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Old September 27, 2016, 17:56   #1
Ingwe Ingweron
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Feature request

My feature request is to bring back the trap/door detection line as a gameplay option. I would note ... "FAangband has this...."
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Old October 9, 2016, 14:00   #2
robbiodobbio
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My feature request is an artefacts room in your house, like a kind of trophy cabinet, throwing away artefacts pains me.
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Old October 21, 2016, 23:34   #3
Grotug
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robbiodobbio, heh, I like this idea!
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Old October 21, 2016, 23:36   #4
bio_hazard
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ToME 2 has a Mathom House in Bree that does this. Deposit only, no withdrawals.
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Old October 22, 2016, 01:59   #5
Sky
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i second the larger house. without changing any code, just give us a second house.
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Old October 22, 2016, 07:01   #6
Derakon
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Quote:
Originally Posted by Sky View Post
i second the larger house. without changing any code, just give us a second house.
Open lib/gamedata/constants.txt, find the line that contains "inven-max", and increase the number from 24. The UI might get a little screwy, but it'll work.
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Old October 22, 2016, 21:03   #7
Grotug
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Quote:
Originally Posted by robbiodobbio View Post
My feature request is an artefacts room in your house, like a kind of trophy cabinet, throwing away artefacts pains me.
I think a better idea is to have a museum in the town where you can bring your artifacts and donate them. The curator appreciates it very much!
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Old October 22, 2016, 21:23   #8
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Quote:
Originally Posted by Derakon View Post
Open lib/gamedata/constants.txt, find the line that contains "inven-max", and increase the number from 24. The UI might get a little screwy, but it'll work.
IIRC it actually does get quite crashy if you increase the number too much. (Though, it's been ages since I've played Vanilla, so I might be misremembering). Either way, it's basically unusable anyway because of the tedium caused by the combination of the item grouping/sorting and the inability to "address" items past 24 directly, so you have to do weird inventory games to get items to slots 1-24 to be able to take them from the home.

TL;DR: Doesn't really work, unfortunately.

(Don't get me wrong: as long as this isn't a thing that the maintainers want I totally understand ripping out the old pagination code, etc.)
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Old October 22, 2016, 21:54   #9
Pete Mack
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The old pagination code is LONG gone (as of 3.1v2 or so). The only current limitation is the way menus are matched to identifiers. It is an easy fix (the knowledge menus use the same code, and there certainly is no limitation on length there.) I should know: I wrote the menu code
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Old October 22, 2016, 22:58   #10
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Quote:
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The old pagination code is LONG gone (as of 3.1v2 or so).
Of course. (EDIT: Should also say that the "new" shop interface is quite a lot better for the default case.)

Quote:
Originally Posted by Pete Mack View Post
The only current limitation is the way menus are matched to identifiers. It is an easy fix (the knowledge menus use the same code, and there certainly is no limitation on length there.) I should know: I wrote the menu code
It may be an easy fix for coders, but probably not for people just editing the *.txt files . Even editing the *.txt files is asking quite a lot, but Angband tends to attract the type of person who's not particularly adverse to such arcana[1]. Asking for C coding skill may be a little bit too much .

[1] Actually, this can be both good and bad in that people like us can end up accepting clearly bad choices and just get used to them and/or work around them instead of actively addressing them and coming up with more compelling gameplay mechanics. (I'll happily admit that I was a victim of this with the whole no_selling thing. I thought I didn't want it, but when it happened it turned out to actually liberate my from a tedious (but "optimal") game play choice.
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