In the old days, any inscription at all blocked squelching. I used to inscribe things with "no". I prefer the current behavior, a lot, but maybe it would be good to have an option for the old way, and automatic help explaining other possibilities such as !k if you examine or change the option.
Squelch, TMJ, and item drops
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In the old days, any inscription at all blocked squelching. I used to inscribe things with "no". I prefer the current behavior, a lot, but maybe it would be good to have an option for the old way, and automatic help explaining other possibilities such as !k if you examine or change the option.Comment
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Code:Add an inscription to this item: a) do not squelch/ignore {!k} b) warn before dropping {!d} c) warn before wielding {!w} d) use as default swap weapon {@w0} e) user-defined inscription
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I like Nomad's idea a lot, but I would take it a bit further: let's call his menu items "object flags", and hide to the casual n00b the fact that are mapped to inscriptions. Once we have a more user-friendly menu system for doing all the tasks we normally do with inscriptions, we can slowly deprecate them and let them fade into oblivion.
There are, I think, 3 use cases for inscriptions:
1) !-iscriptions ("don't do something"): they can be replaced with a menu where the user can set several flags, as in a) b) and c) of Nomad's menu. I think all we need in practice is "warn before using", "do not squelch", and "warn before losing item" (drop, squelch, sell, throw --- you all remember to inscribe all your items with !v, don't you?)
2) "=g" inscription - same: "pickup automatically items of the same kind"
3) @-inscriptions: in many graphical RPG (for instance Diablo, Baldur's gate and NWN, IIRC - I only played them long time ago), they are replaced by quick-use slots, which we could map on 1-9 or F1-F9, or modifier+F1-F9. So, for once, Angband could steal an idea from Diablo, instead of the other way round
Note that this could in principle be implemented without breaking savefile compatibility - just use the space that is now reserved to inscriptions.
What inscriptions (or macros) that you normally use wouldn't be covered by this system?--
Dive fast, die young, leave a high-CHA corpse.Comment
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ToME 4 has 'hot keys', which Angband really needs to steal.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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"Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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It's the ease of setting up hot keys that is their appeal.
Hot Keys are like macros or keymaps without the hassle of inscriptions and assignment. I envision an Angband implementation as selectively mimicking the 'n' command. Pressing an unassigned hot keys will assign that key the previous command (whatever the 'n' key would do). Subsequent presses will invoke that command. Hot keys can be assigned as 1 thru 0 and shift1 thru shift0 and/or f-keys too (I don't know the coding limitations).
Soooo, currently to ease the repeated activation of a wand of wonder, one would have to inscribe it (multiple keystrokes), then create a macro (even more keystrokes), then type the macro trigger.
With hot keys, you would use the wand as normal, then, if you wanted to, assign it to a hot key by pressing an unused hot key, let's say '1'. Subsequent presses of '1' would wand of wonder the nearest enemy. Simple.
Since ToME is entirely mouse/menu driven, it's implementation (the setting of hot keys) is a little different, but I feel what I described above would mimic the end results and would work well within Angbands current menu/inventory structure.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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How in that system would you UNassign a hotkey? E.g. you assign 6 to "zap rod of trap-detection", but later you want 6 to mean something else...
Why not instead use the system used in many RTS games for assigning unit groups? That is, press Ctrl-number to assign a command, and the number alone to execute the command? You wouldn't really be able to UNassign a command, but you could at least REassign it...You read the scroll labeled NOBIMUS UPSCOTI...
You are surrounded by a stasis field!
The tengu tries to teleport, but fails!Comment
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Yep, I do this too, because I nearly always play randarts. Plus I inscribe egos like Elvenkind that have a useful random resist or ability.Comment
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ToME 2 had a "record macro" system that might work well, too. You hit a key (I think it was '@'), and it would start recording each keypress you made. When you hit '@' again, it would prompt you to assign the resulting sequence to a trigger key. You still have to deal with inscripting items and so on, but otherwise you get to create the macro while looking at the main game window (and able to see your inventory, the spells in your spellbooks, etc.), which is an improvement over Vanilla's method.Comment
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You could make un-assignment a cumbersome menu option , or a very simple one. Alternatively, ctrl or fn or ctrl/shift (plus the hot key) or something. Un-assignment could be handled in any number of ways.
I know all about how to create and use inscriptions and macros in Angband, but I rarely do just because it's kind of a hassle. In my most macro intense game, I'll use maybe two or three macros in total. I didn't play much ToME, just a few hours really (because if drags on my computer), but the ease of use of the hot key system is something that made an impression upon me.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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