[v1.3.0+] Roguelike Chat Guard
Posted: Thu Oct 04, 2018 2:49 am
If you use roguelike keybindings (perhaps installed via my handy addon, if you'll forgive the shameless plug
), you've no doubt experienced the "joy" of being surprised on the worldmap by say, the lumberjack quest chat dialog or the lost kitten chat dialog while moving southwest — which, in the roguelike keybindings, is bound to the 'b' key, which in both dialogs just happens to be associated with the "go away, don't bother me" option. 
Having been tripped up by that once too often, I'm working on an addon to try to prevent it from happening. My current approach is to modify the chat dialog during creation so that none of its options are associated with any key bound to a movement action. (And I am actually walking the live keybindings instead of just hard-coding the usual roguelike keys, in case someone has their own custom keybindings that might similarly trip over a chat dialog — maybe an 'asdf'-based left-handed roguelike variant?)
Now, I'm not currently planning to modify all chat dialogs in this manner, just the ones that are likely to get sprung on the player while you're moving. Right now, that's the ones mentioned above, the lumberjack quest chat and the lost kitten chat; while I'm testing, I figured I'd solicit input to see if there are any other chat dialogs anyone thinks I should also give this treatment to (or whether people think I should just go ahead and unilaterally modify all chat dialogs [or, for that matter, whether people think I should be doing this some other way…]).


Having been tripped up by that once too often, I'm working on an addon to try to prevent it from happening. My current approach is to modify the chat dialog during creation so that none of its options are associated with any key bound to a movement action. (And I am actually walking the live keybindings instead of just hard-coding the usual roguelike keys, in case someone has their own custom keybindings that might similarly trip over a chat dialog — maybe an 'asdf'-based left-handed roguelike variant?)
Now, I'm not currently planning to modify all chat dialogs in this manner, just the ones that are likely to get sprung on the player while you're moving. Right now, that's the ones mentioned above, the lumberjack quest chat and the lost kitten chat; while I'm testing, I figured I'd solicit input to see if there are any other chat dialogs anyone thinks I should also give this treatment to (or whether people think I should just go ahead and unilaterally modify all chat dialogs [or, for that matter, whether people think I should be doing this some other way…]).