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#1 |
Adept
Join Date: Apr 2021
Posts: 122
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Proposal - Realign the command sets
There’s a lot of necessary differences between the two command sets, but there’s also a lot of differences that only exist for historical reasons, either because a different command used to occupy a key (who remembers forcing a door?), or because Rogue used a different key from Moria.
What really provoked this was when I noticed that the original and roguelike sets flip the meaning of ',' and '.' That’s just silly. So, I’m proposing we realign the command sets, based on the following principles: 1) Whenever reasonable, identical commands should be on the same key. 2) Mnemonic key choices are preferred. 3) More-commonly used commands should be on easier-to-type keys 4) Everyone uses control-direction for everything they can, so the various subsumed commands are not important 5) Neither the original nor the roguelike set should be preferred, because everyone should be unhappy with me ![]() And when they come into conflict, deciding on a case-by-case basis. (For the record, I’m a roguelike person) With that said: wands, staves, etc: Four commands are needed. Wand: a Rod: z Staff: Z Equipment: A The potentially-more-used wand key is now on the home row for roguelike players, all item activations are on two keys, and we free up lowercase U for the general-purpose use command in original. There’s an alternate argument to put recharging (rod/equipment) on a/A, and charged (wand/staff) on z/Z, but I prefer having the aimed items on the lowercase letters. (Well, mostly aimed) Missiles: Ammo: f, for fire Daggers, spears, etc: t, for throw This requires moving original-set takeoff to T, but how often does one take off an item, and then tunnel to ^T, but see (4) above. Run/stay still/pick up: Run: , Stay still with no pickup: . Stay still with pickup: removed Get items: g I’m working on the assumption that keypad players use 5 to stay still, so don’t care what the underlying key is. I’m used to using period. We already have a command to get items you’re standing on, so it’s more useful to have one that doesn’t. Other changes: Quit: ^Q Having such a rarely-wanted command on a primary letter is silly, and there are unlikely typo-death possibilities that are reduced by moving it. Walk into a trap: - Like quitting, this is a command that is needed so very rarely. That’s actually it. (Before going into it, I was sure there’d be more.) What do people think of this idea? (Both in the general case, and the specific changes.) |
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#2 |
Adept
Join Date: Jan 2019
Location: Alberta
Posts: 126
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Intellectually I appreciate the merits of this and think that, despite all the manure about to be thrown your way, something beautiful could grow.
On a more visceral level my reaction is "how dare you contemplate screwing with my muscle memory" and "stay off my lawn" (though the latter is more of a tourrettes style outburst I confess).
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It Breathes. You die. |
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#3 |
DaJAngband Maintainer
Join Date: Apr 2007
Location: San Antonio, TX
Posts: 1,124
Donated: $10
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I don't really see why wands, rods, and staffs need separate commands. (Activation needs to be separate though, because, who knows, someone might add an artifact staff or something...)
I was slightly annoyed when I couldn't use @f1 on my ammo anymore and had to change it to @t1 (I am also a roguelike person, but I'd gotten used to using @f1 on my ammo despite using 't' to fire.) I say that to say even good changes here will be annoying to everyone at first until people get used to them. I think we should have good reason to make the changes before making them. As a roguelike person, I like using 't' to fire. It's more handy than 'f'. <throws manure> PS: I never use the run command. I just use capital letters to run.
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#4 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,464
Donated: $60
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So I have a slightly more radical suggestion.
The original set survives because it's intuitive to use a keypad for directions. The roguelike set survives because of laptops and vi. Both of these are about player movement. So we should:
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#5 |
Adept
Join Date: Apr 2021
Posts: 122
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There’s unused, un-shifted keys out there. p and v, for instance. I’d argue for Tab, and use v for “shoot with default ammo”. There’s also those that could be freed up by moving a less-used command, such as semicolon.
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#6 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,464
Donated: $60
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Quote:
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#7 |
Adept
Join Date: Apr 2021
Posts: 122
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Also ^L.
I’d also suggest including a pair of pref files for those who don’t want to retrain their muscle memory to load. |
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#8 | |
Adept
Join Date: Apr 2021
Posts: 122
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Quote:
We could move them all to x X and ^X. Put save and exit on the now-freed Q. (Or on ^Q, and find somewhere else for unconditional quit. This has the advantage of reducing annoying typos.) On a related note, by moving (M)ap to (W)here, we could stack up the spellbook commands: cast, browse, learn. (Or cast, learn, browse, but you learn spells a finite number of times per game.) (Honestly, it shouldn’t be too hard to yank learn into the browse command, which also avoids any weirdness with the fact that ^M may be return.) Last edited by Julian; August 26, 2021 at 02:37. |
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#9 | |||
Adept
Join Date: Apr 2021
Posts: 122
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Quote:
However, some consolidation would probably be viable: (a)im a wand/rod (A)ctivate a staff (^A)activate equipment. Or: (a)im (target nearest critter) (A)activate equipment (z)ap a wand/rod (Z)ap a staff Quote:
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Edit: people with only one usable hand, or other handicaps that make chording keys difficult, probably use the run command. Run and alter need to still be easily available, unlike tunnel. |
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#10 | |
Swordsman
Join Date: Jul 2015
Location: Seattle, WA
Posts: 306
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Quote:
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