tModLoader
[VSC Framework] Dialect
63 comentarios
chrersis 4 AGO a las 12:56 
Got an error after clicking on the party girl’s music button because Main.swapMusic was changed to public
Moonlight Glint 1 AGO a las 18:44 
Because you're never clicking a vanilla chat button if the Dialect dialog panel is active, you're clicking a modded chat button that can be neither the first nor the second button.
Breadcast 1 AGO a las 18:33 
why doesnt the ui rework thing call OnChatButtonClicked when you chat with some npc
Moonlight Glint 28 JUL a las 13:53 
Is there any chance we could get an update for buttons to automatically flow onto another row when they'd go past the end of the panel?
libero2711 21 JUN a las 11:32 
this makes it so every single time i talk to an npc the dialect (vanilla) one is used instead of any other npc dialogue panel mod i have. i dont understand how it works
Eather99 26 MAY a las 20:39 
Could you add a blacklist for the NPCs it modifies? Because for some reason it's incompatible with Autoreforge. I have to change the dialogue panel for the mod to work with the goblin. It's getting a bit tiresome to switch between dialogue panels all the time.
TiraboTurbos 9 MAY a las 20:11 
Oh? Then what the hell is Azure talking about?
Moonlight Glint 9 MAY a las 14:12 
It is, and they've been compatible for several updates
TiraboTurbos 9 MAY a las 13:54 
??? Lol? I assume Dialog Panel Rework is another mod? If this AND that one both touch NPC dialog, then I doubt it'll ever be compatible.
AzureBlooet 9 MAY a las 13:14 
someday they'll let this mod recognize dialogue panel rework as one of the default options, and then the world can finally begin to heal
MajesticFrog2017 15 MAR a las 10:32 
Could you add a feature to disable the auto switch that turns on this mods dialogue box so I don't have to manually click 3 times to see it over the Dialogue Rework Panel mod? It would be much appreciated and I do enjoy your work.
Moonlight Glint 28 FEB a las 10:34 
The in-game mod browser shows a little icon that you can hover over to see mods that use the mod as a dependency (and the mod's dependencies)
Tipsy Hobbit 28 FEB a las 10:19 
I can't seem to uninstall the mod. Its no longer listed in my workshop installs, but its still showing up in game. Also can't seem to find it in my mods folder when searching by the ID 2988092558.

Is there a list of mods that use this as a dependency available?
Cern0ch 22 FEB a las 3:37 
I would very much appreciate if you could add a config setting to set the default view since i have the Dialogue Panel Rework mod and I have to click the button 2 times every time to see the panel from that mod
Moonlight Glint 20 FEB a las 10:59 
While it obviously wouldn't work for texture packs that change the overall shape too much or have details that aren't in the corners, you could draw chunks of the vanilla texture onto a render target to create a spritesheet in your format
ThomasThePencil  [autor] 20 FEB a las 4:45 
yeah!
so basically, how DIalect's dialogue box sheets work is that you have a 3x3 sheet of "tiles", each one bein' 15x15 at base (30x30 when upscaled), with 1 pixel's worth of space between them (so 2 pixels when upscaled). the four corner are each drawn once, the edges are drawn at least once and extra times when needed for more lines, and the center tile is drawn to fill in the box
importantly, this is not only a massive deviation from how vanilla's dialogue box texture is handled (that one is just one giant texture that gets part of its middle carved out as need be), but it also means that Dialect's boxes cannot have the same dimensions as vanilla's, since 30x30 does not evenly divide into the 500x500 vanilla dialogue box texture
this makes it extremely difficult to allow Dialect to account for dialogue box resource packs and actually have them look good or potentially even work, especially if they add extra details to the dialogue box which shouldn't use the tiled approach
Moonlight Glint 20 FEB a las 0:38 
Is there something I'm missing, or is the reason it can't work a matter of the spritesheet for dialogue panel styles having a different layout than the vanilla NPC chat background?
I think I have an idea as to how to make it work if it's just that.
ThomasThePencil  [autor] 19 FEB a las 18:29 
@Words and Philosophy
many thanks for the kind words!

