I was fiddling around with message.prf in V3.1.2 r1973 and noticed that you couldn't change the color of normal hits on monsters.
I checked the source (albeit from 3.1.2v2, but this should be the same) and found that MSG_GENERIC is used in:
attack.c/py_attack
...
/* Tell the player what happened */
message_format(MSG_GENERIC, m_ptr->r_idx, "You %s %s.", hit_verb, m_name);
Unless I'm wrong this should be changed to the use of MSG_HIT to distinguish from all other generic messages. MSG_HIT is used in the melee crit-function for sound and MSG_SHOOT_HIT is used for ranged combat, so unless I'm missing something there should be no other problems there.
Edit. Meh - it needed some more work to use the melee crit notifications(MSG_GREAT etc). The melee-crits are only handled for sound (ie sound(MSG_HIT_GOOD); for instance). I guess there might be some other things as well.
Oh well - I guess the message.prf handling is not top priority atm, so I guess this could be shelved!
I checked the source (albeit from 3.1.2v2, but this should be the same) and found that MSG_GENERIC is used in:
attack.c/py_attack
...
/* Tell the player what happened */
message_format(MSG_GENERIC, m_ptr->r_idx, "You %s %s.", hit_verb, m_name);
Unless I'm wrong this should be changed to the use of MSG_HIT to distinguish from all other generic messages. MSG_HIT is used in the melee crit-function for sound and MSG_SHOOT_HIT is used for ranged combat, so unless I'm missing something there should be no other problems there.
Edit. Meh - it needed some more work to use the melee crit notifications(MSG_GREAT etc). The melee-crits are only handled for sound (ie sound(MSG_HIT_GOOD); for instance). I guess there might be some other things as well.
Oh well - I guess the message.prf handling is not top priority atm, so I guess this could be shelved!
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