Open thmsndk opened 6 months ago
They should be title case, or include quotation marks such as "axe"
- would also look better if the color is different and light
Unsure what you mean by different and light, is it the title text you want different? Or the weapon types?
If you choose the quotation marks, which seems like the best option now, it should be a different color than white, and a very light shade of that color
That's probably something that could be changed later, and would require decision about whether or not the color should depend on the weapon type, or should simply be based on the skill, etc. What I think could be a good compromise is that if the skills were put in quotation marks, then the label could be put in a light pink color.
Something like this?
Minimally
Should requirements have a specific color? It feels weird to me that level requirement is grey, while weapon requirement is pink.
Should requirements that are not met be colored red? for example, too low lvl? color 16 red or if no pickaxe is equiped? color pickaxe red.
Should requirements have a specific title color, so requirements are not grey?
I think one of the UI/UX issues we have here is that there can be multiple values. Moreover, I'd say a weapon type is not the most intuitive thing to show to the user.
What about, instead of showing the weapon type, we do something like Weapon Requirements: Show
and then the user can click on Show
to display a new window in which we list all weapons that would allow the skill to be used?
Kind of like it works for drops from a weaponbox, for example.
I know it would take more lines but perhaps something like the following if there are multiple wtypes, also note it now says Type in the title. Weapon Type Requirement:
I feel it is important to illustrate that it is a specific weapon type that is required, and not a specific weapon. Pressing show could list all weapons, it does require more effort showing that list though, and what if your class can't use the weapon in the list?
I don't think we have any window of this type that shows lists and I can understand that it would be a bit too crowded.
Like I said in my previous message, I think the most intuitive for the user is to have a Weapon Requirement: Show
which shows a list of all possible weapons. A player will only want to see what weapons are possible to enable the skill, the fact that the weapon type is X or Y is secondary so I think that's the best solution.
Moreover, it's not possible that a weapon is listed if you can't use it unless you're reading another class' skill.
Without digging into G.skills it might not be obvious that
G.skills.cleave
requires anaxe
or ascythe
, or thatG.skills.stomp
requires abasher
. This PR helps the player to identify the requirement via the SKILLS menu or the skills located in docs