That was a choice, though perhaps a poor one. "Ego items" only have their ego name shown (chopped, if necessary to fit , to only show the end). They could be handled as the normal items are or could get a different treatment to get the information people want. I should also look more closely at how the other parts of Angband get an appropriate short name for an item. At least with the current set of attributes, there's also some room to make the names longer.
Weapon/armor resistances & capabilities grid...for Home?
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Just thinking a one keypresss activation, like g or l does, and listing that in the menu of things you can do.Thanks for looking at it. All of the knowledge menu is accessible while within a store or home, or were you thinking of some tighter integration so part of this equipment comparison view would be visible while still having part of the store screen visible and access to its commands?Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGamesComment
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I was actually thinking the shortened listings were fine since you already have the item's character displayed. "= of Strength" would save some space for an index column. :PThat was a choice, though perhaps a poor one. "Ego items" only have their ego name shown (chopped, if necessary to fit , to only show the end). They could be handled as the normal items are or could get a different treatment to get the information people want. I should also look more closely at how the other parts of Angband get an appropriate short name for an item. At least with the current set of attributes, there's also some room to make the names longer.Comment
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Question from a new player on this feature that I am just starting to use for helping my inventory management.
Is there a way to cycle ('c') the comparison so that it shows only equipped and inventoried (on self) items? I have found that I can cycle to see what's available in stores but the alternate view seems to include equipped/inventoried (on self) AND equipable/inventoried in home.
The use case that I am dealing with is: have a ring of digging and a shovel both with the tunneling ability. I stored the shovel in my home inventory but when I return to equipable comparison, it includes what is also in my home inventory. I am using this screen as a check for my character before I descend again. It would be useful to have one cycle state be what is only equipable on person (in addition to the existing ones - one including home inventory, one including store inventory).
Maybe I am missing something.
Also, is there a lookup somewhere that has the abbreviated codes for the resistances and abilities? I did not see much yet in the manual for this feature.Comment
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No, there isn't an existing option to show only what's in the equipment and pack. Adding that as an additional cycle state may not be too hard.Question from a new player on this feature that I am just starting to use for helping my inventory management.
Is there a way to cycle ('c') the comparison so that it shows only equipped and inventoried (on self) items? I have found that I can cycle to see what's available in stores but the alternate view seems to include equipped/inventoried (on self) AND equipable/inventoried in home.
The use case that I am dealing with is: have a ring of digging and a shovel both with the tunneling ability. I stored the shovel in my home inventory but when I return to equipable comparison, it includes what is also in my home inventory. I am using this screen as a check for my character before I descend again. It would be useful to have one cycle state be what is only equipable on person (in addition to the existing ones - one including home inventory, one including store inventory).
It isn't mentioned in the help. The ordering of the columns in that display is the same as the rows, going from the top to bottom and then left to right, in the resistances/abilities part of the second screen of the character sheet, so that may help. For many, the abbreviation is the first two letters of the label used on the second character sheet (i.e. 'Acid' is 'Ac' and 'pBlind' is 'pB'). The exceptions are 'Nx' for nexus resistance, 'SI' for see invisible, 'FA' for free action, 'Ft' for feather falling', 'SD' for slow digestion, 'TI' for trap immunity, 'IH' for impaired hit point recovery, 'IS' for impaired spell point recovery, 'NT' for teleportation ban, 'DE' for experience drain, 'Sy' for a sticky curse, 'Lt' for light radius, 'DR' for damage reduction, and 'MS' for movement speed.
I should experiment with staggered horizontal column labels (like what is used for subwindow configuration) using the two character abbreviations to see if that is more usable and worth the cost of an extra row for the column labels.Comment
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Something to be added at some point I guess. I couldn't find a mirrored list/table of resistances/abilities in the manual.
Thanks. I was not aware of that screen which is essentially what I was looking for but transposed from the equipable comparison screen - although I find the equipable comparison screen more friendly/tighter if it were not for the two letter abbreviations.
I looked at that subwindow config screen - definitely more friendly if you can fit it in - but that screen uses more than two letters for the column headings, which I realize you may not have the real estate to include. An alternative is simply to add more rows to the header, keep the text reading downward, and add more letters to match the rows you add
For example:
Five rows would be the same length as the second character sheet screen. Might need to do some user testing to get the best approach (this vs. staggered). If there is room (not sure), whitespace would help also.Code:AEFC clio ierl dced @ .... | e Dagger (1d4) (+0,+0) ....
Or alternating colors/shades (which saves the real estate), like:Code:A E F C c l i o i e r l d c e d @ . . . . | e Dagger (1d4) (+0,+0) . . . .
Code:A[COLOR="Black"]E[/COLOR]F[COLOR="Black"]C[/COLOR] c[COLOR="Black"]l[/COLOR]i[COLOR="Black"]o[/COLOR] i[COLOR="Black"]e[/COLOR]r[COLOR="Black"]l[/COLOR] d[COLOR="Black"]c[/COLOR]e[COLOR="Black"]d[/COLOR] @ .... | e Dagger (1d4) (+0,+0) ....
Oh...and BTW...I think I found a bug in the equipable comparison screen. Press 'r' twice (i.e. reverse twice) and there is an immediate exit from the program (v. 4.2.1).Last edited by FogSpear; January 4, 2021, 23:30.Comment
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Thanks for the bug report. That one looks like it's been reported before, https://github.com/angband/angband/issues/4460, and been fixed in the nightly builds.Comment
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