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Thread: Assign Speaker

  1. #11
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    Quote Originally Posted by Goblin-King
    Just to confirm, this is exactly what is happening right now, if I understood you correctly. If you create a chat frame in the story book, for example, and use Assign Speaker, then drag the frame over to the chat window, the message will be displayed with the given speaker. The active id, however, will not be changed so if you continue typing using the keyboard after that, it will take whatever id you had active before the drag.

    If that's not the case, there's a problem somewhere that you shouldn't be seeing. Please make sure you drop in the chat log area, not the chat text entry area.

    Extending the /id command to include an initial line of text sounds good to me, but there is just one problem, which is that of names with spaces, such as Capt Bjorn. Simply typing:

    /id Capt Bjorn The wind has blown us off course.

    Would not indicate where the name ends and where the text begins. Two reasonable schemes for this would probably be:

    /id Capt Bjorn: The wind has blown us off course.
    /id Capt Bjorn "The wind has blown us off course."

    Which could both work.

    Also, it's possible to make a script change that would cause any chat frame text dropped on the chat window to also change the active id to the one that was dropped.

    Both ideas sound fine to me, but I'm open to any feedback on these.
    My suggestion on this would be to use the same format as the /m command. IE, /id (Captain Bjorn) The wind has blown us off course. It is always good to use/have a standard since it makes it easier for people to pick up on all the functions.
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  2. #12
    I'll be honest - I'd be perfectly happy if the Chat entry box just had an italicized name of who will be saying whatever the text box holds when I hit enter.

    Just a

    Dirty Peasant: "Got any copper?... blah blah"

    That would make it a lot easier to make sure the NPC doesn't start describing his own reaction to the player's actions. :P

  3. #13
    Quote Originally Posted by Goblin-King
    Just to confirm, this is exactly what is happening right now, if I understood you correctly. If you create a chat frame in the story book, for example, and use Assign Speaker, then drag the frame over to the chat window, the message will be displayed with the given speaker. The active id, however, will not be changed so if you continue typing using the keyboard after that, it will take whatever id you had active before the drag.

    If that's not the case, there's a problem somewhere that you shouldn't be seeing. Please make sure you drop in the chat log area, not the chat text entry area.
    I now realize that the my problem lay in my dragging the text into the chat text entry area rather than the chat log area. When I tried dragging the text into the chat log area, the correct speaker was displayed all of the time. The program appears to functioning as designed. Therefore, I see this thread not so much a discussion of a bug as discussion of "Does the function or command do what I would hope that it would do?"

    Now with that said. My personal opinion and request would be that no matter where I dragged the text once I have used an Assign Speaker command, FG2 would always display the same thing: what I had written in the text box. (I would like the program to be smarter than the user) I also would like the ID to change or at least have the option to automatically change the speaker ID when the Assign Speaker is dropped into either chat area.
    Idgie

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