I bind magic missile to x using "m1a*t" or "maa*t".
I prefer to target prior to casting the spell (e.g. "*tm1a"), and then set the "use old target by default" option. Mostly because "use old target by default" is very useful for many actions, but if you have it set, then inputting "m1a" when a target is selected will fire at that target even if it's the wrong one.
Generally speaking, mages should have keymaps for their commonly-used attack spells, their detection spells, and maybe Identify/Haste Self/Resistance. And you should inscribe each spellbook with a number (e.g. Magic for Beginners gets the inscription "@m1") so that you can refer to them by number instead of letter like the above examples do. Otherwise e.g. if you lose a spellbook then all of your keymaps become invalid.
Do you have to set key bindings for every game you play? I've been unable to save them once created.
You should be able to save them to a .prf file from the same menu. If you create a character with the same name, it should pick it up, or you can load it from that menu when you create a new character.
I've never gotten around to this, but I figure I should create mage.prf and priest.prf.
I use the Function keys across the top. F1 is id, F2-4 is detection, F5-8 is attack spells, F9-12 is various utility spells.
Originally posted by Derakon
(e.g. Magic for Beginners gets the inscription "@m1")
If you add !d and !k, you can squelch dungeon copies without affecting your inventory. I use @m{x}!d!k for my books, then squelch when I have 2 copies that I can be fairly sure won't be lost.
Do you have to set key bindings for every game you play? I've been unable to save them once created.
From options (=) menu, (k) for editing keymaps and under that (b) for saving them in a file.
If you name that mage.prf, warrior.prf, ranger.prf etc etc, you always load a class specific keymap file when you start a char. If you give that file your character name it loads it always at the start of the game.
I prefer having class-specific keymaps.
hint: if you close your keymap in brackets like this: (m1a) it automatically clears all -more- prompts.
If you wonder what that "1" does in that keymap example, that comes from inscription of first magic book @m1. You can give wands, rods and staves and "magical" inscription as well (@u1, for staff you want to activate from pressing 1, @a1 for rod, @z1 for wand and so on).
There is guide for angband magical inscriptions somewhere. !! for example gives you warning when item has recharged, !* forces you to confirm any action you make with a item (so that you don't accidentally read teleport level when you mean to read identification). There are some others too, but can't remember them all just now.
The function keys as keymaps work for me in 3.5.1 I'm using a macbook pro. However, they do not work for F11 and F12, only for F1 - F10.
Regarding the original post. My key map is standardized (at least for key presses) across all the classes. I just change the keymap along the way for the particular keypresses for that class. Here is my mapping strategy:
[Tab] - mapped for short rest - R10[Enter]
[,] - mapped for pause - R1[Enter]
[F] - mapped for principal spell - mage magic missile; priest orb of destruction; rogue detect objects; others an activatable artifact {note that fueling requires [Ctrl][\] before pressing [F] to bypass this keymap
[j] - swap right hand ring [w1d] {inscribe relevant ring with @1}
[y] - swap left hand ring [w2c] {inscribe relevant ring with @2}
[x] - swap principal weapon [w0] {inscribe relevant weapon with @0)
[F1] - identify {spell for casters, rod [inscribed @z1] for others}
[F2] - detection {spell for priest, rod [inscribed @z2] for others} {early on, just detect monsters/evil}
[F3] - mapping {spell for priest, rod [inscribed @z3] for others} {early on detect traps/stairs/doors}
[F4] - light area {spell for casters, rod [inscribed @z4] for others, or Phial}
[F5] - Haste self {spell for mage, rod/stave for others}
[F6] - Buff up {Bless, Prayer, Heroism, etc.}
[F8] - Digging spell, wand, etc
[F9] - TO
[F10] - Healing {spell for priest}
“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
― Tom Stoppard, Rosencrantz and Guildenstern are Dead
....
hint: if you close your keymap in brackets like this: (m1a) it automatically clears all -more- prompts.
If you wonder what that "1" does in that keymap example, that comes from inscription of first magic book @m1. You can give wands, rods and staves and "magical" inscription as well (@u1, for staff you want to activate from pressing 1, @a1 for rod, @z1 for wand and so on)....
Didn't know that about auto clearing the more prompts. Thanks, Timo. I'll have to try that. Oh, I think you reversed the wand/rod inscriptions. [a]im wands, [z]ap rods.
“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
― Tom Stoppard, Rosencrantz and Guildenstern are Dead
The function keys as keymaps work for me in 3.5.1 I'm using a macbook pro. However, they do not work for F11 and F12, only for F1 - F10.
For a bit more weird key combos I make a query to see what game uses when you press a key. Query for control-F11 for example shows ^[F11] and AltGr-F11 gives {^A}[F11].
I make one sample file and then add things there using a text editor (notepad++ in my case). I prepare multiple spell-entires predicting my progress during a game and just comment those out with "#" until I get that spell and then remove a comment from spell (and comment out the lesser, now obsolete spell). I then just load the new and improved list of spells for my char and continue playing.
I find game UI for keymap manipulation a bit too "single use". I would like to have something like the auto-inscription menu -like list or table to manipulate those (and to see what I have already set and what it does).
I play mages pretty much exclusively and have key mapped pretty much every spell in the store and dungeon spell books. I’ve got a template of the whole key map layout as an eExcel, PDF or JPEG file which I’d be happy to share with anyone if they are interested. Just send me an email if you would like it.
It works well in 3.5.1 but the key maps appear to be broken in 4.0beta, I have raised it as an issue and hope it can get fixed soon.
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