"Hide Some" Button
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- amika-babilfrenzo
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"Hide Some" Button
Since I would imagine "stacking" events is a bigger programming task than this, I'm proposing this...
What if there were check boxes next to every event, and you could choose whether or not you want to see it in the not-all-shown events? I think it would make it so that if there was a lot of chatter not related to your character in a big town, you could read through easier.
What if there were check boxes next to every event, and you could choose whether or not you want to see it in the not-all-shown events? I think it would make it so that if there was a lot of chatter not related to your character in a big town, you could read through easier.
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- Piscator
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I'm definitely pro event filtering.
Similar suggestions have been rejected/disapproved in the past based on the concern that some people would completely ignore certain events/people (by accident). Therefore I think that instead of making an event completely invisible, it should rather be grayed out (similar to the colour coding on the charcter overview screen). On the other side, certain events (like anything that involves the loss of health) could be bolded to point them out.
Similar suggestions have been rejected/disapproved in the past based on the concern that some people would completely ignore certain events/people (by accident). Therefore I think that instead of making an event completely invisible, it should rather be grayed out (similar to the colour coding on the charcter overview screen). On the other side, certain events (like anything that involves the loss of health) could be bolded to point them out.
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I agree with Pisc on this matter. It would make large towns easier to handle without making a player have to go digging through show all for the things that might have been filtered.
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- *Wiro
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Spazz wrote:I agree with Pisc on this matter. It would make large towns easier to handle without making a player have to go digging through show all for the things that might have been filtered.
Agreed.
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- Doug R.
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A lot of people are bugged by their charri constantly lighting up for long bouts of whispers.
Would graying out also eliminate your character lighting up?
Also, would your own whispers get grayed, or?
Would graying out also eliminate your character lighting up?
Also, would your own whispers get grayed, or?
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It would be nice if the lighting up of your character would reflect the type of event that has happened. Dark grey for no events, light grey for "unimportant" events and white for anything else. Oh, and red and flashing if you are hit.
I don't think you own whispers would have to be grayed out. That's a separate type of event.

I don't think you own whispers would have to be grayed out. That's a separate type of event.
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I think something similar was suggested before...Piscator wrote:It would be nice if the lighting up of your character would reflect the type of event that has happened. Dark grey for no events, light grey for "unimportant" events and white for anything else. Oh, and red and flashing if you are hit.![]()
I think it's a great idea. The fact that your character doesn't light up for eating food was fantastic, so I imagine I'd be over the moon with this!
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If the getevents script provided that information as well, I could probably do something for CantrSpy like make the icon flash and/or turn red when a character gets a "high priority" event.
Something like a list of characters, each with an alert level.
0 = no events (wouldn't need to be included)
1 = greyed out events like eating/seeing people talking to each other/possibly seeing people entering and leaving buildings
2 = normal events, such as people talking aloud
3 = high priority events like people being attacked with weapons other than a waster/anything not classed as a weapon/possibly someone whispering to you.
I could then have settings for which characters light up the icon with a specified minimum event level.
Note: the previous script would have to be kept for backwards compatibility.
Something like a list of characters, each with an alert level.
0 = no events (wouldn't need to be included)
1 = greyed out events like eating/seeing people talking to each other/possibly seeing people entering and leaving buildings
2 = normal events, such as people talking aloud
3 = high priority events like people being attacked with weapons other than a waster/anything not classed as a weapon/possibly someone whispering to you.
I could then have settings for which characters light up the icon with a specified minimum event level.
Note: the previous script would have to be kept for backwards compatibility.
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