(With apologies in advance if this is already being discussed / developed for v.4; I've not seen it in 3.5, yet.)
I'd be surprised if fellow spellcaster-players haven't also been in a position of being in the middle of a heated battle and failing to realize that your spellbook inventory had been reduced by some fire-breathing critter.
This sets one up for a scenario in which you automatically cast a spell using the key combo that you always use, only to realize (too late) that the loss of that spellbook has changed the key combo for the desired spell.
An example: You're in the middle of a battle and type "MBF" to teleport away. However, instead of casting "Teleport Self," you end up casting "Identify" because both are spell "F" in their books, and the "B" inventory letter has been reassociated with a different spellbook by the change in your inventory resulting from destruction of "Magic for Beginners."
As a result of this mistake, that Balrog standing over you wonders for a moment why you stopped fighting to identify the item you're standing on before shrugging and eating you.
In addition to that brown-trouser-inducing scenario, casting spells just becomes a bit of a headache if you don't have the full suite of books and you've trained yourself to cast the spells automatically. If you decide you don't want to carry the full set, you have to stop and think about each key combo before casting a spell. This slows the game and increases the likelihood of mistakes.
My suggestion is: Instead of referencing the dynamic inventory letter for a spellbook when casting, the Angband engine would instead reference an internal table which always uses the same identifier to refer to the books regardless of which books you have in your inventory at the time you cast a spell. This table would, of course, key off the adventurer's inventory & books on the ground, and the player could not cast spells if they don't have the corresponding spellbook.
Thus, if I do not have "Magic for Beginners" but I do have "Conjurings and Tricks", the key combo "MBF" would still find & cast "Teleport Self" even though "Conjurings and Tricks" has an inventory letter of "A".
If I had "Conjurings and Tricks" but it has been destroyed without my realizing it, then "MBF" would fail in a way that makes it obvious that the requested action isn't possible rather than interpreting their "MBF" literally and acting upon it by casting the "wrong" spell, and giving that Balrog an additional attempt at eating our tasty adventurer.
Thoughts? Is there a reason that the game doesn't already do this?
I'd be surprised if fellow spellcaster-players haven't also been in a position of being in the middle of a heated battle and failing to realize that your spellbook inventory had been reduced by some fire-breathing critter.
This sets one up for a scenario in which you automatically cast a spell using the key combo that you always use, only to realize (too late) that the loss of that spellbook has changed the key combo for the desired spell.
An example: You're in the middle of a battle and type "MBF" to teleport away. However, instead of casting "Teleport Self," you end up casting "Identify" because both are spell "F" in their books, and the "B" inventory letter has been reassociated with a different spellbook by the change in your inventory resulting from destruction of "Magic for Beginners."
As a result of this mistake, that Balrog standing over you wonders for a moment why you stopped fighting to identify the item you're standing on before shrugging and eating you.
In addition to that brown-trouser-inducing scenario, casting spells just becomes a bit of a headache if you don't have the full suite of books and you've trained yourself to cast the spells automatically. If you decide you don't want to carry the full set, you have to stop and think about each key combo before casting a spell. This slows the game and increases the likelihood of mistakes.
My suggestion is: Instead of referencing the dynamic inventory letter for a spellbook when casting, the Angband engine would instead reference an internal table which always uses the same identifier to refer to the books regardless of which books you have in your inventory at the time you cast a spell. This table would, of course, key off the adventurer's inventory & books on the ground, and the player could not cast spells if they don't have the corresponding spellbook.
Thus, if I do not have "Magic for Beginners" but I do have "Conjurings and Tricks", the key combo "MBF" would still find & cast "Teleport Self" even though "Conjurings and Tricks" has an inventory letter of "A".
If I had "Conjurings and Tricks" but it has been destroyed without my realizing it, then "MBF" would fail in a way that makes it obvious that the requested action isn't possible rather than interpreting their "MBF" literally and acting upon it by casting the "wrong" spell, and giving that Balrog an additional attempt at eating our tasty adventurer.
Thoughts? Is there a reason that the game doesn't already do this?
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