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Re: CF: CrossEdit



Peter Toneby on  wrote...
| > 4. An option "show connected objects", which would draw a blue or green
| >    box around all objects that are connected to the current one.  It
| >    should be a toggle (not a one-time thing), so that when the option is
| >    active you could easily select various objects on the map and see what
| >    they are connected to.  That would be very useful for all these gates
| >    and triggers, especially in the recent maps that use them for complex
| >    special effects.
| 
| > 
| > 5. Same as (4) but for keys, doors and chests that have a lock code.  If
| >    there is an object on the same map that has the same lock code as the
| >    currently selecte object, then that object should be highlighted by
| >    having a box drawn around it.  Note that some keys might be in monsters
| >    or containers.
| 
| These two seem very useful, and shouldn't be to hard to implement. That
| the keys might be in inventories shoudn't make it more difficult. One
| just have to have a list of keys/triggers... and their corresponding
| objects. 
| 

How about a key or item to mark ``incomplete'' objects
EG:
  * special keys without its name changed or lockcode
  * signs, notes, leters, mouths, listen etc without content
  * Frendly People without a name, or things to say
  * Unconnected devices (input and output!)
  * Exits leading no where!

  Anthony Thyssen ( System Programmer )    http://www.sct.gu.edu.au/~anthony/
- --------------------------------------------------------------------------- -
   The law of similarity made any map a magical instrument.
                                     -- Rick Cook, "The Wizardry Compiled''
- --------------------------------------------------------------------------- -
     PGP Public Key available -- finger -l anthony@lyrch.cit.gu.edu.au
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