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Expand the functionality of the Adventure map event #9514

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@ihhub ihhub commented Jan 30, 2025

  • the Adventure Map event now supports giving a Secondary Skill and also Experience
  • the corresponding Editor dialog was reworked to add the new functionality
  • many other places where we call a separate dialog to set amount of something were lacking needed images

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close #8731

@ihhub ihhub added improvement New feature, request or improvement logic Things related to game logic editor Map editor related stuff labels Jan 30, 2025
@ihhub ihhub added this to the 1.1.6 milestone Jan 30, 2025
@ihhub ihhub self-assigned this Jan 30, 2025
@ihhub ihhub marked this pull request as draft January 30, 2025 11:03
@ihhub ihhub changed the title Adventure map event expansion Expand the functionality of the Adventure map event Jan 30, 2025
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⚠️ Clang-Tidy found issue(s) with the introduced code (1/1)

src/fheroes2/editor/editor_event_details_window.cpp Outdated Show resolved Hide resolved
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@ihhub ihhub marked this pull request as ready for review January 30, 2025 12:09
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Hi, @ihhub. This works very well. I have some comments. I believe we should check if the obtained artifact is a win condition and then trigger victory, just like we do for the sphinx.

Also we should change from reward to effect or event where I pointed out because the event can have negative effects.

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ihhub commented Jan 31, 2025

Hi @zenseii , what do you think about this text: Resources will be given as a reward. ? I replaced it by Resources will be given by the event..

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ihhub commented Jan 31, 2025

Hi, @ihhub. This works very well. I have some comments. I believe we should check if the obtained artifact is a win condition and then trigger victory, just like we do for the sphinx.

Also we should change from reward to effect or event where I pointed out because the event can have negative effects.

Win condition is checked every time when a hero does an action.

@ihhub ihhub requested a review from zenseii January 31, 2025 00:34
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zenseii commented Jan 31, 2025

Hi @zenseii , what do you think about this text: Resources will be given as a reward. ? I replaced it by Resources will be given by the event..

Hi, @ihhub. The problem is that we can have negative resources so it doesn't fit with reward.
image

Since this window shows up when some change in resources are part of the event, how about "The event will give these resource changes." or "These resources will be changed/affected by the event.".

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Hi, @ihhub !

What if we add a special field for exp points and shift the star slightly to left so it does not look like a decoration, but an interactive element?

image

I do also suggest separating every gameplay aspect change into a separate window, as placing all together into a single window becomes too huge for the GUI:

image

I can't even press the button in this case.
What if we show several windows in a row: text window, then resources window, then artifact window and after - skill window.

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zenseii commented Feb 1, 2025

Hi, @Branikolog and @ihhub.

I can't even press the button in this case. What if we show several windows in a row: text window, then resources window, then artifact window and after - skill window.

I guess we all know it, but the best solution would probably be to make this type of window be able to extend in the width too. I've tried looking into it before but it is not entirely obvious how you would make the window frame extend, compared to the standard windows.

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ihhub commented Feb 1, 2025

Hi @zenseii , I think you refer to #1338

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Mr-Bajs commented Feb 1, 2025

I do also suggest separating every gameplay aspect change into a separate window, as placing all together into a single window becomes too huge for the GUI:

Most events will probably just have one type of reward/penalty. In that case it would probbly be better if the first reward type would included in the event message, then the eventual other in new windows. Or maybe increase the width of the window to allow more text in fewer rows, and may even include 2 types of effects. Or just an adaptive window that adapt with a secondary window if everything doesn't fits in the first.

Popups should be limited to as few as possible. They become annoying rather quick after first time playing a map.

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Branikolog commented Feb 1, 2025

Hi, @zenseii

I guess we all know it, but the best solution would probably be to make this type of window be able to extend in the width too.

Well, maybe this could work, but I think it's not possible to extend the frames (both evil and good) in these dimensions without help of the artist.

Showing several windows one by one is a common solution for the game currently. Like when you accept artifacts after the battle or lvlup for several levels in a single moment. There're even some maps, when on a first day you read several messages in a row...

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Change Adventure Map event functionality to support extended format
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