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Mistb0rn Mistb0rn

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Posted 13 October 2009 - 05:20 AM #71 Feature Suggestions, Bug Reports, and so on

Are there or will there be keyboard shortcuts for dialog Also, will you eventually make it so that we can type a custom dialog button text?  And maybe allow for more than two dialog buttons (or three if you include 'Leave')?
~Mistb0rn

The Almighty Doer of Stuff The Almighty Doer of Stuff

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Posted 13 October 2009 - 05:50 AM #72 Feature Suggestions, Bug Reports, and so on

I'd like custom alchemy too, so hopefully that skill can be made less useless. In E1 and E2 it was useful because you needed it to get Graymold Salve for a few quests, but in BoE, where you can't assign item property flags to alchemically-created potions, it's kind of a waste of skill points usually.
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Celtic Minstrel Celtic Minstrel

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Posted 13 October 2009 - 06:36 AM #73 Feature Suggestions, Bug Reports, and so on

Originally Posted By: Cryolemon
Random question, is there anything in E1-3 that it isn't possible to replicate in BoE?

Admittedly, attempting to recreate the trilogy in BoE isn't really a viable proposition, but it should be possible. (Not that I suggest trying it lol)
The slime pools aren't currently possible to replicate, but they hopefully will be. I do agree it should be theoretically possible to recreate E3 in BoE, though of course no-one should ever actually do it without Jeff's explicit permission.

Originally Posted By: Cryolemon
In that case, would it be possible to make the BoE limit 1024 or something?
I plan to raise it to 65535. Or perhaps I already have, I forget. Probably all the 255 limits (and other limits too) will be raised to 65535.

Originally Posted By: Cryolemon
Allowing us to edit spells in the same way we can edit items and weapons would be cool. Not sure how practical it is though.
I don't think I'll do that. However, I would consider adding a built-in mechanism for "special spells", like BoA has.

Originally Posted By: The Almighty Doer of Stuff
I'd like custom alchemy too, so hopefully that skill can be made less useless. In E1 and E2 it was useful because you needed it to get Graymold Salve for a few quests, but in BoE, where you can't assign item property flags to alchemically-created potions, it's kind of a waste of skill points usually.
Couldn't that be fixed to make alchemy useful again? Regardless, adding built-in support for custom alchemy would be nice; I don't think I want to allow editing the existing recipes though.


Ishad, would you mind moving the "I have done this" posts to another thread? Maybe "Compiled Suggestion List"?
Exile 2 Book of Items (I didn't create it, I just converted it to HTML.)

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Cryolemon Cryolemon

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Posted 13 October 2009 - 07:27 AM #74 Feature Suggestions, Bug Reports, and so on

I agree that you shouldn't be able to edit the level 1-3 spells, or the built in alchemy. It would be cool to be able to add extra ones though.

Ishad Nha Ishad Nha

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Posted 13 October 2009 - 03:47 PM #75 Feature Suggestions, Bug Reports, and so on

Dialog buttons for actual dialog, talking to NPCs in the game itself. These have been taken care of, simply choose the first letter of the button name, thus 'Ask About' is selected by 'a'.
Scenario Editor uses very few buttons anyway, I added 'o' for 'Open'.
Game itself already has a few, try the first letter of the name of each button each time you see a dialog box. Then there is Escape and Enter. Shortcut keys could be expanded because each dialog will only have a few options anyway, hence you may not have two buttons starting with the same letter.
Edit:
Exile 3 Template was not meant to re-create E3 per se, it was meant to enable designers to base a scenario in Valorim without a whole lot of unneccessary work in recreating the major towns.

Celtic Minstrel Celtic Minstrel

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Posted 13 October 2009 - 06:53 PM #76 Feature Suggestions, Bug Reports, and so on

Yes, that's what the template is for. However, I want it to be theoretically possible to reproduce E3 in its entirety. Maybe not in precisely the same way, but still. Only, don't do it.
Exile 2 Book of Items (I didn't create it, I just converted it to HTML.)

"Man, I know how you feel. I once spent an hour playing WordPad before realising that it was a text editor." – Thuryl

"Dikiyoba just hopes no one ever blows up Saturn. Getting those rings back into their proper position would take hours."

"—Alorael, who spells phoenetically. No matter how much his orthography is a wreck, intelligibility rises from the ashes."

"I've never played a Spiderweb game. I didn't even know SW made games until I saw this thread." —Nikki

Ishad Nha Ishad Nha

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Posted 13 October 2009 - 08:29 PM #77 Feature Suggestions, Bug Reports, and so on

Custom dialog buttons would require some rewriting of the source code. Currently the labels used on dialog buttons are listed in an array, char *button_strs[150], this is found halfway through Globvar.cpp.

