<?xml version="1.0" encoding="utf-8"?>
<feed xml:lang="en" xmlns="http://www.w3.org/2005/Atom"><title>Recent changes to feature-requests</title><link href="https://sourceforge.net/p/uaf/feature-requests/" rel="alternate"/><link href="https://sourceforge.net/p/uaf/feature-requests/feed.atom" rel="self"/><id>https://sourceforge.net/p/uaf/feature-requests/</id><updated>2011-05-01T01:08:52Z</updated><subtitle>Recent changes to feature-requests</subtitle><entry><title>Character Modify options</title><link href="https://sourceforge.net/p/uaf/feature-requests/127/" rel="alternate"/><published>2011-05-01T01:08:52Z</published><updated>2011-05-01T01:08:52Z</updated><author><name>Steve McDonald</name><uri>https://sourceforge.net/u/userid-442992/</uri></author><id>https://sourceforge.net242ef8d5fa976fab05931dba59948ed7e50b2bb2</id><summary type="html">Character Modify - replicate FRUA - allow free modification of all character stats, allow modification of hitpoints. Preferably give designers the option as to what can be modified and in what way.</summary></entry><entry><title>Get/Set Memorized Spell</title><link href="https://sourceforge.net/p/uaf/feature-requests/126/" rel="alternate"/><published>2011-01-26T17:28:44Z</published><updated>2011-01-26T17:28:44Z</updated><author><name>nologgie</name><uri>https://sourceforge.net/u/nologgie/</uri></author><id>https://sourceforge.netc9aa6763d6c8c0ce6df4dc358cdda59ff64012cf</id><summary type="html">I would like a method for determining whether a character has a spell memorized, and removing the spell if the player elects to cast it during a non-combat event. This will normally be used to set a variable to enable or disable related events during play.
If this can currently be done via the logic block, please close this item and leave a clue in the comments about how to accomplish it.
Thanks</summary></entry><entry><title>Designer editable options for editors</title><link href="https://sourceforge.net/p/uaf/feature-requests/125/" rel="alternate"/><published>2010-12-10T22:02:09Z</published><updated>2010-12-10T22:02:09Z</updated><author><name>manikus</name><uri>https://sourceforge.net/u/manikus/</uri></author><id>https://sourceforge.netf3c54ca4a28468e8681f9623c7a207123959807c</id><summary type="html">I would like several blank boxes in each of the item, monster and spell databases, that are user defined in the config.txt file.  They would all display Special Abilities and their values. An example would be that I might want to have "Combat Level" be a Special Ability that I use for all entries in the monster database, so I can assign a value. The exporting of the database would add a line to each entry where a value was entered of "Special Ability = Combat Level, n".</summary></entry><entry><title>Set monster saving throws in editor</title><link href="https://sourceforge.net/p/uaf/feature-requests/124/" rel="alternate"/><published>2010-12-10T09:07:57Z</published><updated>2010-12-10T09:07:57Z</updated><author><name>nologgie</name><uri>https://sourceforge.net/u/nologgie/</uri></author><id>https://sourceforge.net128e1d3c2e073cc8f6c6f23820de9c751ea2114d</id><summary type="html">Add the ability for designers to set monster saving throw values in the editor to comply with AD&amp;D rules and monster variables. Or any other rules they choose to employ.</summary></entry><entry><title>FRUA style difficulty settings</title><link href="https://sourceforge.net/p/uaf/feature-requests/123/" rel="alternate"/><published>2010-09-11T19:48:19Z</published><updated>2010-09-11T19:48:19Z</updated><author><name>SilentThief</name><uri>https://sourceforge.net/u/silentthief/</uri></author><id>https://sourceforge.neta2308a127a8503a4a3b2be0a162453f58a340f08</id><summary type="html">In FRUA you had the option to change the difficulty levels to increase or decrease the HP and XP values of enemy combatants.

