You have to check whether the menu item is the aware version "sleep" aware or the unaware version "zyx abc", and then call the appropriate function.
Bugs in r1683 - debate wanted
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Ok, here are the ones I still consider outstanding bugs:
4. The object knowledge menus do not include the special artifact flavours under rings and amulets, thereby immediately giving away when a new flavour is an artifact. IMO this is a bug, and the artifact flavours should be included on the knowledge menus.6. The "recall" function in the artifact knowledge menu is borked. It should give you your current knowledge of the artifact, but at the moment it gives you very little (because it uses the make_fake_artifact function and it's not picking up the flags). I intend to correct this to use known_flags, as it should be uncontroversial.7. The recall of ego items is broken too, because the tval is not set for the dummy item. (It says "it causes your melee attacks to slay undead" for weapons, when it should just say "slays undead".) I intend to correct this too.8. Cancelling use of ?ID takes turn. Also "you have nothing to identify" takes a turn. IMO neither of these should take a turn - like trying to melee while afraid. Anyone agree? (ISTR this was changed recently for the spell, so that mana is not wasted if you have nothing to ID.)9. Inscriptions are parsed wrongly in stores (@b5!d!k!v results in "really try...?" when browsing in home, and is totally ignored in others)Last edited by Magnate; November 11, 2009, 18:42."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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Here's the contents of my BUGS file.
could not learn !blindness, either drinking [dwarf] or throwing [did damage]
quaffed contemplation, losing str, got "ring of strength glows" even though it did not help
inspected gloves, told of activation before ever wielded or pseudoed
threw shot, learned slay on ground, not in pack
aimed wand at dragon, killed it, saw it with infra not light, no awareness [was wonder]
learn awareness on say "wis+2, do not get full id until rewield it
need to see both fast and slow indicators when under speed spell and inertia so you don't quaff an extra !speed thinking it ran outComment
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quaffed contemplation, losing str, got "ring of strength glows" even though it did not helpinspected gloves, told of activation before ever wielded or pseudoedthrew shot, learned slay on ground, not in pack
aimed wand at dragon, killed it, saw it with infra not light, no awareness [was wonder]
learn awareness on say "wis+2, do not get full id until rewield itneed to see both fast and slow indicators when under speed spell and inertia so you don't quaff an extra !speed thinking it ran out"Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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I guess I don't really care, but it seemed odd enough to add to my bug list.
If you can notice an activation on pickup, you should get {splendid} or {special} notice at the same time. I don't know why I thought notice on wield made more sense. Now that you point it out, notice on pickup makes more sense, 'cause you see the activation button sticking out , except that it is inconsistent with the way everything else works via notice on wield. Of course, I also think you should always notice {special} on pickup too ...Comment
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If you can notice an activation on pickup, you should get {splendid} or {special} notice at the same time. I don't know why I thought notice on wield made more sense. Now that you point it out, notice on pickup makes more sense, 'cause you see the activation button sticking out , except that it is inconsistent with the way everything else works via notice on wield. Of course, I also think you should always notice {special} on pickup too ...
Why do you assume activation is a button? Maybe it's a sequence of words that you don't know until you wield the weapon and it implants the formula in your brain.Comment
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I could almost go along with this, providing (reasonable INT and) that that the {special} item is the only item on that space. It would be harder to recognize a {special} item amids clutter, or if obscured by another item lying on top of it.www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.Comment
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On the other side, I think that dice should only be known at walk-over, not by detection. After all, why is a longsword obviously 2d5 when you detect it from across the dungeon but you have no idea whether it's a holy avenger or a +0,+0 piece of junk, even after picking it up."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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'only item on the space' is complicated by squelch. There may be other items on the space but you don't see them because you've squelched them. If each square is a 10' by 10' block, even if you have 4 sets of armor lying around, none need to be on top of each other.Comment
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The tricky part is [again IMO] the player should be shown the "typical" dice so he doesn't have to consult some other thing to see that a scythe is usually 5d3. How do you do that without confusing the issue when the scythe is actually 6d3?Comment
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IMO this is not tricky at all. Why should a weapon's "normal" dice be visible from across the dungeon any more than its real dice? New players will quickly get the hang of normal dice by looking in shops and finding plenty of weapons. The knowledge menu can help them check whether the one they've just picked up has "normal" dice or not."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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IMO this is not tricky at all. Why should a weapon's "normal" dice be visible from across the dungeon any more than its real dice? New players will quickly get the hang of normal dice by looking in shops and finding plenty of weapons. The knowledge menu can help them check whether the one they've just picked up has "normal" dice or not.
Just IMO, of course.Comment
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IMO this is not tricky at all. Why should a weapon's "normal" dice be visible from across the dungeon any more than its real dice? New players will quickly get the hang of normal dice by looking in shops and finding plenty of weapons. The knowledge menu can help them check whether the one they've just picked up has "normal" dice or not.
Look at it this way, all weapons have the same base damage dice. Some weapons have a special mod that adjusts their base damage dice. It's like shooting power for bows. Just because Bard has a x5 mult, does that mean you shouldn't show players longbow (x3) until it's been ID'd?
Of course the game doesn't ever update the multiplier for ranged weapons with shooting power, but that's a different issue. I'd like to see the standard damage dice and multipliers on weapons before ID, and the actual ones after ID.Comment
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