Fail message order

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  • Timo Pietilä
    replied
    Originally posted by clouded
    You like accidentally moving when you fail to activate something? Imagine this in a situation where you are using a wand of teleport other on a monster that could kill you the next turn. Inconsistant UI like this is really awful.
    This is the reason why I hate "disarm/open without direction". I end up closing a door, then immediately opening it again.

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  • MattB
    replied
    Originally posted by clouded
    You like accidentally moving when you fail to activate something? Imagine this in a situation where you are using a wand of teleport other on a monster that could kill you the next turn. Inconsistant UI like this is really awful.
    Oh...I didn't think of that.

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  • clouded
    replied
    Originally posted by Mark
    I don't like trying to activate an item, choosing a direction, and then being told I failed to activate it.
    You like accidentally moving when you fail to activate something? Imagine this in a situation where you are using a wand of teleport other on a monster that could kill you the next turn. Inconsistant UI like this is really awful.

    Leave a comment:


  • MattB
    replied
    Originally posted by Mark
    I don't like trying to activate an item, choosing a direction, and then being told I failed to activate it. (tell me of the fail before asking for any direction)

    I don't like being asked to choose which item to drop in my house, and then being told there isn't room. (Assuming a full house, only list items that there are room for (items that can stack with those in home) or tell me there isn't room (if I have no such items) as soon as I hit 'd')
    plus one for me

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  • Mark
    started a topic Fail message order

    Fail message order

    I like the fact if I move over an item I don't have room for; the game tells me so in the same line as describing the item.

    I don't like trying to activate an item, choosing a direction, and then being told I failed to activate it. (tell me of the fail before asking for any direction)

    I don't like being asked to choose which item to drop in my house, and then being told there isn't room. (Assuming a full house, only list items that there are room for (items that can stack with those in home) or tell me there isn't room (if I have no such items) as soon as I hit 'd')

    Is the code structured in such a way to change the order of the latter two, or is it too complex / impossible to streamline?
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