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#1 |
Apprentice
Join Date: Jan 2009
Location: Sweden
Posts: 58
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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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#2 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,856
Donated: $40
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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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#3 |
Adept
Join Date: Dec 2007
Posts: 167
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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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#4 |
Prophet
Join Date: Mar 2008
Posts: 2,799
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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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#5 |
Swordsman
Join Date: Sep 2008
Posts: 289
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Aside from the message indicating "you fail to pick the lock"?
Don't think so... |
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#6 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,856
Donated: $40
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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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#7 |
Prophet
Join Date: Mar 2008
Posts: 2,799
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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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#8 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,856
Donated: $40
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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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#9 |
Unangband maintainer
Join Date: Apr 2007
Location: Sydney, Australia
Age: 49
Posts: 872
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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. Andrew
__________________
The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more- In UnAngband, the level dives you. ASCII Dreams: http://roguelikedeveloper.blogspot.com Unangband: http://unangband.blogspot.com |
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#10 | |
Prophet
Join Date: Mar 2008
Posts: 2,799
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Quote:
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