Sangband - Id

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  • wobbly
    Prophet
    • May 2012
    • 2631

    Sangband - Id

    It seems to take a very long time for my characters to work out they are wearing a ring of teleportation even though the effect is obvious. Also if noise is displayed aggravating shows up imediately on the display even though the ring is un-id.

    Not sure how hard it is to code but it would be nice to have more obvious effects id'ed easier: teleportation, resist element - when hit by element, protection - when attacked, aggravation - on high stealth characters etc.
  • Magnate
    Angband Devteam member
    • May 2007
    • 5110

    #2
    Originally posted by wobbly
    It seems to take a very long time for my characters to work out they are wearing a ring of teleportation even though the effect is obvious. Also if noise is displayed aggravating shows up imediately on the display even though the ring is un-id.

    Not sure how hard it is to code but it would be nice to have more obvious effects id'ed easier: teleportation, resist element - when hit by element, protection - when attacked, aggravation - on high stealth characters etc.
    IMO this is one of the few areas where V is ahead of S, thanks to Eddie's ID-by-use code. Most things are identified immediately when they would be obvious (i.e. on wield, or on being hit or whatever), which a few being known after time. Random teleportation is one of those, but it's much quicker than in S. (In fact it could be improved to ID as soon as you teleported, it's just a matter of calling the ID functions in the code block that deals with random teleport.)
    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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    • camlost
      Sangband 1.x Maintainer
      • Apr 2007
      • 523

      #3
      Originally posted by Magnate
      IMO this is one of the few areas where V is ahead of S, thanks to Eddie's ID-by-use code. Most things are identified immediately when they would be obvious (i.e. on wield, or on being hit or whatever), which a few being known after time. Random teleportation is one of those, but it's much quicker than in S. (In fact it could be improved to ID as soon as you teleported, it's just a matter of calling the ID functions in the code block that deals with random teleport.)
      That's true if you're only wielding one unided item, but more difficult if you want to be precise about it. Of course, triggering the ID after random teleportation would be an entirely reasonable solution.
      a chunk of Bronze {These look tastier than they are. !E}
      3 blank Parchments (Vellum) {No french novels please.}

      Comment

      • Derakon
        Prophet
        • Dec 2009
        • 9022

        #4
        Originally posted by camlost
        That's true if you're only wielding one unided item, but more difficult if you want to be precise about it. Of course, triggering the ID after random teleportation would be an entirely reasonable solution.
        It depends on how you want to think about it. If e.g. resistance to fire is an "invisible" trait, then the only way to know that you're getting resistance is if you only have one item that could possibly provide it and you get hit by fire. However, if every item that provides fire resistance glows / becomes perceptibly colder / makes a characteristic sound / etc. when you're hit by a fire attack, then figuring out which of your un-ID'd equipped items is protecting you is straightforward.

        For a similar reason, we ID Wands of Wonder as soon as they produce any effect instead of only after they produce two different effects.

        Comment

        • LostTemplar
          Knight
          • Aug 2009
          • 670

          #5
          In FA teleportation and other random effects are ID immediately when it procs.

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