As for hot keys, BoE game has quite a few dialog buttons. Here I have arranged them by first letter:
Abilities, Accept, Advanced, Advantages, AffectPCs, Alchemy, Animated, Answer, Approach, Ask, Attack,
BashDoor, Burn, Buy, Buy, Buyx10,
Cancel, Cast, Choose, ClearSpecial, Climb, Close, Create, Create, Create/Edit, CreateNew,
Delete, Delete, Destroy, Done, Drink,
EditAbilities, Enter,
Flee, Free,
General, GeneralAbil., Get, Give, GoBack, Graphic, Graphic,
HealParty,
If-Thens, Insert, Invisible, Items,
JustQuit,
Keep,
Land, Leave, Leave,
MageSpells, Missiles,
Name, NewGame, NextTip, No, NonSpellUse,
OK, OneShots, Onward, Open, OtherSpells, OutSpecs,
Pay, PickLock, PickPicture, Pray, PriestSpells, Pull, Push,
Quit,
Race, Race/Special, Read, Reagents, Record, Refuse, Remove, Rest, Restart, Restore,
Save, SaveFirst, SelectIcon, Sell, Sit, Skill, Spells, SpellUsable, Stand, Steal, StepIn,
Take, Touch, TownSpecs, Train,
Under,
Wait, WeaponAbil,
Yes,


Celtic Minstrel Celtic Minstrel

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Posted 14 October 2009 - 03:02 AM #78 Feature Suggestions, Bug Reports, and so on

I would like to smite that array and use the more sensible approach of picking your own label. It might be rather difficult though.
Exile 2 Book of Items (I didn't create it, I just converted it to HTML.)

"Man, I know how you feel. I once spent an hour playing WordPad before realising that it was a text editor." – Thuryl

"Dikiyoba just hopes no one ever blows up Saturn. Getting those rings back into their proper position would take hours."

"—Alorael, who spells phoenetically. No matter how much his orthography is a wreck, intelligibility rises from the ashes."

"I've never played a Spiderweb game. I didn't even know SW made games until I saw this thread." —Nikki

Ishad Nha Ishad Nha

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Posted 15 October 2009 - 04:43 AM #79 Feature Suggestions, Bug Reports, and so on

It is basically just a problem of strings. BoA solves this problem by allowing the relevant script to customize what appears in the dialog box.
You don't know how many custom buttons a designer will want or where the buttons will be wanted. So this problem will be hard to resolve in the matrix-based way that BoE currently works. BoE typically has a set number of any type of strings, they may have zero length of course. In the short term you could allow creation of custom button labels in an external file.

Celtic Minstrel Celtic Minstrel

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Posted 15 October 2009 - 06:24 AM #80 Feature Suggestions, Bug Reports, and so on

No, I'll just use the scenario strings for custom buttons - after all, there will be potentially over 60,000 of them!
Exile 2 Book of Items (I didn't create it, I just converted it to HTML.)

"Man, I know how you feel. I once spent an hour playing WordPad before realising that it was a text editor." – Thuryl

"Dikiyoba just hopes no one ever blows up Saturn. Getting those rings back into their proper position would take hours."

"—Alorael, who spells phoenetically. No matter how much his orthography is a wreck, intelligibility rises from the ashes."

"I've never played a Spiderweb game. I didn't even know SW made games until I saw this thread." —Nikki

The Almighty Doer of Stuff The Almighty Doer of Stuff

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Posted 15 October 2009 - 09:05 AM #81 Feature Suggestions, Bug Reports, and so on

Something still just doesn't seem right about someone with no stats and crappy lockpicks being able to pick any non-magical lock with ease. Is this going to be addressed?
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Chokboyz Chokboyz

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Posted 15 October 2009 - 09:22 AM #82 Feature Suggestions, Bug Reports, and so on

Originally Posted By: The Almighty Doer of Stuff
Something still just doesn't seem right about someone with no stats and crappy lockpicks being able to pick any non-magical lock with ease. Is this going to be addressed?
Town difficulty setting has been implemented (in Windows version, see above) for new format scenarios (e.g now lockpick level 10 on a town with difficulty 10 don't give any bonus ... You'd better invest in Lockpicking and Dexterity if you plan on lockpicking a door in a town with high difficulty and a crappy lockpick) and the "reversed difficulty scale" has been fixed.

