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Quality of life: Spellcasting #536
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The thing to do about this would probably be to calculate how much space is taken up by the name, APs, and active status icons, then squish the spell hint horizontally as needed. |
Hmm… my first reaction to the spell hint was "that sounds bad, there just isn't enough space", and I still mostly feel that way (what about characters that can cast both mage and priest spells)? However, if it's only shown as part of the combat AP indicator, then I think I can live with it. In that case we can drop the status icons altogether – the only statuses shown there are whole-party statuses (fly, detect life, firewalk, stealth), most of which have no relevance in combat. (I think only firewalk could have combat relevance?) So, to be clear: in combat we can show this indicator, and outside of combat we can show the status icons, but not both at the same time. Does that work? I'm not sure if it undermines the intent of your hint. Oh, and about the redesign of the spellcasting dialogue: I like it. While you're at it, maybe you can fix the alignment of the headers? Like, aligning "HP" with the column of HP, "SP" with the column of SP, etc. |
parseColor() was doing a big if-else with string comparisons, and returning values that differed from our Colours constants. Since I couldn't find an instance of the colour attribute in our existing xml, it should be safe to do away with those conflicting values and refactor parseColor() to match the constants and use cleaner code.
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I think this is just fine.
I've just made it so attempting to recast the opposite spell type of the hint, toggles the hint to the other spell type, so you get to see it before repeating the input to do the recast. I made this part of the spellcasting action that we already record and replay, so it should work in replays. |
I found it very confusing how many of the spells were (WHEN_COMBAT).asPeaceful(). I thought those were bugs at first.
It seemed reasonable that we actually would want to LET the player cast this in town mode, but it seems like other blessing spells (i.e. Haste) do not
Regarding the colours, I think my logic behind choosing those colours was that they are the basic HTML colour set… or perhaps it was that it's the basic Win32 console colour set, or the union of the two. So I think I'd prefer to keep all the colours that were defined before, though moving them to a colour map definitely makes the code cleaner. One other note on the colours – for two-word colours, could we replace the underscores with hyphens? So for example Also, I think you missed updating the schema for the colours change? Unless I missed it. I notice you added a documentation comment in the cpp (asPeaceful). Wouldn't that make more sense in the header? |
For the ones that exist as |
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I think it would actually make the most sense right next to the declarations of all the spells. I added that note in because I thought all the instances of So I put it there. |
How different were they? If they're reasonably similar colours then the version in
Hmm, maybe that should be added, but if it's already not there then it won't block this PR. Also, you misspelled "silver". |
They're pretty similar, and also nothing was referencing the variants that would have come from the old
That I did. Funny that it wasn't fuchsia that tripped me up! |
Okay, I did a comparison of the colours. The ones that are different are:
The differences mostly aren't noticeable unless you look closely (except for teal). I did wonder if perhaps some of the "extra" colours that use 0xff should instead either use 0xdd or fill the gap with 0x31, so I tried this out:
I think they're probably fine as they are, but if you think any of them are overly bright then you could try reducing them as above. |
I don’t think I’ll noodle with the values any more.
…On Wed, Jan 22, 2025 at 6:37 PM Celtic Minstrel ***@***.***> wrote:
Okay, I did a comparison of the colours. The ones that are different are:
- red and blue use 0xdd instead of 0xff
- yellow adds 0x31 blue to mellow it out a bit
- navy is even darker - 0x39 instead of 0x80
- teal is a significantly different colour
The differences mostly aren't noticeable unless you look closely (except
for teal). I did wonder if perhaps some of the "extra" colours that use
0xff should instead either use 0xdd or fill the gap with 0x31, so I tried
this out:
- lime with 0xdd is noticeably darker but still quite bright
- aqua as 00dddd is noticeably darker but still quite bright
- aqua as 00ffdd is about the same as 00ffff while 00ddff is about the
same as 00dddd
- fuchsia as dd00dd is noticeably darker but still quite bright
- fuchsia as ff00dd is about the same as ff00ff while dd00ff is about
the same as dd00dd
- aqua as 31dddd doesn't look noticeably different to me
- fuchsia as dd31dd doesn't look noticeably different to me.
I think they're probably fine as they are, but if you think any of them
are overly bright then you could try reducing them as above.
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This makes changes to the spellcasting UI.
Honestly still haven't decided if I like how it looks, so feedback is welcome.