I have purposefully resisted forcing my own idea of "ammo power" on others. I feel like I'd almost rather have an inscription like "@f*" or something which basically says "use zero if there isn't another @f0 inscribed piece of ammo, otherwise use whatever".
So you'd inscribe your "default" ammo as @f0.
Ammo which you don't mind using as default when you run out of default ammo is @f*.
Ammo which you definitely don't want to be default ammo is @f8 or whatever.
I think that covers the use case correctly, right?
Angband 3.3.0 is out
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I do this as well. What if the quiver automatically sorted ammo based on power from weakest to strongest when a new identified type of ammo is added to the quiver?The only bad side is that I often inscribe Slay Evil ammo with a high number so I don't accidentally use it, and this would break that system.Leave a comment:
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You're right that you could imagine a generalized system of weights. Right now you can inscribe ammo with @f0 if you know you want it in the 0th slot, but once you use that ammo up it's a crapshoot what comes next.
Probably the "use default ammo" command should just use the lowest ammo number available though. I think that would fix your issue without breaking other things. The only bad side is that I often inscribe Slay Evil ammo with a high number so I don't accidentally use it, and this would break that system. But I don't think it's a big deal.
This is a good idea... I'm not sure which will be easier. I will probably do whatever is easiest if it's me who implements it
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Problem with that is that it stays on slot 4 even if I don't have anything else to shoot, so shooting does not find anything to shoot. (f -command tries to use slot '0')
=w sounds good. Actually '=' could be generalized "do this when walked over" so that people could make stupid things like =T6 "if you walk over this Tunnel right".
I think it would be easier to make it generalized than specific?Leave a comment:
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That's what I was thinking. When I take amulet of CHR accidentally with me to dungeon it is on me because if I remember to pick up the amulet I was supposed to be using I would also remember to wear it and drop the CHR (changing amulet is a act with one purpose).
So '^' is the key. I need to remember that.
For inscriptions I would like to have one that puts things directly to quiver (arrows I have used). =g is not very useful anymore because it's main use was to pick up arrows after you had shot them, but that doesn't put them to quiver, and you do shoot from quiver, not from backpack. Maybe also some "priority"-inscription just for ammo, to shoot them in right order.Leave a comment:
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Ah, yes, that should work fine, but only on worn equipment. The game does not test for ^ inscriptions on items in the pack.The Angband macro FAQ at the old Thangorodrim site gives {^>} for "verify before going down stairs", and {^>^r^z^m^p} for "verify before leaving town via stairs, scroll, rod, mage or priest spell of recall". I tested the stairs version and that still seems to work in 3.3.0, so I assume the other will too.Leave a comment:
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The Angband macro FAQ at the old Thangorodrim site gives {^>} for "verify before going down stairs", and {^>^r^z^m^p} for "verify before leaving town via stairs, scroll, rod, mage or priest spell of recall". I tested the stairs version and that still seems to work in 3.3.0, so I assume the other will too.Keymap help is coming, I hope. I agree there should be better documentation of inscriptions. customize.txt has a "Using Inscriptions" section, but it's not quite complete. However, I don't *think* there's a "don't enter the dungeon" inscription. I see !, = (just =g), and ^ as special inscription characters.Leave a comment:
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Keymap help is coming, I hope. I agree there should be better documentation of inscriptions. customize.txt has a "Using Inscriptions" section, but it's not quite complete. However, I don't *think* there's a "don't enter the dungeon" inscription. I see !, = (just =g), and ^ as special inscription characters.I would like to have short explanation of magic inscriptions and better keymap help. For example I think there is inscription that prevents you from entering dungeon wearing something (like amulet of CHR which I use when shopping and usually dump it to the home while I'm adventuring).Leave a comment:
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What exact points different race and class get for skills and /level change to them (if there is one). I never remember those (except saving throw, which I remember quite well).
I usually check those when starting new char to help choosing what to play next.
I would like to have short explanation of magic inscriptions and better keymap help. For example I think there is inscription that prevents you from entering dungeon wearing something (like amulet of CHR which I use when shopping and usually dump it to the home while I'm adventuring).Leave a comment:
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Just out of curiosity... Timo, what do you look for in the help files in these days? I thought that all long-time Angband players knew everything that is in there. Maybe some of the less-used keybindings?Leave a comment:
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If I'm looking for help in a program, I leave the help open. So it's switch focus to PDF viewer, search for content, switch back.I bet I can find anything faster in inline help and getting back to playing than leaving game, opening pdf, waiting it to open, typing what I'm searching and then getting answer and getting back to playing game. BTW, there is search in message log, why not in inline help?
In fact, this is better than inline help in many situations, where you want to be able to compare what the help says with what's going on in-game. The inline help has no memory of where you were, so if you want to read a paragraph, go check something ingame, then go back to reading the text, you have to navigate through the help system all over again.
External PDF help is objectively better for players who need to refer to help frequently. Inline help may be better for players who just want to look up one thing and get back to playing; it depends on the situation.Leave a comment:
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A pdf help file would be so much easier to format, organize, and search than any in-game help documentation.
I find the current in-game help documents tedious to navigate, mostly due to the lack of useful navigation tools like a mouse, graphics, and standard searching shortcuts fitting my normal mental model of "a computer program" like using Ctrl-F to search.Leave a comment:
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I bet I can find anything faster in inline help and getting back to playing than leaving game, opening pdf, waiting it to open, typing what I'm searching and then getting answer and getting back to playing game. BTW, there is search in message log, why not in inline help?They they wouldn't be looking in the help files if they weren't looking for something, probably something they encountered in game. A noob could open a pdf and search for 'nexus' if hit by a nexus attack, and probably find what he's looking for. Not so easy with inline help unless you know where to look, in which case you probably already know what you need to know, so you wouldn't be looking in the first place.
"Nexus" could be explained in monster attacks -section under playing the game. (if we even want to explain what that does).Leave a comment:
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