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#1 | ||
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Swordsman
Join Date: Apr 2009
Location: Berlin / Italy
Posts: 274
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Give a meaning to object colors
From http://trac.rephial.org/ticket/837 :
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#2 |
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Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,774
Donated: $8
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It's a good idea, though I think it could be slightly simplified. Use fewer colors, maybe three: known cursed (dark grey), squelched (light grey), and everything else (white).
It's really no different than playing with tiles, other than with tiles, YOU must remember which colors are 'good' and 'bad'.
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#3 | |
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Knight
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For a minute though I thought the discussion was about the colors of the textual names of the items, e.g. "a Potion of Cure Light Wounds" - if we went to a "color = usefulness" scheme in that case, I would be strongly in favor of more colors than just three! (I've seen old variants of Angband, can't recall which ones, which have all items displayed in white text instead of colored based on type - makes it much harder to find what you're looking for without potions being cyan, heavy armor being gray, wands being green, etc.!) But yeah, "flavors" are kinda silly anyway... does anyone really care that one potion is "red slimy" while another is "blue bubbly"? It only matters that they're different kinds, which the stacking, ID-on-use, and inscription mechanisms take care of... I've seen a few variants where if you turn off display of flavors, it turns them off even for un-ID'd items, so you get stuff like "a Potion" or "a Scroll"... doesn't bother me a bit!
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You read the scroll labeled NOBIMUS UPSCOTI... You are surrounded by a stasis field! The tengu tries to teleport, but fails! |
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#4 |
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Prophet
Join Date: Mar 2008
Posts: 2,588
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That's important in two cases. When you learn a flavor, but the game doesn't, you want to be able to ignore it. The classic case is ?create_traps. I guess the second case nearly the same case, that you want to be able to squelch flavors that you know to be useless. E.g. if you aim an unaware wand at 2000' and get the message "the foo is unaffected", you might as well squelch that flavor of wand right away. In the early game, if I quaff a potion when hurt and get no message, I want to squelch that flavor not caring if it is slow poison or boldness or [if playing a dwarf] blindness.
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#5 |
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Veteran
Join Date: Apr 2007
Location: Seattle, WA
Posts: 2,360
Donated: $40
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I often mark a few scrolls as desirable by making them pink. (Escape and banishment scrolls.) It's not so easy with potions, because they come in all colors in the first place.
For squelched objects on the floor, the UI is already adequate: they are invisible with the right option. |
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#6 |
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FAangband maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 47
Posts: 3,725
Donated: $60
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A psychologist would have a field day with that.
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"There is no safety. There is no end. The word must be heard in silence. There must be darkness to see the stars. The dance is always danced above the hollow place, above the terrible abyss." - The Farthest Shore, Ursula Le Guin |
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#7 |
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Veteran
Join Date: Apr 2007
Location: Seattle, WA
Posts: 2,360
Donated: $40
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Ha. Ha. Ha.
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#8 |
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Swordsman
Join Date: Apr 2009
Location: Berlin / Italy
Posts: 274
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With 256 color support just added in, another possibility would be to go with the standard color system (red=rings, blue=potions, green=wands...), and change the intensity (light/dark).
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