1. Finally completed the quest template system. I like it, at least.
2. Fixed the bug where if you had a dmap intro string set and had a guy there with a string and you walked into the room, both would start showing up at the same time. Now, the DMap intro shows up, vanishes after a moment, then the guy string shows up.
3. Fixed the bug where a DMap intro string might show up twice.
4. Fixed the bug in ZQuest where the F12 key would turn the vertical flip bit on.
5. Began work on string linking. About 75% done. Now, when you edit strings, you can hit a check box to make the string linked to the next string. Then, when you play, after the first string shows up, the second one shows up. All I have to do is add a small delay between them, force the player to hit a button between the messages, and maybe set some kind of indicator that you need to press a key.
Sorry it's taking so long with this one; the quest template stuff was a lot harder than I had previously thought. But it's a very elegant system now (at least, a lot more so than it started off as). The next thing I am thinking about adding is message boxes. These will, when you set them (in map styles, like with the map and triforce frame) show up behind messages. Old quests will automatically default to tile 0, which will make no frame show up.
Thoughts? Small suggestions? I should be able to get a beta out tomorrow afternoon. Possibly tonight, but I doubt it (payday and I have to go grocery shopping).