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Old November 18, 2015, 14:50   #11
Derakon
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Originally Posted by jrodman View Post
Which prompts the question: Why can't we inscribe with @ma, @mb? The numbers are much more tedious to type, so I don't use them despite knowing they're safer. Certain spells I hotkey, but the keymap interface leaves a lot to be desired, and I'm not going to set up hotkeys for 20 spells or whatever.
Because then you cannot access the inventory slot under 'a' when you use the 'm' command. It'd be an odd way for the program to behave.

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Alternatively, why not just have the spells have stable letterings, a-z then A-Z (is 52 enough?) so you can just type mb or mz to cast spells.
We discussed in the past having some kind of unified spell list where every spell was always under the same slot, and possessing books just added the spells to the master list. I don't think anyone thought it was an awful idea; it just has to be implemented.
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Old November 18, 2015, 14:54   #12
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I think PosChengband has a system where 'm'agic and 'b'rowse always lists all of the books available to you, even if you don't own them. Making it a separate menu instead of just using the inventory means the list will always be consistent.
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Old November 18, 2015, 16:23   #13
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Originally Posted by Rydel View Post
I think PosChengband has a system where 'm'agic and 'b'rowse always lists all of the books available to you, even if you don't own them. Making it a separate menu instead of just using the inventory means the list will always be consistent.
Or, at least just show "book not present" in the slot (so the surprise of discovering a dungeon spellbook for the first time is not spoiled). Kind of like when you inscribe missiles with a slot number greater than the # of missile types, it shows (empty) for the in-between slots. This is probably the best solution.
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Old November 19, 2015, 05:17   #14
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Originally Posted by Bogatyr View Post
Or, at least just show "book not present" in the slot (so the surprise of discovering a dungeon spellbook for the first time is not spoiled). Kind of like when you inscribe missiles with a slot number greater than the # of missile types, it shows (empty) for the in-between slots. This is probably the best solution.
I had the same problem with spells - once fingers remember the sequence it is too hard to re-learn.
I found it very easy to overcome - I use F* key binding. Key binds to the book number (i.e m1a$). So if book is burned, the macro just doesn't work, it is fault-proof.
The other advantage is that I have the same F* keys for mage, warrior and priest. F1 is for monster detection, F2 for traps/map, F3 for light, F12 for identify, etc.
That way I have to learn only one layout, and it is fault-proof.
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Old November 19, 2015, 09:47   #15
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Originally Posted by brbrbr View Post
I had the same problem with spells - once fingers remember the sequence it is too hard to re-learn.
I found it very easy to overcome - I use F* key binding. Key binds to the book number (i.e m1a$). So if book is burned, the macro just doesn't work, it is fault-proof.
The other advantage is that I have the same F* keys for mage, warrior and priest. F1 is for monster detection, F2 for traps/map, F3 for light, F12 for identify, etc.
That way I have to learn only one layout, and it is fault-proof.
F* keys don't work for me. I'm a touch-typist using the rogue-like key set. Anything that requires me to reach too far from the touch typing "home position" slows me down.
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Old November 19, 2015, 18:19   #16
Thraalbee
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Originally Posted by Bogatyr View Post
F* keys don't work for me. I'm a touch-typist using the rogue-like key set. Anything that requires me to reach too far from the touch typing "home position" slows me down.
Another one! No problem, you can bind control sequences too.
I typically bind these keys

^W = R&<enter>
^A = default magical attack (if any)
^E = identify
^G = some utility spell
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Old November 19, 2015, 19:16   #17
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Originally Posted by Thraalbeast View Post
Another one! No problem, you can bind control sequences too.
I typically bind these keys

^W = R&<enter>
^A = default magical attack (if any)
^E = identify
^G = some utility spell
Hello, brother! Yes, I do: ^A to magic missile, ^B to fire bolt, but that's about it. I'm very fast with the store book 3 char sequences.
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Old November 19, 2015, 19:43   #18
jrodman
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Originally Posted by Derakon View Post
Because then you cannot access the inventory slot under 'a' when you use the 'm' command. It'd be an odd way for the program to behave.
That's not very convincing when that's exactly what the player wants. The player wants mab to always cast the same spell. It's not perfect, but it's a lot less odd than "you get a random spell if you suffered a fire attack." There's really no reason that the 'm' and 'p' commands have to be inventory based.

I agree the single letter system is better -- if it fits.

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Another approach would be for angband to simply not resort / compact the inventory constantly. Honestly I have never liked the behavior.

Last edited by jrodman; November 19, 2015 at 20:12.
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Old November 19, 2015, 20:18   #19
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I agree the single letter system is better -- if it fits.
So what I'm hearing is 29 spells is too many
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Old November 19, 2015, 20:29   #20
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So what I'm hearing is 29 spells is too many
Use another font
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