So, after quickly looking through the template script, apparently this is how you configure the dialog options:
https://github.com/dkrey/ags_tumbleweed/blob/master/CustomDialogGui.ash
You need to have this somewhere in global script, in "game_start" function perhaps:
Code: ags
where OPTION_ID is one of the options from the eDialogGuiOptions list.
For example:
Code: ags and so on.
That should affect the whole module, and likely get you better results.
Overall, I must say this, it's a very bad strategy to hack insides of a module, because there may be multiple connected things in it. You change it in one place, but it still not working in another, or just breaks. It's better to learn how module can be used from "outside", by calling its public functions.
https://github.com/dkrey/ags_tumbleweed/blob/master/CustomDialogGui.ash
You need to have this somewhere in global script, in "game_start" function perhaps:
CustomDialogGui.DialogGuiOptions[ OPTION_ID ] = value;
where OPTION_ID is one of the options from the eDialogGuiOptions list.
For example:
CustomDialogGui.DialogGuiOptions[ eDialogGui_gui_width ] = Screen.Width;
CustomDialogGui.DialogGuiOptions[ eDialogGui_gui_height ] = Screen.Height;
That should affect the whole module, and likely get you better results.
Overall, I must say this, it's a very bad strategy to hack insides of a module, because there may be multiple connected things in it. You change it in one place, but it still not working in another, or just breaks. It's better to learn how module can be used from "outside", by calling its public functions.