Re: say_stop("Epiphany");
Has anyone else thought it is kind of odd that we have to set the text color every-single-time on every say or say_stop string? Wouldn't this make more sense:
sp_text_color(¤t_sprite, 4); say("I don't have to specify the color!", ¤t_sprite);
That would be nice, yes.
This would be so damn helpful. Maybe this is exactly what I would need to get working on my D-mod again!

That would limit the risk of using different colors from the same sprite during a dialogue... Might not be a common problem- but still...

It's one of the reasons I wrote the DinkC_Talk Python script.
You could fake it with:
Alas, this only works for colour values 0 to 9, because it only reads a single character after ` (but only *after* expanding variables).
And it's actually more of a hassle, but at least it avoids any "oops wrong text colour"-mistakes.
Long story short, that would make sense.
You could fake it with:
void main( void ) { int &col = 5; // Set a property which we can use in other scripts. sp_custom("text_colour",¤t_sprite,&col); } void talk( void ) { say("`&col Hello!"); }
Alas, this only works for colour values 0 to 9, because it only reads a single character after ` (but only *after* expanding variables).
And it's actually more of a hassle, but at least it avoids any "oops wrong text colour"-mistakes.
Long story short, that would make sense.
I can see such a simple change being quite helpful for some, but from a personal standpoint I've gotten so used to `#'ing most say_stop lines that I don't have much trouble with it at all, particularly since I keep backtracking to review whatever I script together like a perfectionist.
Seems like a good idea though; Is this epiphany being turned into reality as we speak?
Seems like a good idea though; Is this epiphany being turned into reality as we speak?