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Is there a list of mods that use this as a dependency available?
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
I think I have an idea as to how to make it work if it's just that.
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
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.
side of the panel?