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Old June 25, 2010, 08:16   #1
Twilight
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Autorepeat with open locks

I'd like to be able to disable the autorepeat for open locked doors, at least for those with low skill. I think it repeated up towards 100 times with my lowlevel Half-Troll character recently. Anyone with a quick fix?

This is a bit irritating when you go for a low turncount. I guess I could *try* and change my behaviour towards closed doors, but I'm quite certain it'll be hard to change an ingrained habit. It's also a hassle!

I probably miss something obvious. I did a search on autorepeat here as well with no luck, so I thought a quick question wouldn't hurt.

Using v3.1.2r1973 windows executable.
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Old June 25, 2010, 08:43   #2
Pete Mack
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I have the same feeling about the new search command. I'd like to be able to make search take 1 player turn, full stop, with an additional keystroke to specify a number of half-lifes.
So:
s - search once
1s - search 1 half-life (50% confidence)
2s -search two half-lives (75% confidence)
3s - 87.5 % confidence (approximately the same as 's' in the current implementation.)

The same could equally apply to autorepeat for other commands.

ctl-l (roguelike) or ctl-6 (standard): tunnel right.
1 ctl-l or 01 ctl-6: tunnel enough times to give 50% chance of effectiveness, or once if you aren't strong enough to tunnel.


(The 0- prefix for counts is pretty useless in the roguelike keyset, but I suppose 01 ctl-l is good enough.)


For closed doors, rather than 1/2 lives, it a single 1/2 life for each lock (or trap) level, since the actual lock/trap level is secret from the player.
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Old June 25, 2010, 16:05   #3
nullfame
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Allow me to introduce you to the "repeat obvious commands" option. It's right under the... uhhh... wait a tick... I know it's in here somewhere. Maybe I was dreaming.
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Old June 25, 2010, 22:13   #4
PowerDiver
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Is there any way to tell the difference between a door that is simply closed, and one that is locked and needs to be picked?
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Old June 26, 2010, 03:52   #5
Hariolor
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Aside from the message indicating "you fail to pick the lock"?

Don't think so...
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Old June 26, 2010, 04:08   #6
Pete Mack
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No, locked doors are shown as "door", but it's obvious after the first attempt to unlock it that it is locked.
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Old June 26, 2010, 05:05   #7
PowerDiver
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Sure, but getting "you fail to pick the lock" could cost 1K game turns with autorepeat on, and it's just too annoying to turn it off.
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Old June 26, 2010, 05:09   #8
Pete Mack
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Right. That's why I suggested using a half-life of an easy-to-pick lock, with numeric prefixes to represent half-lives of harder-to-pick locks.
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Old June 27, 2010, 01:29   #9
andrewdoull
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Would it make more sense to use repeated keypresses rather than a numeric prefix to indicate you want to search for higher confidence levels?

e.g.

s - search once
ss - search with 50% confidence
sss - search with 75% confidence
ssss - search with 87.5% confidence
etc.

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Old June 27, 2010, 01:34   #10
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Quote:
Originally Posted by andrewdoull View Post
Would it make more sense to use repeated keypresses rather than a numeric prefix to indicate you want to search for higher confidence levels?

e.g.

s - search once
ss - search with 50% confidence
sss - search with 75% confidence
ssss - search with 87.5% confidence
etc.

Andrew
Now that is a great solution. It also gets past the problem with Pete's suggestion which only works with roguelike keyset.
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