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Old November 30, 2009, 17:15   #1
d_m
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New command: (h) fires default ammo at nearest target

I added this command while testing the quiver and found it really nice. If people think there is too much "feature creep" I can take this command out, but I do think it does what one wants "most of the time." It's available in r1805.

The "default ammo" is the ammo in the lowest numbered slot of the quiver. This command won't fire ammo out of the inventory; if there is no acceptable ammo in the quiver, you'll get a message like "You have no ammunition in the quiver to fire." If there is no closest enemy, you'll be asked if you want to fire anyway (like if you use f on an out-of-range target).

Once one gets used to this feature, the next thing one tends to want is a way to distinguish the "in range" squares from the "out of range" squares visually.

Thoughts?

EDIT: I should say that I plan to update the documentation to include this command if the community ends up liking it. Otherwise I will just remove it again.
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Old November 30, 2009, 17:29   #2
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Why not add this as a default keymap instead of a C level command?
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Old November 30, 2009, 18:42   #3
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Quote:
Originally Posted by Atarlost View Post
Why not add this as a default keymap instead of a C level command?
The big advantage is that it prints many fewer messages. But it's a fair point.
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Old November 30, 2009, 18:48   #4
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Sounds good - but i fear that i will end up in front of a wall running towards west
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Old November 30, 2009, 19:30   #5
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Quote:
Originally Posted by d_m View Post
Once one gets used to this feature, the next thing one tends to want is a way to distinguish the "in range" squares from the "out of range" squares visually.
Someone else suggested this in another recent thread. Personally I think it's high time all the view_wibble_lite options were rationalised, and if there's enough interest I think a slightly different colour for in-range lit squares (and unlit, maybe?) would be good. I guess it's going to depend on the long-awaited 256-colour feature as well, as I don't think we have enough colours for all the lights otherwise:

never seen
remembered as dark
remembered as lit
in-LOS lit
in-LOS dark (not sure if these two are distinct depending on current options)
in-light-radius
in-range lit
in-range dark

... that's starting to encroach on monster colour territory.
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Old November 30, 2009, 19:39   #6
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What if rogue-like commands are enabled? (h) was already in use in that case (move left).
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Old November 30, 2009, 19:45   #7
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Quote:
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What if rogue-like commands are enabled? (h) was already in use in that case (move left).
That's a good point. Maybe I should use "x" instead? There aren't a ton of keys that aren't already taken!

I had forgotten that I needed to protect the rogue keyset.
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Old November 30, 2009, 20:05   #8
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Quote:
Originally Posted by RogerN View Post
What if rogue-like commands are enabled? (h) was already in use in that case (move left).
Actually thats what i was trying to say
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Old November 30, 2009, 20:05   #9
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That's a good point. Maybe I should use "x" instead? There aren't a ton of keys that aren't already taken!
Heh, strike two... (x) is the look command in the rogue-like keyset. You may need to use different keys depending in the keyset.
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Old November 30, 2009, 20:26   #10
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Quote:
Originally Posted by RogerN View Post
Heh, strike two... (x) is the look command in the rogue-like keyset. You may need to use different keys depending in the keyset.
Clearly I need to read up in the code on how the keysets work. You're right that the roguelike set might need to use a different key. What key(s) would you recommend for this?
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