Chokboyz

Ishad Nha Ishad Nha

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Posted 17 October 2009 - 03:30 AM #83 Feature Suggestions, Bug Reports, and so on

Number of scenario strings will be radically increased. Is there any plan to increase the number of town and outdoor strings?
If you are going to have 65,535 strings in a town or outdoor zone, you will need 65,535 bytes to record their length, assuming that they are each less than 255 characters in length. On the other hand, if you have a short number to record N, the number of existing strings, then you only need N bytes to record the string lengths.

Cryolemon Cryolemon

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Posted 17 October 2009 - 12:03 PM #84 Feature Suggestions, Bug Reports, and so on

Is there any chance of adding support for Skribbane addiction or something similar? Maybe allow an item to be flagged as a "drug", and have the addiction effects.

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Posted 17 October 2009 - 02:15 PM #85 Feature Suggestions, Bug Reports, and so on

Ishad Nha, almost anything stored in an array will theoretically have its limit increased to 65535, by using a variable length array which is just long enough to support the actual number of strings needed. (In fact, using a vector variable.)

And yes, I would like to add Skribbane addiction support.
Exile 2 Book of Items (I didn't create it, I just converted it to HTML.)

"Man, I know how you feel. I once spent an hour playing WordPad before realising that it was a text editor." – Thuryl

"Dikiyoba just hopes no one ever blows up Saturn. Getting those rings back into their proper position would take hours."

"—Alorael, who spells phoenetically. No matter how much his orthography is a wreck, intelligibility rises from the ashes."

"I've never played a Spiderweb game. I didn't even know SW made games until I saw this thread." —Nikki

Cryolemon Cryolemon

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Posted 19 October 2009 - 02:52 AM #86 Feature Suggestions, Bug Reports, and so on

Did Jeff ever give a reason why boats can't move diagonally?

Lilith Lilith

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Posted 19 October 2009 - 04:19 AM #87 Feature Suggestions, Bug Reports, and so on

Originally Posted By: Cryolemon
Did Jeff ever give a reason why boats can't move diagonally?

I'm about 99% certain the original reason was simply to make it easier to block a river with one or two rocks at a diagonal to each other, instead of making an unaesthetic wall of them.

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Posted 19 October 2009 - 04:39 AM #88 Feature Suggestions, Bug Reports, and so on

I think so, yes; that's why it's annoying that they can move diagonally in BoA...
Exile 2 Book of Items (I didn't create it, I just converted it to HTML.)

"Man, I know how you feel. I once spent an hour playing WordPad before realising that it was a text editor." – Thuryl

"Dikiyoba just hopes no one ever blows up Saturn. Getting those rings back into their proper position would take hours."

"—Alorael, who spells phoenetically. No matter how much his orthography is a wreck, intelligibility rises from the ashes."

"I've never played a Spiderweb game. I didn't even know SW made games until I saw this thread." —Nikki

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Posted 19 October 2009 - 04:41 AM #89 Feature Suggestions, Bug Reports, and so on

I didn't know that they could move diagonally in BoE.

Celtic Minstrel Celtic Minstrel

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Posted 19 October 2009 - 04:46 AM #90 Feature Suggestions, Bug Reports, and so on

They can't. They can move diagonally in Blades of Avernum, though.
Exile 2 Book of Items (I didn't create it, I just converted it to HTML.)

"Man, I know how you feel. I once spent an hour playing WordPad before realising that it was a text editor." – Thuryl

"Dikiyoba just hopes no one ever blows up Saturn. Getting those rings back into their proper position would take hours."

"—Alorael, who spells phoenetically. No matter how much his orthography is a wreck, intelligibility rises from the ashes."

"I've never played a Spiderweb game. I didn't even know SW made games until I saw this thread." —Nikki

Cryolemon Cryolemon

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Posted 19 October 2009 - 04:50 AM #91 Feature Suggestions, Bug Reports, and so on

Okay, that makes senses.

Thaluikhain Thaluikhain

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Posted 20 October 2009 - 01:25 AM #92 Feature Suggestions, Bug Reports, and so on

Sorry if this has been said before, but it would be nice if you could specify the death noise and blood/slime created when something dies...for humans, it randomises between the male and female sounding ones, which is odd when you've got a character of specific gender.

Ishad Nha Ishad Nha

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Posted 20 October 2009 - 02:27 AM #93 Feature Suggestions, Bug Reports, and so on

PCs are like Angels, they have no clearly defined gender. There is no provision whatsoever for gender in the BoE game. At some point the game could be altered to declare some portraits "male" and others "female", and the death sound would depend upon the portrait number, but in the meantime...

