roguelike keyset remapping

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  • dionysian
    Apprentice
    • Apr 2007
    • 77

    roguelike keyset remapping

    I've never used the roguelike keyset much, but lately I've been trying to get comfortable with it. Kind of using it to get used to vim cursor movement keys, but that's another story

    There are a few mappings that I found didn't make sense of differed from the standard keyset for no good reason.

    Not sure why wands and rods are reversed... I swapped them back... 'a'im a want and 'z'ap a rod.

    'a' -> 'z'
    'z' -> 'a'

    I rotated the commands based around the 'v' key. I never use the version command, and rarely throw once I have a ranged weapon. Now repeat command requires a single keypress using a dominant finger, rather than a combo.

    'v' -> '^V'
    'V' -> 'v'
    '^V' -> 'V'

    By default, 'f' is unused, 't' uses your ranged weapon, 'T' unequips items... just seems weird. I kept unequipping items when trying to tunnel...

    'f' -> 't'
    't' -> 'T'
    'T' -> '^T'

    I think there are some others that I'm forgetting. Interested in hearing some other suggestions, too.
    Oh, Mr. Speaker, I had underestimated the tenderness of the feelings of the members opposite.
    --Barney Frank
  • fph
    Veteran
    • Apr 2009
    • 1030

    #2
    As a fellow roguelike keyset user, I like these changes. D (disarm) and ^d (squelch item) are another pair that could be swapped in my view. I rarely use disarm since walking into a trap has the same effect.
    --
    Dive fast, die young, leave a high-CHA corpse.

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    • dionysian
      Apprentice
      • Apr 2007
      • 77

      #3
      Excellent suggestion. I like the symmetry there, with the capital being a "stronger" version of the lower case command.
      Oh, Mr. Speaker, I had underestimated the tenderness of the feelings of the members opposite.
      --Barney Frank

      Comment

      • fph
        Veteran
        • Apr 2009
        • 1030

        #4
        I'd be happy to discuss other possible improvements to this keyset and put together a pull request afterwards, if Nick confirms that we can make such a change without fear of breaking someone's workflow and muscle memory.
        --
        Dive fast, die young, leave a high-CHA corpse.

        Comment

        • archolewa
          Swordsman
          • Feb 2019
          • 400

          #5
          So long as it's an option. "roguelike" vs. "sane-rogulike" or something. The current keyset is baked into my muscle memory, and I would be mildly cranky if I had to relearn it.

          Comment

          • dionysian
            Apprentice
            • Apr 2007
            • 77

            #6
            Originally posted by fph
            I'd be happy to discuss other possible improvements to this keyset and put together a pull request afterwards, if Nick confirms that we can make such a change without fear of breaking someone's workflow and muscle memory.
            That would be excellent. I spent some time digging around in the code and I couldn't really find where the keymaps were defined.
            Oh, Mr. Speaker, I had underestimated the tenderness of the feelings of the members opposite.
            --Barney Frank

            Comment

            • Pete Mack
              Prophet
              • Apr 2007
              • 6883

              #7
              They are in lib/customize/pref.prf, starting at line 282.

              Comment

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