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#1 |
Swordsman
Join Date: Oct 2021
Location: WA
Posts: 322
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Is "I"/Inspect entirely redundant?
As a new user, I'm baffled by the "I"/Inspect command--it seems to be a less useful version of "i"/inventory:
- Pressing "I" brings up a list of items--the same list brought up by "i" - Selecting an item from the "I" list shows details of the item--the same details shown by selecting the item from the "i" list - The item details shown via "i" are accompanied by a submenu of additional commands available for the item--this submenu is not available from "I" - "Inspect" is available as the top details screen submenu command via "i"--but selecting it simply shows the same details again, this time without the submenu Is there any actual use for either the "I" command or the "Inspect" details screen submenu option? If not, should they be removed from the game? (Actually, one thing "I" does that "i" currently does not is that "i" always lists "- for floor" as a list toggle option, whereas "I" only shows it if there's actually something on the floor--but this seems more like an accidental omission from "i" than a reason for keeping "I.")
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#2 |
Adept
Join Date: Jul 2019
Location: Seattle, WA USA
Posts: 151
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Somewhat related - I would love have a better way to know how much an object on the floor weighs. Neither "I" nor "i" provides a way to know this (am I wrong???). The only way I know to find out how much an object on the floor weighs is to go through the process of wielding it - when listed as a choice you can see the object's weight.
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#3 |
Scout
Join Date: Nov 2012
Posts: 44
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Once you have ego level equipment, the 'I' command will show more detailed information about the item. This includes stat bonuses, weapon brands, resistances, curses, and other information.
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#4 |
Swordsman
Join Date: Oct 2021
Location: WA
Posts: 322
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Ah! But then...I wonder why "i" doesn't show that information too. So I guess the new question is: Should "I" be made entirely redundant? ^_^
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#5 | |
Scout
Join Date: Nov 2012
Posts: 44
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Quote:
For an example of some of what 'I' displays, check out http://angband.oook.cz/ladder-show.php?id=24818 There's a lot of info there. |
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#6 | |
Swordsman
Join Date: Oct 2021
Location: WA
Posts: 322
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Quote:
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#7 |
Scout
Join Date: Jan 2019
Posts: 48
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I believe (but may be wrong) that the reason the I switch exists in the inventory command is because the I command exists. Similarly (q)uaff exists as its own command, but you can also select a potion and quaff it from inventory with q. It is that way for consistency of commands. I never use I independently, but if there are some that do why change it? What would you make I do if you could change it? Just removing it because it is redundant without a clear replacement seems wasteful. It already exists and hurts nothing by existing, and may due to the way all inventory commands interlock in the code be necessary without a rewrite.
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#8 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,481
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#9 | |
Swordsman
Join Date: Oct 2021
Location: WA
Posts: 322
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Quote:
Quaff, Eat, Zap, etc are useful in a few ways: they show the relevant subset of items, and they reduce required key presses by one. Possibly "I" does the latter, I'm not sure. (Infra Arcana for instance has most traditional usage commands rolled up into a big action item list accessed with "a," but I definitely find myself missing "q" for potions and "r" for scrolls ("manuscripts") in that game. Also "quaff" is just a fun word to be able to think to yourself. ; )
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#10 | |
Scout
Join Date: Jan 2019
Posts: 48
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