Post by Lipa on Jul 4, 2006 12:00:15 GMT -5
This is another one of those tiny little suggestions that I’m almost embarrassed to post. Because they are really not that important. However, IMHO they would make the game somewhat smoother, and if the coding wouldn’t take more than an hour, I think they should be fixed.
Here goes:
I use macros quite a lot in roguelikes. I have my function keys F1-F12 set to all the common and often used commands, like certain abilities (accurate strike, magic missile...), spells (identify, detect monsters...), etc. I find this very convenient and useful, and the game plays much faster this way (instead of 3 or 4 keys, I only have to hit one).
However, there’s a slight little problem with New Angband that sometimes makes the whole thing with macros a bit awkward. The thing is that order of items in certain menus tends to change through time... I would like to address two different issues:
1. SPECIAL POWERS MENU:
When you start the game, you possess three powers (Hire, Unsummon, Talk). They occupy slots from a) to c). However, when you learn a new ability, like Spin Attack, the new ability gets a) slot, and everything else moves down for one.
The problem is this: If I create a macro for Spin Attack (‘Ua’), the macro will work only until I learn something new, e.g. Accurate Strike. Then, Spin Attack will become b), and Accurate Strike will occupy slot a). If I want to keep using the same function key for Spin Attack, I must reset the macro (this time ‘Ub’)...
Suggested solution: Instead of adding new powers at the *top* of the menu, could it be coded so that any new powers would come at the *bottom*? This way, all the macros would always stay the same, because every menu item would keep its original slot.
2. MAGIC SPELLS MENU:
Similar problem. Spells tend to “float” up and down through the menu as you create and delete different spells, and the letters of the spells constantly change. To keep macros for specific spells is almost impossible.
Suggested solution: No matter how many spells there currently is, spells should always have the letter that represents the slot that they occupy. So if I create Identify spell in slot 6, its letter should always be f), even if there are no other spells available. Even more -- I think that the slot numbers could as well change to letters altogether. So when the game asks you for the slot for a new spell, instead of “1-12”, it should ask you “a-l”.
As I said before: these are cosmetics. The game is just as great without them. However, if these issues would be quite easy to fix (I suspect so), I really think they should be. And macros would become much easier to use!
Best regards!
Here goes:
I use macros quite a lot in roguelikes. I have my function keys F1-F12 set to all the common and often used commands, like certain abilities (accurate strike, magic missile...), spells (identify, detect monsters...), etc. I find this very convenient and useful, and the game plays much faster this way (instead of 3 or 4 keys, I only have to hit one).
However, there’s a slight little problem with New Angband that sometimes makes the whole thing with macros a bit awkward. The thing is that order of items in certain menus tends to change through time... I would like to address two different issues:
1. SPECIAL POWERS MENU:
When you start the game, you possess three powers (Hire, Unsummon, Talk). They occupy slots from a) to c). However, when you learn a new ability, like Spin Attack, the new ability gets a) slot, and everything else moves down for one.
The problem is this: If I create a macro for Spin Attack (‘Ua’), the macro will work only until I learn something new, e.g. Accurate Strike. Then, Spin Attack will become b), and Accurate Strike will occupy slot a). If I want to keep using the same function key for Spin Attack, I must reset the macro (this time ‘Ub’)...
Suggested solution: Instead of adding new powers at the *top* of the menu, could it be coded so that any new powers would come at the *bottom*? This way, all the macros would always stay the same, because every menu item would keep its original slot.
2. MAGIC SPELLS MENU:
Similar problem. Spells tend to “float” up and down through the menu as you create and delete different spells, and the letters of the spells constantly change. To keep macros for specific spells is almost impossible.
Suggested solution: No matter how many spells there currently is, spells should always have the letter that represents the slot that they occupy. So if I create Identify spell in slot 6, its letter should always be f), even if there are no other spells available. Even more -- I think that the slot numbers could as well change to letters altogether. So when the game asks you for the slot for a new spell, instead of “1-12”, it should ask you “a-l”.
As I said before: these are cosmetics. The game is just as great without them. However, if these issues would be quite easy to fix (I suspect so), I really think they should be. And macros would become much easier to use!
Best regards!