Quote from: nitwit on October 13, 2021, 05:46:11 amFor item/skill/job/etc descriptions, it might save resources (both yours and in the game) to have a routine that prints their stuff to the screen, and then have a string for the fluff.
Could you elaborate a bit more on what you mean by this? I'm not quite sure I understand.
Quote from: nitwit on October 13, 2021, 05:46:11 amThis can save screen real estate if you add color-coded element icons (I know I've seen them somewhere) or develop icons for status effects.
That's an interesting idea, I hadn't considered using icons for elements/statuses. I'd have to find space for the graphics; maybe in FRAME.BIN or something? To be honest, though, the item/ability/etc. descriptions aren't a huge issue in terms of space, so I'm not sure how much would be gained from doing that.
Quote from: nitwit on October 13, 2021, 05:46:11 amBeing able to press select and familiarize yourself with the jobs, skills, and items would make it easier for users to pick up a mod and play without consulting a guide. Especially if class stat growths, innate skills, and so on are legible to players from within the game.
This is one of the goals for my patch: to have as much information available in-game as possible. I've added equipment information for special character jobs and previously hidden innate abilities, both of which were relatively straightforward, but I was also thinking about adding job stats, damage formulas, poaching probabilities, etc. at some point, which would pose much more of a problem in terms of space.
Quote from: Akashachi on October 14, 2021, 09:15:05 pmI think your mod would be better suited to be built with their resources, once the translation patch is available.
You're absolutely right. I was on the fence about basing my patch on TLW for a while, but after learning of TLWotL the other day, I'll probably port everything over once it's released.
Edit: I revised the OP to reflect the new details and scope of the project.