Configuring "run" behavior?

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  • fruviad
    Apprentice
    • Jan 2011
    • 74

    Configuring "run" behavior?

    The "run" command will make you move in the specified direction until you get to a point where you have to make a decision (e.g. a corridor splits in two directions.)

    Is it possible to configure the "run" behavior to ONLY move a certain number of squares before you stop, regardless of whether you've encountered a "decision" point?

    I've died more than once because I used "run" and travelled farther than my previous "Detect Monsters" range only to find myself face-to-face with an unexpected monster that's very large, out of depth, and hungry for adventurer stew. I'd like to limit the run behavior to a certain number of squares to ensure that this happens less frequently.

    If there is no such functionality, it would be a nice feature in a future release...

    TIA,


    -peter
  • DaviddesJ
    Swordsman
    • Mar 2008
    • 254

    #2
    Originally posted by fruviad
    I've died more than once because I used "run" and travelled farther than my previous "Detect Monsters" range
    This shouldn't be possible. It's supposed to stop moving when you reach the edge of your detection zone. (Of course, if monsters are moving around then you might still meet them inside that area.) What version are you playing and what options do you have set?

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    • buzzkill
      Prophet
      • May 2008
      • 2939

      #3
      I'm always annoyed when I out run my wand of light.
      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.

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      • Derakon
        Prophet
        • Dec 2009
        • 9022

        #4
        You'll stop moving when you hit the edge of your trap detection zone, but only if you have one (i.e. have cast Detect Traps). And besides, monsters move around, so it's not unreasonable to want to keep closer tabs on them. Being able to configure the "max steps until disturbance" seems reasonable.

        Comment

        • DaviddesJ
          Swordsman
          • Mar 2008
          • 254

          #5
          Originally posted by Derakon
          You'll stop moving when you hit the edge of your trap detection zone, but only if you have one (i.e. have cast Detect Traps).
          Oh, duh. Sorry. I guess it's not quite as automatic as I thought. However, usually it makes sense to detect monsters and traps at the same time (whether with one spell or several), and that automatically marks the edge of the region for both (because the detection zone is the same). So that does mostly do what the OP asked for. But I agree that if you want to be more conservative then a maximum number of steps per run command would not be unreasonable.

          If you don't have any way to Detect Traps, then it might be nice to have a way for other detection spells to mark the detection area. But, as a practical matter, you really just want a way to detect traps, it's too easy to screw up your game by not detecting them.

          Comment

          • fruviad
            Apprentice
            • Jan 2011
            • 74

            #6
            Originally posted by DaviddesJ
            Oh, duh. Sorry. I guess it's not quite as automatic as I thought. However, usually it makes sense to detect monsters and traps at the same time (whether with one spell or several), and that automatically marks the edge of the region for both (because the detection zone is the same). So that does mostly do what the OP asked for. But I agree that if you want to be more conservative then a maximum number of steps per run command would not be unreasonable.

            If you don't have any way to Detect Traps, then it might be nice to have a way for other detection spells to mark the detection area. But, as a practical matter, you really just want a way to detect traps, it's too easy to screw up your game by not detecting them.
            Another issue to consider with regard to trap detection zone limits is that they only work the first time you wander through an area. When you back-track through an area that you've already visited and detected, you no longer have that border to stop your run.

            Besides that, however, I'd like to have the option of stopping before I reach the trap detection border. If that out of depth monster was just a few feet beyond the range of my last combined trap/monster detection and my run down some hallway takes me directly to it, I could find myself staring at a tombstone. It would be nice to set a "max-run-distance" to less than the detection range, thus ensuring I have more time to detect the monster from a distance and plan ahead. (One might even tweak the setting one way or the other depending on whether the level feeling involves tame, sheltered places or omens of death.)

            Comment

            • kaypy
              Swordsman
              • May 2009
              • 294

              #7
              Hmm. Actually, you can set you system up to run a maximum length for a single run.

              If you give the run command a count, it will only run that distance. Tweak the run macros to use a count and suddenly everything should work how you want it. You could even set up a few config files so you could load in the appropriate length for a given danger.

              Comment

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