How about Rune-based squelching?

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  • Tobias
    Adept
    • Dec 2009
    • 172

    How about Rune-based squelching?

    I don't know if someone has already suggested something like this. But the rune-based ID should be used to reform the squelching controll.
    As I envision it there would be a spreadsheet of runes vs. slots. You can mark a rune as squelch by setting an X.
    If an item has only squelched runes (and no unknown ones) it gets squelched. If it has an unsquelched rune or an unknown rune it doesn't.

    This gives good flexibility and allows us to throw out the inconvenient stuff like the "excellent with no high resists" category.
    There could still be defaults, where you can set for example set all average runes on shoes to squelch.

    What do you think?
    My Angband videos : http://www.youtube.com/view_play_lis...385E85F31166B2
  • Jungle_Boy
    Swordsman
    • Nov 2008
    • 434

    #2
    Already in the game. You can squelch runes in the knowledge menu. You can squelch all items with that flag or only specific items with that flag.
    My first winner: http://angband.oook.cz/ladder-show.php?id=10138

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    • Tobias
      Adept
      • Dec 2009
      • 172

      #3
      Originally posted by Jungle_Boy
      Already in the game. You can squelch runes in the knowledge menu. You can squelch all items with that flag or only specific items with that flag.
      That's what I get for never checking the knowledge menu. Thanks
      My Angband videos : http://www.youtube.com/view_play_lis...385E85F31166B2

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      • Magnate
        Angband Devteam member
        • May 2007
        • 5110

        #4
        Originally posted by Tobias
        That's what I get for never checking the knowledge menu. Thanks
        You actually squelch affixes rather than runes, but the effect is the same in most cases. Just to clear up the semantics:

        A rune is the indicator of a particular object flag (SLAY_DEMON, TELEPATHY, etc.). There is a one-to-one mapping here: each rune represents one and only one flag, and each flag is represented by only one rune.

        An affix is the mechanism by which a flag or other modification is applied to an object. So "of Slay Demon" applies the SLAY_DEMON flag. But there is no one-to-one mapping here. Affixes can apply any number of flags (though most apply only one), and they can also affect dice, sides, plusses, ac, weight, and so on.

        So you squelch affixes rather than runes because you need to be able to distinguish between:

        of Awesomeness, which applies SLAY_DEMON and adds +2 dice and +10 finesse, and

        of Crapness, which applies SLAY_DEMON and HEAVY_CURSE and -50 AC.
        "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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