Author Topic: [Answered] Overloaded stat bars  (Read 1898 times)

Online Delian

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[Answered] Overloaded stat bars
« on: April 04, 2022, 06:26:08 pm »
In a battle game GUI, you have a HUD showing some of the soldier's current stats, such as TU, energy, HP, morale, and mana. Four of them have numbers and bars, while mana has only a bar. Each bar shows two pieces of info, the current stat value (lighter color inner line), and the maximum (darker color outline).

There's several limitations here, the numbers don't display maximum/missing stats, while the bars are limited to a maximum value of 100, after which they go off screen, so to say.

I suggest these bars be enhanced so they're able to display values above 100. I suggest the usage of color overloading, like on the second attachment.

This would be useful because it would allow users to see values (and what's missing) even with values above 100.
A practical example would be, in xpz I have peasants which usually have freshness above 150. Due to the bar limitations, I can't easily see how much they're missing (even detailed stat screen only goes up to 150), to know whether I need to restore any or not.

An alternative solution would be to simply normalize the bars to 100 if the maximum is above 100.
« Last Edit: February 12, 2023, 12:51:14 pm by Meridian »

Online Meridian

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Re: [Suggestion] Overloaded stat bars
« Reply #1 on: April 04, 2022, 06:53:29 pm »
An alternative alternative solution would be to normalize the numbers used by the mod :)

Anyway, the feature has already been proposed and implemented by karadoc many years ago: https://github.com/karadoc/OpenXcom/commit/4fbf58a02a4a042cb542edb2a1f643f43e27b7b3
I didn't merge it into OXCE, simply because I don't like it. I like the HUD as it is now.

Online Delian

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Re: [Suggestion] Overloaded stat bars
« Reply #2 on: April 04, 2022, 06:57:55 pm »
Ok...

Offline N7Kopper

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Re: [Suggestion] Overloaded stat bars
« Reply #3 on: July 14, 2022, 02:55:32 pm »
An alternative alternative solution would be to normalize the numbers used by the mod :)

Anyway, the feature has already been proposed and implemented by karadoc many years ago: https://github.com/karadoc/OpenXcom/commit/4fbf58a02a4a042cb542edb2a1f643f43e27b7b3
I didn't merge it into OXCE, simply because I don't like it. I like the HUD as it is now.
Hilariously enough, even vanilla UFO has this problem, since Chryssalids can have >100 TUs.