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[suggestion] BUFF window (temporary resistance indicator)

Posted: Wed Jun 15, 2016 1:44 pm
by tangar
Its a big problem to understand when your temporary resistance (from potions or item activation) would end its effect. I think this information is quite essential and it would be great to have it at UI. It could look like this:

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Algorithm:
1) if you don't drink pots/activate items - it doesn't showed
2) if you drink particular potion - only one indicator showed. For example, if you drink res heat potions - only red star appeared.
3) when effect is close to end (5 turns left), stars become to blink or maybe fade in color. So you could estimate essential time to drink another potion if its needed.

It would be great to have such feature! :)

Re: [suggestion] temporary resistance indicator

Posted: Fri Jun 17, 2016 9:00 pm
by PowerWyrm
There are many game improvements that can be stolen from Vanilla Angband. TomeNET is still stuck with old code (2.7.x-2.8.x) and could benefit a lot from the latest UI improvements.

Re: [suggestion] temporary resistance indicator

Posted: Fri Jun 17, 2016 10:23 pm
by tangar
I didn't took this idea from other roguelike game; just figured out by myself that resistance panel would be very nice to have in Tomenet. Is this indicator build-in in other angband variants?

Re: [suggestion] temporary resistance indicator

Posted: Sun Jun 19, 2016 8:56 pm
by PowerWyrm
In all of them except Tomenet :)

Re: [suggestion] temporary resistance indicator

Posted: Sun Nov 06, 2016 11:02 pm
by tangar
For now maybe just add possibility to see 'double resistances' in C-h-h screen? Make Fi-Co-El-Ac-Po yellow when you drink res potion. It would be much easier then reworking interface, but still could help a lot )

Re: [suggestion] temporary resistance indicator

Posted: Sun Jan 28, 2018 11:06 pm
by tangar
Maybe even just make separate very small window? For example, size 6x8 (6 rows, 8 columns) would fit perfectly to my TomeNET interface, cause I got such gap in top right corner :D If you got other type of interface, such window still would be very useful, you could put if to any position you want :)

Image

It could be not only for resistances, but also for other buffs and debuffs.. But the most crucial thing for now - resistances! It could be just 1 sylbol indicatior - is Potion of Resistance active or not.. and when it come close to deactivate - make it blink.

It would help A LOT :D Please!

Re: [suggestion] temporary resistance indicator

Posted: Wed Jun 20, 2018 9:20 am
by tangar
tangar wrote: Sun Jan 28, 2018 11:06 pm Maybe even just make separate very small window? For example, size 6x8 (6 rows, 8 columns) would fit perfectly to my TomeNET interface, cause I got such gap in top right corner :D If you got other type of interface, such window still would be very useful, you could put if to any position you want :)

Image

It could be not only for resistances, but also for other buffs and debuffs.. But the most crucial thing for now - resistances! It could be just 1 sylbol indicatior - is Potion of Resistance active or not.. and when it come close to deactivate - make it blink.

It would help A LOT :D Please!
Yet another stupid (in terms of UI) death cause we do not have buff window. Disruption shield has to be there or it could be very easely confused with Black breath.

Guys, please.

Please.

PLEASE.

PLEASE.

Add SMALL 6x8 window with buff indicators.

Re: [suggestion] BUFF window (temporary resistance indicator)

Posted: Mon Jan 14, 2019 11:11 am
by tangar
An easy alternative (not to mess with game UI) is to add sound flags for buffs.

Re: [suggestion] BUFF window (temporary resistance indicator)

Posted: Fri Oct 02, 2020 11:05 am
by Faraday
I did it for myself about a year ago (February 2020 i think). It only works on full size main window, because half-size window just don't have space for row of 5-6 chars.

Logic is very simple:
1) when you receive message with "You feel resistant to ..." then the associated symbol drows under character stats.
2) when you receive message with "You feel less resistant to ..." then the empty char drows in position of associated symbol, so its erases res symbol.

It's impossible to count turns before res is expired because this logic processes on server, client know only messages about that.

I tried to create a separate window but didn't have enough time for it.

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