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Old March 26, 2022, 23:18   #71
Estie
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Well if you make 3 classes, 1. easy 2. medium and 3. hard, the allocation for warriors could be something like:

1. all kinds of detection; DSM; recall;

2. curing/healing; elemental rings; tele/tele other; all artifact activatons (for simplicity, but feel free to go through all of them individually....)

3. all offensive activations not listed before, banishment

I put recall in 1 because you said so; it would be more fitting in 2 along with the other translocations thematically.

For paladin, you could use warrior allocation except put curing/healing in 1.

Mage: everything 1. except DSM 2. :P
Priest: everything 1. except offensive stuff in 2.;
Rogue: everything 1.
Ranger: as palading except 3. moved to 2.
Druid: as priest;
BG: offense in 1., otherwise like warrior
Necro: as mage except cure/heal in 2.

Notes:

- This would be on top of a general, class dependent skill level that is highest for mage and lowest for warrior;

- 3. only exists to prevent warrior/paladin from casting fireballs; maybe simplify by removing 3. ?



Is this about what you intended ?

The downsides for auto-repeating activations would be the same as for digging; I cant remember a case where I wanted to dig 1 turn and not have auto-repeat trigger. I would be happy if it was implemented.

Edit: one problem with auto-repeating activations that occured to me: if you target with an aoe, you might want to retarget instead of repeating. So maybe not make autorepeat for damage spells ?

Last edited by Estie; March 27, 2022 at 03:17.
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Old March 27, 2022, 06:46   #72
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Quote:
Originally Posted by Estie View Post
Is this about what you intended ?
Yes, this is very helpful; anyone else with opinions, please use Estie's suggestions as a starting point.

Quote:
Originally Posted by Estie View Post
The downsides for auto-repeating activations would be the same as for digging; I cant remember a case where I wanted to dig 1 turn and not have auto-repeat trigger. I would be happy if it was implemented.

Edit: one problem with auto-repeating activations that occured to me: if you target with an aoe, you might want to retarget instead of repeating. So maybe not make autorepeat for damage spells ?
My plan was to have repeat until it succeeds, but I see your point about attacks (and TO, for that matter). Probably it would be OK if it's interrupted by visible monster movement, though.
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Old March 27, 2022, 07:43   #73
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Estie's suggestion, combined with auto-repeating rods of curing/magic mapping, would definitely get a thumb up from me. I also like Pete's idea of worn items having easier activation, but I don't know if we can have all of these three
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Old March 27, 2022, 12:28   #74
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Estie's suggestion, combined with auto-repeating rods of curing/magic mapping, would definitely get a thumb up from me. I also like Pete's idea of worn items having easier activation, but I don't know if we can have all of these three
Don't see why not. There's no need to make worn items use half the level, though - they can just all have their levels changed, as it has no effect on anything else.
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Old March 27, 2022, 14:19   #75
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Don't see why not. There's no need to make worn items use half the level, though - they can just all have their levels changed, as it has no effect on anything else.
As used in artifact.txt for "special" artifacts, doesn't it also influence an out-of-depth check in artifact generation? That out-of-depth check could be changed to use the minimum allocation depth, like make_artifact() uses, to avoid that.
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Old March 27, 2022, 20:56   #76
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Estie's suggestions are well thought out, but

WoR isn't just a utility, but a valuable escape. How many times have you invoked speed, WoR, and ran? Making the rod too reliable deprives the RNG of opportunities to kill you.

I wouldn't favor making rod activations too reliable when there are scroll or staff alternatives. Players should have some downside to using something as light and durable as a rod.

I would not be the one to ask developers to spend their time on this auto repeat rod activation scheme. If I were seriously bothered by the keypresses involved I would make a keymap and just keep pressing that.

Finding a device far above it's normal depth and having trouble activating it doesn't mean the game is broken. Store it at home and wait until you gain some levels.
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Old March 27, 2022, 21:33   #77
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As used in artifact.txt for "special" artifacts, doesn't it also influence an out-of-depth check in artifact generation? That out-of-depth check could be changed to use the minimum allocation depth, like make_artifact() uses, to avoid that.
I was actually looking at that check and I think it's been left in by mistake, because make_artifact_special() has all the same checks as make_artifact() and that one as well. I think it can probably just come out.
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Old March 28, 2022, 12:02   #78
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Estie's suggestions are well thought out, but

WoR isn't just a utility, but a valuable escape. How many times have you invoked speed, WoR, and ran? Making the rod too reliable deprives the RNG of opportunities to kill you.

I wouldn't favor making rod activations too reliable when there are scroll or staff alternatives. Players should have some downside to using something as light and durable as a rod.

I would not be the one to ask developers to spend their time on this auto repeat rod activation scheme. If I were seriously bothered by the keypresses involved I would make a keymap and just keep pressing that.

Finding a device far above it's normal depth and having trouble activating it doesn't mean the game is broken. Store it at home and wait until you gain some levels.
If you want WoR to take longer, you can simply increase the charge time without forcing unnecessary clicks.

When I played my last troll warrior, I did make macros I dont normally need (like for activating a rod of restoration), but macro space is limited - I am already using most available keys for some macro or other. But even that is not acceptable - you still have to click your macro and pay attention to whether it triggers the desired effect or not. Doing that for the majority of your actions, regurarly requiring multiple attemps, is a nightmare, not enjoyable gameplay.
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Old March 29, 2022, 00:11   #79
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Nick, I may have found a possible bug while doing my comb through the txt files.

In class.txt the Mage spell "Tap Magical Energy":

Where is the TAP_DEVICE effect described? I didn't find it in the other txt files.

Is the Tap Magical Energy spell missing the following two lines:
effect: TIMED_INC:STUN
dice:1d2
to accomplish the “tapping stuns the player briefly” which is described in the spell description?
These code lines are in the FAAngband class.txt file for the same spell, but are missing in the Angband class.txt file.
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Old March 29, 2022, 01:16   #80
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Nick, I may have found a possible bug while doing my comb through the txt files.

In class.txt the Mage spell "Tap Magical Energy":

Where is the TAP_DEVICE effect described? I didn't find it in the other txt files.

Is the Tap Magical Energy spell missing the following two lines:
effect: TIMED_INC:STUN
dice:1d2
to accomplish the “tapping stuns the player briefly” which is described in the spell description?
These code lines are in the FAAngband class.txt file for the same spell, but are missing in the Angband class.txt file.
I believe the current situation is correct (and the latest FAangband spell is the same - although it's so long since a version update that it's not in the latest actual version).

The TAP_DEVICE effect (like all effects, really) is coded (in this case, in effect-handler-general.c). It was changed to avoid the stunning effect happening if the device had no charges, or the player's mana was already full.
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