[crossfire] gcfclient and sign display
tchize
tchize at myrealbox.com
Tue Aug 16 06:18:02 CDT 2005
Le Mardi 16 Août 2005 13:07, Brendan Lally a écrit :
>
On 8/16/05, tchize <
tchize at myrealbox.com
> wrote:
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> Le Mardi 16 Août 2005 09:30, Mark Wedel a écrit :
>
>
> >
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> > 4) No button or the like to dismiss it - have to use whatever functionality your
>
> > window manager provides to dismiss it.
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>
>
> Could be added i suppose, though i don't see why the window manager way of closing
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> windows is an issue.
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>
>
actually, I would have to support this point, there needs to be a
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close button that is focused by default, ideally also bound to the
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shortcut key 'a' so that pressing 'a' over a sign would act like a
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toggle.
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ok
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> >
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> > 5) Since info appears in that window, it does not appear in the normal windows,
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> > thus, once destroyed (or you read another sign), you lose the contents. Thus,
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> > that information on the sign at the start of the dungeon may effectively be lost
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> > (won't be in scrollback buffer).
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>
>
> I guess it could be duplicated in normal text windows.
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>
Storage of information strikes me as something more suitable for Ryo's
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quest management system (once he decides how to reimplement it) rather
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than buried somewhere in the middle of lots of kill information in the
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still-crowded text windows
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>
One thing that might also be interesting though would be if applying a
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sign would give an invisible object with a copy of the text and a food
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value. This would then gradually disappear, and there could be a
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recall command to popup a sign window containing a copy of the
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message.
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>
Even better would be if the food value were a role against Int, and if
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recalling a sign with a low food value corrupted the message
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(arbitrarily transposed some words, or mispelt some things) - the
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recall then, would be the memory of the /character/, and not the
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player.
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>
Obviously rereading the original sign would need to reset the food value.
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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.
>
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