ST</summary></entry><entry><title>GPDL return of difficulty function</title><link href="https://sourceforge.net/p/uaf/feature-requests/122/" rel="alternate"/><published>2010-09-11T19:45:57Z</published><updated>2010-09-11T19:45:57Z</updated><author><name>SilentThief</name><uri>https://sourceforge.net/u/silentthief/</uri></author><id>https://sourceforge.net3ee00fbeabd693c4c0d847e732606db0afd43863</id><summary type="html">In FRUA, there were five settings for difficulty \(there were 5 of them with the names like novice, expert, champoin, ect\) . Adjusting these up or down modified the HP value and XP given for any enemy combatants for the combat event. I was hoping for a simple function to return this difficulty level \(1-5 would be all you need for the default values\).

ST</summary></entry><entry><title>Combat square size modify</title><link href="https://sourceforge.net/p/uaf/feature-requests/121/" rel="alternate"/><published>2010-08-14T23:16:07Z</published><updated>2010-08-14T23:16:07Z</updated><author><name>SilentThief</name><uri>https://sourceforge.net/u/silentthief/</uri></author><id>https://sourceforge.netdd93afab8cad5d8471b4277206a0f65b757f642d</id><summary type="html">Found out recently that the 1 x 1 square sized at 48 pixels is hardcoded into the engine. Can we put this info into the config text file and make it so we can edit this? I understand that this is not a version 1.0 feature, and it would require the artwork have to be resized as well, if we have the option I would do the resize myself. 

SilentThief</summary></entry><entry><title>text highlighting custom colors</title><link href="https://sourceforge.net/p/uaf/feature-requests/120/" rel="alternate"/><published>2010-07-28T23:41:34Z</published><updated>2010-07-28T23:41:34Z</updated><author><name>manikus</name><uri>https://sourceforge.net/u/manikus/</uri></author><id>https://sourceforge.net4383ae7ad24404211b240885990067ad24fe9c0b</id><summary type="html">Designers could define text and background color for highlighting text in the config.txt file. It would be nice to be able to define more than one style per design.
</summary></entry><entry><title>designer detemrined layer order</title><link href="https://sourceforge.net/p/uaf/feature-requests/119/" rel="alternate"/><published>2010-07-23T21:34:23Z</published><updated>2010-07-23T21:34:23Z</updated><author><name>manikus</name><uri>https://sourceforge.net/u/manikus/</uri></author><id>https://sourceforge.net4c50e741739a5793dc347f18cbcf90ea0624ff01</id><summary type="html">This request is to allow the designer via the config.txt file or editor to determine the display order level - whether images can cover text, which elements are on top in the viewport, etc.

Specifically it is requested that sprites be allowed to cover text in the character menu and textbox. It is also requested taht the order can be determined for the various graphical elements, eg. whether frames or horizontal or vertical borders are displayed on top or behind the viewport, etc.</summary></entry><entry><title>transparancy for smallpics</title><link href="https://sourceforge.net/p/uaf/feature-requests/118/" rel="alternate"/><published>2010-06-16T20:54:50Z</published><updated>2010-06-16T20:54:50Z</updated><author><name>SilentThief</name><uri>https://sourceforge.net/u/silentthief/</uri></author><id>https://sourceforge.net8b9b8b8e59379e9b82e6b66977ed42f896bd134a</id><summary type="html">See, While keeping the original 3 frame sprites available for FRUA crossover purposes would be necessary, I think we may be able to do more with smallpics \*\*\*IF\*\*\* you can set up a transparancy on a smallpic. The 3 frame sprites have transparancy \(but 3 frames is kinda limiting\) while the multiframe capable smallpics do not.

So, if it hasn't been done already I want an official feature request for putting transparancy capability into smallpics. Not sure how you would go about making this happen, but possibly one way to do this would be to make all smallpics that have a transparency have at least one extra frame tacked onto the end \(or beginning\) with only the transparent color in that frame.

ST</summary></entry></feed>