d1wright
November 7th, 2014, 16:48
I've been putting together a PFS module and preparing the Story text and realized how easy it would be to accidentally forget to change the Speaker ID while running the game.
I came up with a few ideas that I thought would make it a little easier to avoid speaking with the wrong speaker ID assigned.
One would allow the "/id" command further functionality so that text would be executed after switching the speaker ID.
/id (Barbarian Princess) /m shouting I shall crush you all unless you appease me with pretty things!
https://fg2app.idea.informer.com/proj/?ia=89022
The other idea is to allow the Chat Frame of the Story and Notes to use descriptors such as Emotes, Actions, and Moods.
Currently, you can double click on a chat bubble in a Story or Note so that the text is assigned a speaker ID and immediately displayed in the Chat Window. However, it won't apply any Actions, Moods, or Emotes that you may have tried to incorporate.
It would be nice if you could use these descriptors in prepared Chat Frames.
Currently if you try it, the Chat Window would show something like this:
Guy in Red Shirt: /m (flailing around on the ground in pain) ArrghhH!
https://fg2app.idea.informer.com/proj/?ia=89023
I came up with a few ideas that I thought would make it a little easier to avoid speaking with the wrong speaker ID assigned.
One would allow the "/id" command further functionality so that text would be executed after switching the speaker ID.
/id (Barbarian Princess) /m shouting I shall crush you all unless you appease me with pretty things!
https://fg2app.idea.informer.com/proj/?ia=89022
The other idea is to allow the Chat Frame of the Story and Notes to use descriptors such as Emotes, Actions, and Moods.
Currently, you can double click on a chat bubble in a Story or Note so that the text is assigned a speaker ID and immediately displayed in the Chat Window. However, it won't apply any Actions, Moods, or Emotes that you may have tried to incorporate.
It would be nice if you could use these descriptors in prepared Chat Frames.
Currently if you try it, the Chat Window would show something like this:
Guy in Red Shirt: /m (flailing around on the ground in pain) ArrghhH!
https://fg2app.idea.informer.com/proj/?ia=89023