I have introduced a full printout of dialog into the town report, it shows what the dialog node screens would show, except that irrelevant lines are not shown. Now I am working on the same for special nodes.

Cryolemon Cryolemon

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Posted 20 October 2009 - 04:00 AM #94 Feature Suggestions, Bug Reports, and so on

Originally Posted By: Ishad Nha
PCs are like Angels, they have no clearly defined gender. There is no provision whatsoever for gender in the BoE game. At some point the game could be altered to declare some portraits "male" and others "female", and the death sound would depend upon the portrait number, but in the meantime...

This is ignoring the Feodric business lol.

I would certainly be in favour of using the gender as you say.

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Posted 20 October 2009 - 05:28 AM #95 Feature Suggestions, Bug Reports, and so on

Originally Posted By: Thaluikhain
Sorry if this has been said before, but it would be nice if you could specify the death noise and blood/slime created when something dies...for humans, it randomises between the male and female sounding ones, which is odd when you've got a character of specific gender.
I think this has come up before, though gender wasn't mentioned then.

Originally Posted By: Ishad Nha
PCs are like Angels, they have no clearly defined gender. There is no provision whatsoever for gender in the BoE game. At some point the game could be altered to declare some portraits "male" and others "female", and the death sound would depend upon the portrait number, but in the meantime...
I'm against the whole idea of making something depend on the graphics. That's what I went to the trouble of changing for terrain; I'm not going to introduce it somewhere else.

I'm divided about the idea of having a gender switch. Jeff purposely did not include one, if I recall correctly from the documentation. It might be better just to have a generic PC death noise.
Exile 2 Book of Items (I didn't create it, I just converted it to HTML.)

"Man, I know how you feel. I once spent an hour playing WordPad before realising that it was a text editor." – Thuryl

"Dikiyoba just hopes no one ever blows up Saturn. Getting those rings back into their proper position would take hours."

"—Alorael, who spells phoenetically. No matter how much his orthography is a wreck, intelligibility rises from the ashes."

"I've never played a Spiderweb game. I didn't even know SW made games until I saw this thread." —Nikki

Ishad Nha Ishad Nha

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Posted 20 October 2009 - 03:43 PM #96 Feature Suggestions, Bug Reports, and so on

That is easy to arrange, just record new versions of the relevant sound files.

Celtic Minstrel Celtic Minstrel

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Posted 20 October 2009 - 04:11 PM #97 Feature Suggestions, Bug Reports, and so on

That is harder than you think.
Exile 2 Book of Items (I didn't create it, I just converted it to HTML.)

"Man, I know how you feel. I once spent an hour playing WordPad before realising that it was a text editor." – Thuryl

"Dikiyoba just hopes no one ever blows up Saturn. Getting those rings back into their proper position would take hours."

"—Alorael, who spells phoenetically. No matter how much his orthography is a wreck, intelligibility rises from the ashes."

"I've never played a Spiderweb game. I didn't even know SW made games until I saw this thread." —Nikki

Thaluikhain Thaluikhain

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Posted 20 October 2009 - 05:18 PM #98 Feature Suggestions, Bug Reports, and so on

Originally Posted By: Ishad Nha
PCs are like Angels, they have no clearly defined gender. There is no provision whatsoever for gender in the BoE game. At some point the game could be altered to declare some portraits "male" and others "female", and the death sound would depend upon the portrait number, but in the meantime...

If Angels don't have gender, how did they mate with human women to breed hyrbids known as "nephilim"?

Seriously, though, I meant for monsters, not PCs.  I'm against linking various bits of the characters...I liked having a human with slith bonuses, which Avernum, or at least the later ones, won't let me do.

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Posted 20 October 2009 - 07:05 PM #99 Feature Suggestions, Bug Reports, and so on

A switch for monsters could be introduced, but I don't think it would be worth it. Better is the ability to set the death sound to whatever you want.
Exile 2 Book of Items (I didn't create it, I just converted it to HTML.)

"Man, I know how you feel. I once spent an hour playing WordPad before realising that it was a text editor." – Thuryl

"Dikiyoba just hopes no one ever blows up Saturn. Getting those rings back into their proper position would take hours."

"—Alorael, who spells phoenetically. No matter how much his orthography is a wreck, intelligibility rises from the ashes."

"I've never played a Spiderweb game. I didn't even know SW made games until I saw this thread." —Nikki

Cryolemon Cryolemon

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Posted 22 October 2009 - 04:00 AM #100 Feature Suggestions, Bug Reports, and so on

Originally Posted By: Celtic Minstrel
A switch for monsters could be introduced, but I don't think it would be worth it. Better is the ability to set the death sound to whatever you want.

