The button is labeled "Specials" but it's actually for "Special Attacks" and the usual button was labeled as "Abilities" for "Special Abilities". The specials menu was split up recently to keep attacks on one end and other options on the other end of the button menu and to condense the list a little as well.Ah, thanks, now I found it. But for the record, it's just called "Special". I suppose these unclickable buttons are labels, then, but I think they're more confusing than helpful given they aren't used anywhere else, and also occupy the space for a button...
Fair enough. On that note, the Kineticist abilities "Psychogenic Vim" and "Reality Schism" (and presumably "Haste") should maybe be moved to the "Abilities" menu, since they only heal or buff.The button is labeled "Specials" but it's actually for "Special Attacks" and the usual button was labeled as "Abilities" for "Special Abilities". The specials menu was split up recently to keep attacks on one end and other options on the other end of the button menu and to condense the list a little as well.
It's not the place where I expect a label, but to be honest, that's probably mostly because I'm still used to how it was before..."Flat" buttons like that serve as labels for the button menu, yes. A couple other places that use button menu pages (with the "< Prev" and "Next >" buttons in the center) have the same layout.
Naturally, all the class-specific abilities will appear in the Special Attacks menu, and it looks like those abilities fall into that. It may require some extra parsing, but I'll try to look into a way I can make those kinds of abilities appear on the other menu. Currently, the only exceptions with the class abilities may be one of the separate Kineticist abilities and the Levitate ability (since it shares a menu with other flying abilities).Fair enough. On that note, the Kineticist abilities "Psychogenic Vim" and "Reality Schism" (and presumably "Haste") should maybe be moved to the "Abilities" menu, since they only heal or buff.
There are two ways a button menu with a potential for more than 15 buttons will be displayed: either broken into sorted chunks (such as by letter, like A-M, M-Z, etc., with no page navigation) or through a paging menu (has page navigation, shows up to 10 choices per page--I added the label primarily for clarity, like in the ship equipment menu and the drink/food menus). I tried to stylize the labels so they are flat and non-clickable with non-bold font (I want to avoid changing up the colors too much, so I left that alone). Normally buttons you can click/tap on have a drop shadow.It's not the place where I expect a label, but to be honest, that's probably mostly because I'm still used to how it was before...
Hmm, I think what tripped me up is that the current design lands right inbetween "enabled button" and "disabled button", which in some GUI frameworks could have indicated a broken button. Removing the button-shaped background for the label could break the association with buttons without hurting the colour scheme, I think.There are two ways a button menu with a potential for more than 15 buttons will be displayed: either broken into sorted chunks (such as by letter, like A-M, M-Z, etc., with no page navigation) or through a paging menu (has page navigation, shows up to 10 choices per page--I added the label primarily for clarity, like in the ship equipment menu and the drink/food menus). I tried to stylize the labels so they are flat and non-clickable with non-bold font (I want to avoid changing up the colors too much, so I left that alone). Normally buttons you can click/tap on have a drop shadow.
Okay, I think I came to a compromise: the flat buttons will just adopt a semi-transparent variant of the shadow color (appearance will vary based on the color theme, so it could appear completely transparent in some cases), that way it can look somewhat like a disabled button, but still have opaque enough text to be legible.Hmm, I think what tripped me up is that the current design lands right inbetween "enabled button" and "disabled button", which in some GUI frameworks could have indicated a broken button. Removing the button-shaped background for the label could break the association with buttons without hurting the colour scheme, I think.