Closed dastrukar closed 1 year ago
With https://github.com/caligari87/Ugly-as-Sin/pull/219/commits/5c53e7900658962a57f14864af82d870deaaf356, the trauma kit no longer uses LANGUAGE (or just hard-coded strings) to display the blocking item name. (excluding bandages and striptime
)
So instead of displaying Take off your armour first!
, it would say Take off your garrison armour first!
(or whatever armour you have)
@caligari87 let me know if you'd prefer the original behaviour
@tedthedragon btw, what's the rationale behind moving all of the colour codes to LANGUAGE?
e.g. UAS_MEDICAL_UI_BLACK
/ UI_STATUS_BLACK
The dynamic tag usage is definitely preferred. I never really iterated on that part of the module past basic functionality anyway.
I like these changes, they make the code more readable for sure.
Thanks for the feedback :]
Anyways, assuming that ted's probably not going to respond, I'll just leave the colour stuff alone and mark this PR as ready to merge.
@tedthedragon btw, what's the rationale behind moving all of the colour codes to LANGUAGE? e.g.
UAS_MEDICAL_UI_BLACK
/UI_STATUS_BLACK
My bad, I didn't get the notification that I was mentioned in this
The intention was, as I'm slightly colorblind, that I could modify the colors to have it be more visible for me to read for some of the wound changes and, if someone prefers a different UI color, they could also change it to their preferences.
Noted. Will keep that in mind if I end up messing with the LANGUAGE file in the future.
I feel like addressing this through LANGUAGE is the wrong approach. It only solves one very small part of the problem, at the cost of a severe impact to code readability and development convenience.
A screen shader such as this seems like it would be a more comprehensive and reliable solution.
Not sure if this is best way to handle the new LANGUAGE changes, but it should at least remove some redundant parts and tidy up some of the code.
note: still questioning on how to handle wound descriptions, and let me know if there's a cleaner way to implement the language stuff