Le Mardi 16 Août 2005 13:07, Brendan Lally a écrit : > On 8/16/05, tchize < tchize at myrealbox.com > wrote: > > Le Mardi 16 Août 2005 09:30, Mark Wedel a écrit : > > > > > > > 4) No button or the like to dismiss it - have to use whatever functionality your > > > window manager provides to dismiss it. > > > > Could be added i suppose, though i don't see why the window manager way of closing > > windows is an issue. > > > actually, I would have to support this point, there needs to be a > close button that is focused by default, ideally also bound to the > shortcut key 'a' so that pressing 'a' over a sign would act like a > toggle. > ok > > > > > > 5) Since info appears in that window, it does not appear in the normal windows, > > > thus, once destroyed (or you read another sign), you lose the contents. Thus, > > > that information on the sign at the start of the dungeon may effectively be lost > > > (won't be in scrollback buffer). > > > > I guess it could be duplicated in normal text windows. > > Storage of information strikes me as something more suitable for Ryo's > quest management system (once he decides how to reimplement it) rather > than buried somewhere in the middle of lots of kill information in the > still-crowded text windows > > One thing that might also be interesting though would be if applying a > sign would give an invisible object with a copy of the text and a food > value. This would then gradually disappear, and there could be a > recall command to popup a sign window containing a copy of the > message. > > Even better would be if the food value were a role against Int, and if > recalling a sign with a low food value corrupted the message > (arbitrarily transposed some words, or mispelt some things) - the > recall then, would be the memory of the /character/, and not the > player. > > Obviously rereading the original sign would need to reset the food value. > Out of topic considering we are speaking of client side handling of signs. This all has to do with server side quest system enhancements. Regards. > _______________________________________________ > crossfire mailing list > crossfire at metalforge.org > http://mailman.metalforge.org/mailman/listinfo/crossfire > >