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Adraeus

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Tenderfoot Thahd

Tenderfoot Thahd (2/17)

  1. When I press the inventory key or the get key or whatever to open a window, I want to be able to press that key again to close that window. This would be a significant quality of life improvement.
  2. Originally Posted By: mauvebutterfly I might just be blind, but I had no idea that there were arrow buttons that allowed switching between characters. I've always used the numbers 1, 2, 3 to switch between inventories or skill trees. There aren't any arrows. Currently, you can click on the portraits to cycle characters, but it's nonobvious.
  3. Just a few usability suggestions: Mousing Player can right click to exit combat when there is no further threat. Player can right click an item in the inventory screen to equip that item to an appropriate slot, if the item is equippable. Player can right click a quick spell or quick item to remove it. Player can pick up on items on the ground with the mouse. Player can reveal information about items on the ground by hovering over them with the mouse. Windows Player can use hotkeys to toggle windows open and closed. Currently, hotkeys can only open a window. Player must press the Esc key or use the mouse to close the opened window. Player can open a window and then open a different window without being forced to first close the current window. Currently, if the character window is open, the player must close the character window before the player can open the inventory window. Minimap and compass should be rotated to align with the isometric view. Scrolling Player can zoom in and out on the battlefield with the mouse wheel. Player can scroll the merchant inventory list with the mouse wheel. Player can scroll the status log window with the mouse wheel. Scrollbars should be increased in size. Hotkeys Hotkey settings should be presented in a table layout with hotkeys in their own columns. This will make the hotkey settings easier to read. Player can configure the hotkey used to show the names of NPCs. Player can configure a hotkey for showing the names of items on the ground. Player can configure the hotkeys used to control the camera. Currently, the arrow keys are used, but they cannot be changed. Dialogs Dialogue options should be highlighted on mouseover. Player can right click outside a dialog window to close the window. On the load save game menu, save games should be sorted by date, newest at the top and oldest at the bottom. Quests When quest objectives are completed, the journal should be updated as appropriate. When all quest objectives are completed, the journal should mark the relevant quests as ready to turn in. Inventory Player can navigate between characters while viewing the inventory and character windows using arrow buttons on the left and right sides of the paperdoll. Player can click a button to automatically sort the inventory by item type. Or player can select a sort method from a dropdown menu, such as sort by value, sort by name, and sort by quantity.
  4. Where do the coordinates map? For example, how do you know what (99,12) and (99,1) mean? Also, I tried changing the "only 3 uses" limit on the attribute cheat, but it seems like you've forced the limit in the dialog. The while loop appears to be irrelevant? The menu looks awfully complex with this flag coordinate stuff. Is there a way to attach script commands to abilities, so you can create custom items that can be spawned with a menu? avitemschars and avobjsmisc don't give any indication as to where the actual ability effects are stored.
  5. What's the syntax for each of these commands? Also, what do they do? Code: sf(99,12,2);inc_flag(98,(gf(99,1)),1);alter_stat(gf(99,1),i,5);
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