In the meantime I've been trying to make a dialogue-nested interactive world map work (because the vanilla world map doesn't seem to have all the features I want, plus I can't get it to work in the first place). Technically it is possible to make a cool-ish one, but all the methods for that are clunky and make me want to wait with that till some patch makes it easier.
Stuff that would be very useful for that (and other things) but doesn't seem to be available (at least I couldn't find it):
- using activable zones of a map in dialogue but without a defined splash picture (i.e. want to click on whatever activable zone is visible within the 1000x430px field of view when the dialogue starts - e.g. if I see the bottom part of a large map and it has zones there, I want to click on them and the game to recognize that); currently, using the command to display the dialogue and wait for a splash pic click without defining said pic crashes the game, and with the splash pic the game only recognizes activable zones put in the top-left 1000x430 corner of the map
- storing of xy coordinates of clicked spot in dialogue splash picture (and dialogue without splash picture) relative to map coords instead of window coords (so like with the above, if the party is in the bottom-right corner of a big map and gets a clickable dialogue, there should be an option to store the coords from that corner instead of from the top-left 1000x430 fragment)
- targetting activable zones of a map by their name/ID and not position (currently the available edit command takes any activable zone of the spot you clicked on for selection (or maybe the "top" one? hard to say), and so is useless for selecting one of overlapping zones) - having this would make lots of things much easier, like let you stack activable zones on top of each other and just hide/show them with a script as necessary (instead of creating many map files for each set of activable zones you need, or the messy and tedious approach of teleporting the zones in and out)
- related, teleporting activable zones seems to require adding two commands to the script, one for the X and one for the Y coord, and also lacks "pick coords from map" option (if moving the zone along just one axis has its uses, there could be another option for the command that lets you quickly change both coords)
- selecting a script to launch after the current one ends, so scripts could call each other as necessary instead of having to copy-paste anything you want from script 2 into the running script 1 (currently using a workaround of teleporting the party leader on top of an otherwise-inaccessible trigger tile when I want to switch scripts)
- preventing the world map dragging from going out of bounds (it looks ugly unless you account for the black space in the world map picture and add some fade-into-black border to it)
- for testing the module, if your world map lacks a way to enter some location from it, you can't exit it / go back to the main menu?
- add dialog answer that's hidden/non-selectable for the skill "Specified Variable
NOT EQUAL To Specified Value" (I'm using "if variable is not equal" and putting answers commands under that, but that could be contained in the answer command instead to avoid bloated script when you have many answer options in it)
Fake edit to the first point: (see picture) the used splash pic can be paritally- or even fully-transparent (to get one quickly, stretch nope.png framedicon to 1000x430), so a 1000x430 invisible splash pic lets you use the zones and still see the map (using a smaller picture, e.g. 100x100 px, will only let you click within that 100x100 area) - but you still are limited to the activable zones placed in the top-left 1000x430 area of the map you're loading the zones from.