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  #1  
Old 02-12-2006, 05:36 AM
jake13jake jake13jake is offline
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default font color for chat text

This would be a nice addition for players. The chat text could use the same code as the AP nick-shadow colors. It would be good to add as a server this customized chat text, but something like this really belongs in the client preference configuration. (Especially good for when winter tilesets are out).

I also like to have a lot of my scripts match the preferences, so it would be good that if you added this feature, a $pref could be added along side it.
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  #2  
Old 02-12-2006, 05:48 AM
Lance Lance is offline
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Well, you'd need two colors for it to be super-awesome, but I wholeheartedly support the idea of script-controlled chat colors.
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Old 02-12-2006, 05:55 AM
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Quote:
Originally Posted by Lance
Well, you'd need two colors for it to be super-awesome, but I wholeheartedly support the idea of script-controlled chat colors.
Rather than internal client configuration? If a preference improves the scope of the client usability, add it to the client. This would include the idea of appending server-unique keycodes into preferences.
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  #4  
Old 02-12-2006, 06:13 AM
Lance Lance is offline
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Quote:
Originally Posted by jake13jake
Rather than internal client configuration? If a preference improves the scope of the client usability, add it to the client.
Well, as long as a script could overwrite or overpower it, that would be fine. I would like to keep the chat colors on my server consistent, at least by area.
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  #5  
Old 02-12-2006, 06:24 AM
jake13jake jake13jake is offline
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Quote:
Originally Posted by Lance
Well, as long as a script could overwrite or overpower it, that would be fine. I would like to keep the chat colors on my server consistent, at least by area.
You've misinterpreted me. I mean, all of the incoming chat text for the individual user being the color they set their chat text to. Having unique chat text color would be something that you'd script.
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  #6  
Old 02-12-2006, 08:38 AM
Lance Lance is offline
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Quote:
Originally Posted by jake13jake
You've misinterpreted me.
You've said something ambiguous.

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I mean, all of the incoming chat text for the individual user being the color they set their chat text to. Having unique chat text color would be something that you'd script.
Fair enough. Both would still be pretty nifty to have!
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  #7  
Old 02-12-2006, 08:25 PM
Yen Yen is offline
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=( If you use a custom movement system and script showing of chat, the text lags behind you.
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Old 02-12-2006, 08:39 PM
jake13jake jake13jake is offline
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Quote:
Originally Posted by Yen
=( If you use a custom movement system and script showing of chat, the text lags behind you.
You have to have everything like that load before the movement loads.
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  #9  
Old 02-13-2006, 07:16 PM
ApothiX ApothiX is offline
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Quote:
Originally Posted by jake13jake
You have to have everything like that load before the movement loads.
does the weaponorder= server option work like that? or is it only for initial load?
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  #10  
Old 02-13-2006, 08:27 PM
jake13jake jake13jake is offline
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Quote:
Originally Posted by ApothiX
does the weaponorder= server option work like that? or is it only for initial load?
It only works when the player logs in, and as far as I know is maintained when editing attributes. I think you can change weapon orders now through attribute editing instead of it always resetting it. If you want to get really technical with you're structure you can make a third party NPCW that deletes and readds the NPCWs in the right order when it notices a change in the weapons order the player has, and if adding that weapon betrays the correct order (and I'd probably recommend this over serverops). However, addweapon and deleteweapon generally hate me, so I don't truly know if this would be the best way.

The one downside about the serverops weapons order is that the most recently updated NPC has the lowest loading precedence, even if it is in the serverops weaponorder=. Really can be irritating if you're trying to edit or upgrade a system, especially one that controls setfocus or draws images/text relative to the player.
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  #11  
Old 02-14-2006, 12:38 PM
ZeLpH_MyStiK ZeLpH_MyStiK is offline
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Quote:
Originally Posted by Yen
=( If you use a custom movement system and script showing of chat, the text lags behind you.
Since it's a custom movement system, I assume you know the speed at which the player will be moving. Using vecx() and vecy() you can avoid text lagging behind.
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  #12  
Old 02-14-2006, 05:02 PM
jake13jake jake13jake is offline
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Quote:
Originally Posted by ZeLpH_MyStiK
Since it's a custom movement system, I assume you know the speed at which the player will be moving. Using vecx() and vecy() you can avoid text lagging behind.
omg Zelph, this is -NOT- a good way to do it. VERY inefficient. When things run independently, it's much better. Have the showtext weapon in a higher precedence than the moving weapon; this is the best way... believe me.
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  #13  
Old 02-14-2006, 05:02 PM
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Quote:
Originally Posted by Yen
=( If you use a custom movement system and script showing of chat, the text lags behind you.
It's fixed with the next Graal v4 release, there was a problem with gani scripts being inserted at the front of the list so their timeout event was happening before the movement-weapon timeout.
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  #14  
Old 02-14-2006, 05:05 PM
jake13jake jake13jake is offline
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Quote:
Originally Posted by Stefan
It's fixed with the next Graal v4 release, there was a problem with gani scripts being inserted at the front of the list so their timeout event was happening before the movement-weapon timeout.
I'm confused... why would one put the chat text in a gani script?
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