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#31 |
DaJAngband Maintainer
Join Date: Apr 2007
Location: San Antonio, TX
Posts: 1,124
Donated: $10
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I actually like the proposal the way Julian has it in the previous post. Except I don't get what "aim (nearest target)" means when "Fire default ammo at nearest target" is a separate command.
(and I might just use a keymap or something to put "fire" back at 't' because I'm so used to it.)
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#32 |
Veteran
Join Date: Apr 2009
Location: Pisa / DL0
Posts: 1,019
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Is it possible to give the keypad number keys a different meaning from the above-the-letters number keys? I imagine that the answer is yes for most frontends, but maybe not for all of them.
If it is possible, it would be great to keep the above-the-letter numbers free for keymaps. They are in a very comfortable position to reach and there are many of them. As far as I understand there are some people who use the above-the-letters number keys to move on laptops because they do not want to learn the roguelike keyset; but that seems like a pain. Then another neat little feature would be that the first time you press a number key like "1" (when the game is expecting a command), you get a prompt to record a keymap. Then you can change the keymap with ctrl-1. This would help making keymaps easier to use.
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#33 | |
Adept
Join Date: Apr 2021
Posts: 122
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Quote:
Fire default ammo at target - Actually fire ammo. Also, as written, doesn’t target anything. Mages would use the former a lot more than the latter. |
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#34 | |||
Adept
Join Date: Apr 2021
Posts: 122
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Quote:
Since my machine defaults to using all the function keys for Stuff, I’ve taken to using the number keys for things, and it works fine. (Though I don’t have a number pad.) Quote:
Quote:
Last edited by Julian; August 29, 2021 at 17:35. |
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#35 | |
Swordsman
Join Date: Aug 2019
Posts: 340
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Quote:
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#36 |
Knight
Join Date: Mar 2015
Posts: 979
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I suppose it will be fun to have new 'roguelike' (no numpad) keyset.. cause atm
h/j/k/l/y/u/b/n doesn't really make sense when everybody get used to wasd movement. Roguelike (no numpad) keyset should use wasd+q(NW)+e(NE)+z(SW)+c(SE)... I suppose it will be awesome to add 3rd keyset - so we will have two traditional ones and this, new one, for modern gamers... as a lot of people use laptops without NumPad..
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#37 |
Knight
Join Date: Jul 2009
Posts: 661
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Just as a quick generic note, remember that using @a @z @u etc. let us make more quicklinks, so if wands/targetable rods are combined, we will lose some customizability.
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#38 | |
Adept
Join Date: Apr 2021
Posts: 122
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Quote:
I also suggested splitting targeted and untalented rods into two item types, and then some of them can end up in the staff command. |
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#39 |
Knight
Join Date: Nov 2008
Posts: 881
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While I'm not really sold on combining wands with targetable rods, this potential problem could be solved completely by allowing inscribing items with non-numerical slot labels; which would be a good thing anyway.
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#40 |
Adept
Join Date: Aug 2014
Posts: 180
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While i don't carry that many simultaneously, i have automatic @a# inscriptions set up for 12 different rods via pref file (Probing and Magic Mapping share the same number, and Detection is @a1@a2@a4, so it's an upgrade for several simple detect rods).
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