Le Mardi 16 Août 2005 13:07, Brendan Lally a écrit :
> On 8/16/05, tchize <[EMAIL PROTECTED]> 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.

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