1. makin' Dialect's boxes account for resource packs is actually something that I can't do because of the way Dialect works. it's something that does bother me, because it really doesn't mesh well as a result, and the full explanation as to why isn't really something I can explain in Steam comments, but tl;dr compared to what we have currently, the alternative is me combin' through the I don't even WANT to know how many resource packs are on the vanilla Terraria workshop and painstakingly re-formattin' each one to be DIalect-compatible. it's just not built for it without a TON of extra effort, unfortunately

2. this is actually something I might do in the near future, as it seems like a very useful thing to have! a very good suggestion, to be sure
Words and Philosophy 19 FEB a las 14:56 
Other than that, a very very solid framework. I adore the functionality you've managed to pack into the relatively simple vanilla dialogue panel
Words and Philosophy 19 FEB a las 14:56 
I have just two requests, for consistency

1. If a dialogue panel does not have a Dialect version, please inherit the vanilla texture. ATM, using a texture pack will not apply to Dialect's dialogue panels, causing visual inconsistency. If a mod adds a Dialect panel, obviously that mod's textures should be used, but not if no panel is provided.

2. Save the selection for each dialogue panel, maybe by NPC? Mods like Spirit rely on the vanilla panel, while Mod of Redemption relies on the Dialect panel, meaning that you have to keep switching. If this framework remembered your selection per NPC, this would be avoided.
Moonlight Glint 18 FEB a las 22:37 
They used to conflict, but now there's deliberate interaction between the two, suggesting they work together
Averath 18 FEB a las 22:02 
Will this mod conflict with Dialogue Panel Rework? I don't fully understand what it changes, so it may very well be something completely separate. Just want to ensure I turn things off before attempting and mods that use this as a dependency.
ThomasThePencil  [autor] 4 FEB a las 4:39 
alright! the chest name editin' bug is fixed now. for real this time
Moonlight Glint 1 FEB a las 9:35 
I don't know exactly what causes it, but I know inserting the equivalent of [code]if (Main.editChest) return;[/code] at the beginning of the method fixed it in 1.1.6.1.
ThomasThePencil  [autor] 1 FEB a las 4:23 
okay. so the chest edit fix didn't work! so now I'm tryin' to figure out what the fuck DOES cause it
Da1eer52 31 ENE a las 23:47 
Please fix the chest editing bug.
$$$|{iller$$$ 26 ENE a las 2:20 
Seems like the fix for the chest name editing did not helped - i still cannot edit them - it works if i disable this mod.
71081775 26 ENE a las 1:35 
miao
Moonlight Glint 24 ENE a las 14:22 
Not just you, already reported elsewhere, DialogueCycleButtonUI.Draw just needs to check if the player is editing a chest's name
Agamemnon 24 ENE a las 8:48 
i dunno if its just me, but for some reason with this mod installed i can't rename chests.
izak 2 ENE a las 17:45 
can you add controller support please
nosrednA 29 DIC 2024 a las 8:03 
Will you fix the issue of the auto reforge mod not working?
テラリアに興味あるタ 25 DIC 2024 a las 20:01 
bad
Suika EX 24 DIC 2024 a las 6:04 
After a mental breakdown...
nosrednA 20 DIC 2024 a las 11:20 
Never mind
nosrednA 19 DIC 2024 a las 21:20 
Is anyone else having an issue where there hotter, cursor, and settings buttons diaper?
Moonlight Glint 16 DIC 2024 a las 13:04 
It's pretty easy to end up adding enough buttons to one NPC to run out of room in the dialogue panel, are there any plans to make them move to a second line instead of just going off the
side of the panel?
TheSusGod 12 DIC 2024 a las 8:09 
this applies specifically to vanilla npcs who have quests in this system, as the changes made to the vanilla dialogue panel prevent that chat button from being used
TheSusGod 10 DIC 2024 a las 5:28 
compatibility issue with Spirit Mod's quest system; the quest option cannot be accessed with NPCs that have quests
Starfallbreakfast 8 DIC 2024 a las 3:52 
there is a compatibility issue as said below with mods that change the reforge system, please fix :steamthumbsup:
テラリアに興味あるタ 6 DIC 2024 a las 2:59 
issue: Enable this, Mods changing Reforge-system are not working(Sorry bad English)
Saferiver82367 4 DIC 2024 a las 14:15 
i can confirm with mister sanguis that it is a compatibility issue so if you have it disable the better dialog till it gets fixed
Mister Sanguis 2 DIC 2024 a las 2:07 
Reporting for bug: Broken compatability with Better Dialogue Pannel mod. Using it alongside now makes unable to open neither NPC dialogue pannel, nor shops and some inventories.
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