I think that would make the most sense.

Ishad Nha Ishad Nha

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Posted 23 October 2009 - 10:31 PM #101 Feature Suggestions, Bug Reports, and so on

All node types could be given the ability to display small messages. Currently 53 out of the 149 standard types cannot do so.
Nine node types can display six strings of dialog: 55, 56, 57, 58, 59, 60, 188, 189, 190. But they must display consecutive strings. This limitation would be harder to remove, you would need to rewrite the special node data structure to make provision for recording the strings used.

Cryolemon Cryolemon

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Posted 24 October 2009 - 02:52 AM #102 Feature Suggestions, Bug Reports, and so on

Could the edit skills dialog in the character editor be changed so that you can click on the number and type the value you want, in addition to being able to use the arrows.

Celtic Minstrel Celtic Minstrel

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Posted 24 October 2009 - 05:33 AM #103 Feature Suggestions, Bug Reports, and so on

Ishad, I have already altered the special node structure a little in the Mac version, such that it might be possible to specify both the first and the last string in a dialog, so that space is not wasted due to dialogs with less than 6 strings. (Or the first and the total number.)

Also, a few of the nodes use all their fields, so it may be little difficult to give them the ability to display messages (not small messages). I'm thinking of the rectangle nodes here. However, with the extra fields in the special node structure, it could probably be arranged.

Cryolemon, that is actually a good idea.
Exile 2 Book of Items (I didn't create it, I just converted it to HTML.)

"Man, I know how you feel. I once spent an hour playing WordPad before realising that it was a text editor." – Thuryl

"Dikiyoba just hopes no one ever blows up Saturn. Getting those rings back into their proper position would take hours."

"—Alorael, who spells phoenetically. No matter how much his orthography is a wreck, intelligibility rises from the ashes."

"I've never played a Spiderweb game. I didn't even know SW made games until I saw this thread." —Nikki

Ishad Nha Ishad Nha

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Posted 24 October 2009 - 05:00 PM #104 Feature Suggestions, Bug Reports, and so on

Small messages are a matter of "char edit_spec_mess_mess[256] = {…}"
The 53 nodes that don't have any provision for small messages are the ones that a value of 0 for this. So all you need to do is replace the 0s with 1s. Here values of 2,4,5 mean a six paragraph dialog box. While 3 is outdoor store, you could activate the m2 here.

Hotkeys for menu items: you didn't like my A,B,C,D approach, so I am working on something more like the Word, Excel approach:
C "Create New Town", 101
S "Scenario Details", 103
O "Scenario Intro Text", 104
L "Set Starting Location: Town", 105
L "Set Starting Location: Outdoors", 106
N "  Edit Special Nodes", 109
T "  Edit Scenario Text", 110
I "  Import Town", 111
R "  Edit Saved Item Rectangles", 112
H "  Edit Horses", 113
B "  Edit Boats", 114
V "  Set Variable Town Entry", 115
E "  Set Scenario Event Timers", 116
P "  Edit Item Placement Shortcuts", 117
D "  Delete Last Town", 118

Reports are trickier:
"  Write Data To Text File", 119
"  Do Full Text Dump", 120
"  Scenario Shopping Text Dump", 121
"  Scenario Monster Dump", 122
"  Scenario Specials Dump", 123
"  Scenario Object Data Dump", 124


Celtic Minstrel Celtic Minstrel

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Posted 24 October 2009 - 06:59 PM #105 Feature Suggestions, Bug Reports, and so on

If these are alt-shortcuts, that's fine. If they're ctrl-shortcuts, it's not.

Originally Posted By: Ishad Nha
Small messages are a matter of "char edit_spec_mess_mess[256] = {…}"
The 53 nodes that don't have any provision for small messages are the ones that a value of 0 for this. So all you need to do is replace the 0s with 1s. Here values of 2,4,5 mean a six paragraph dialog box. While 3 is outdoor store, you could activate the m2 here.
...clarify, please? I suspect it would not be that simple...
Exile 2 Book of Items (I didn't create it, I just converted it to HTML.)

"Man, I know how you feel. I once spent an hour playing WordPad before realising that it was a text editor." – Thuryl

"Dikiyoba just hopes no one ever blows up Saturn. Getting those rings back into their proper position would take hours."

"—Alorael, who spells phoenetically. No matter how much his orthography is a wreck, intelligibility rises from the ashes."

"I've never played a Spiderweb game. I didn't even know SW made games until I saw this thread." —Nikki




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