(const MessageFile *other)
T * addWidget(const QString &label, T *widget, bool sideBySide, const char *property, const char *widgetProperty)
static AssetsManager * manager
virtual QModelIndex index(int row, int column, const QModelIndex &parent) const override