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#1 |
Veteran
Join Date: Jun 2008
Location: Los Angeles
Posts: 1,069
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Quick macro question
Is there a way to bind one key to either use a ?ID or _ID whichever is in my inventory?
I have my ?ID autoinscribe with '@r0' and my _ID autoinscribe with '@u0' but I keep having to switch my actual macro to either z0 or u0. Is there any way to make it just use both or whichever is present? Like "r0, if that fails then u0"?
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A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe A/FA W H- D c-- !f PV+++ s? d P++ M+ C- S+ I- !So B ac++ GHB? SQ? !RQ V F: |
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#2 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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I don't have the game in front of me to check, but if Vanilla has a "unified use" command (that does appropriate actions for the item chosen, e.g. quaffing potions, reading scrolls, aiming wands, etc.), then you should be able to inscribe both items with the same inscription and, since staves come later in the inventory than scrolls, it'll only use the staff if you're out of scrolls. Of course, this isn't generally what you want. To my knowledge there's no way to attempt to use a staff, and default to scrolls only if the staff is out of charges.
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#3 | |
Angband Devteam member
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Quote:
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#4 |
Apprentice
Join Date: Sep 2009
Location: Germany
Age: 42
Posts: 99
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I want to use this thread to ask whether three is a command which would repeat the last action. Occasionally, I want to shoot three or four missiles but don't want to care to create macros. I am learning to dive and my characters die too quickly, so it bothers me to set similar macros for every new character over and over again. But maybe there is a key I could press after I once type "f1'" (shoot the first missile at the nearest target) which would repeat that.
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#5 | |
Angband Devteam member
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Quote:
You can, however, save your macros and reload them for each new char, without having to redefine them all. This needs a lot more improvement, but at the moment the files user.prf and <charname>.prf are automatically loaded when you start. So if you save your generic macros to user.prf they'll always be available. If you don't mind keeping your chars with the same name, you can use the charname pref file as well or instead. Or you can save your own pref file and load it manually. |
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#6 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Quote:
Makes gaming a lot easier. If you know the syntax you can edit macro files with text editor directly, add comments etc. |
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#7 |
Angband Devteam member
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#8 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Quote:
Just create new char for each class, define macros and dump them to <class>.prf, and you have a basic file set. |
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#9 |
Apprentice
Join Date: Sep 2009
Location: Germany
Age: 42
Posts: 99
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Thanks for the information. the 'n' key looks fine, I'll watch out for some potential bugs.
I was used to suffix a generation number after the Name of my character like (Nimral_IV), which was why I had to meddle with macro and setting files over and over again. Now I tried what you say about leaving one name for every race/class combination I play, and reuse that dead character over and over again. It is a more convenient method, macros and settings are loaded automatically. In this case, however, I might spend some time on defining macros again. BTW: Is it possible to change the class of a character which is based on a dead one? E.g. I load my dead hobit rogue for his son to use his father's monster knowledge but I want him to be a ranger or any of the other classes. |
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#10 | |
Angband Devteam member
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When we added the name suffixes we didn't change the macro handling - when I get round to this, it will automatically load FooBar.prf for every character called FooBar X where X is any roman numeral. (See http://trac.rephial.org/ticket/671.) |
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