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 Post subject: Hint domain
PostPosted: 05 Oct 2011, 19:01 
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Joined: 05 Dec 2008, 05:42
Posts: 1811
There are many obscure features, like where openkore just silently does nothing until you configure it (silently doing nothing on Auto Spell skill cast when autoSpell option wasn't configured), or where additional configuration may be useful, or where response is expected (party join request). We may add some hints where the user most likely would want (need) to do further configuration or do some actions. Also, group all those under some message domain (for example, "hint"), maybe even designate individual console color for it (for example, "darkcyan", isn't used in default configuration).

Hints may be easily disabled (squelchDomains). If there would be too many hints, a hint about how to disable hints may be added.

Hints may be somehow extracted by the interface and displayed separately (GUI may want that).

Example hints: http://openkore.svn.sourceforge.net/vie ... threv=7848

Also, that idea may just be applied to new/changing code for start, without much effort to apply it everywhere in the existing stuff.


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 Post subject: Re: Hint domain
PostPosted: 06 Oct 2011, 06:36 
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Joined: 24 Apr 2008, 12:02
Posts: 1299
EternalHarvest wrote:
Hints may be easily disabled (squelchDomains). If there would be too many hints, a hint about how to disable hints may be added.

Hints may be somehow extracted by the interface and displayed separately (GUI may want that).

Example hints: http://openkore.svn.sourceforge.net/vie ... threv=7848

Also, that idea may just be applied to new/changing code for start, without much effort to apply it everywhere in the existing stuff.


Good thing!. But thus Select dialogs should somehow be displayed to user, and user should be able to manually select one of options.

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