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Old April 15, 2022, 09:46   #21
Cryomaniac
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More tinkering with making monster recall look nicer; I've tried to put all melee attacks on a separate line, and add average damage per round as well (assuming player is aware of each attack's damage output):



Does this look nicer? I think it's more readable, but it requires using more rows for main window.
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Old April 15, 2022, 13:00   #22
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I don't like forcing bigger term sizes, it really limits font size for people on smaller screens.
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Old April 15, 2022, 13:04   #23
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How many rows is OK, then? I already had to make row count slightly bigger to fit extra condition display rows on left side of screen (32 rows). Column count is still going to be big, many special abilities have long names when translated into English

Last edited by Cryomaniac; April 15, 2022 at 13:04. Reason: row count
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Old April 15, 2022, 13:44   #24
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Well it would be ideal to be flexible instead. Poscheng has scrollable recalls, perhaps the code is easy to lift? And for abilities almost all of the time there is a ton of space being put in the menu despite a characters ability names being short, creating an extra line and wrapping a name when necessary would be ideal.
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Old April 15, 2022, 13:59   #25
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On the topic of column count, the original JP version already had amount of columns larger than the norm of 80, and the translation isn't going to be shorter. Also, the code is pretty messy, being a branch of 1.7.0 Heng; splitting long ability names in two lines doesn't look trivial.

Grafting western Heng* branches UI might be possible, considering those descended from 1.7.0 as well, but the further I deviate from the base JP version, the harder moving the translation to further releases will be - for now, I'm keeping myself to slightly altering the monster recall function.
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Old April 15, 2022, 20:26   #26
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Quote:
Originally Posted by clouded View Post
Well it would be ideal to be flexible instead. Poscheng has scrollable recalls, perhaps the code is easy to lift? And for abilities almost all of the time there is a ton of space being put in the menu despite a characters ability names being short, creating an extra line and wrapping a name when necessary would be ideal.
Also, on topic of scrollable recalls: Poschengband has this, but you have to press a separate key first (the initial monster recall doesn't scroll), and its window is 40 rows by default. Frogcomposband also takes a lot of space by default, and I don't think it has scrollable recalls.
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Old April 22, 2022, 03:21   #27
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Any realistic way to farm for ishizakura for my occult spell, besides dream world?
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Old April 22, 2022, 05:22   #28
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It can be often generated in Hell Valley dungeon (depends on your Searching skill).
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Old April 24, 2022, 09:52   #29
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While I'm waiting for more releases, I'm tinkering some more with minor features. For example, I'm trying to copy detailed action logging from western Hengband variants, like the amount of different items used:



I'm implementing this with minimal changes to original source files to avoid conflicts with future versions; not sure how far can I go, but detailed player logs would be nice.
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Old April 24, 2022, 18:07   #30
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Thanks for doing this. Couple of things I've noticed in the current release.
- Tojiko's birth description is broken
- Murasa's J menu looks odd, and some of the ability messages are untranslated
- The message for hitting a vampire with a water attack is untranslated
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