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Expand the functionality of the Adventure map event #9514
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Clang-Tidy
found issue(s) with the introduced code (1/1)
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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.
Hi @zenseii , what do you think about this text: |
Quality Gate passedIssues Measures |
Win condition is checked every time when a hero does an action. |
Hi, @ihhub. The problem is that we can have negative resources so it doesn't fit with reward. Since this window shows up when some change in resources are part of the event, how about |
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? 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: I can't even press the button in this case. |
Hi, @Branikolog and @ihhub.
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. |
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. |
Hi, @zenseii
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... |
close #8731