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strange disturb options

 
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Author Message
Eddie Grove

External


Since: Oct 17, 2007
Posts: 80



(Msg. 1) Posted: Thu Jan 24, 2008 5:06 pm
Post subject: strange disturb options
Archived from groups: rec>games>roguelike>angband (more info?)

That thread about the death sword got me to thinking about a disturb option I
coded once along with some others I've only thought about. I hope Andrew will
forgive me for proposing more options.

When playing a priest, sometimes I want to be disturbed whenever mana reaches
maximum, at which time I immediately cast another PFE.

Playing any class, I would prefer to be distrubed the turn BEFORE I scroll the
screen. I put off using stair detection hoping I will come to a lit room with
stairs, but want to read a scroll or cast a spell before leaving the quadrant.
As it is, I run and scroll the screen, then have to step back and re-scroll.

Also, I've been playing with the idea of [once I have enough rods of
lightbeam] never stepping onto an unlit square. I guess the disturb option
would work as follows. If you run, and the first step of the run is lit,
disturb before stepping onto an unlit square.


Any other ideas for new disturb options?


Eddie

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Antoine

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Since: Nov 04, 2007
Posts: 46



(Msg. 2) Posted: Thu Jan 24, 2008 5:18 pm
Post subject: Re: strange disturb options [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Jan 25, 1:06 pm, Eddie Grove <eddiegr....DeleteThis@hotmail.com> wrote:
> That thread about the death sword got me to thinking about a disturb option I
> coded once along with some others I've only thought about.  I hope Andrew will
> forgive me for proposing more options.
>
> When playing a priest, sometimes I want to be disturbed whenever mana reaches
> maximum, at which time I immediately cast another PFE.
>
> Playing any class, I would prefer to be distrubed the turn BEFORE I scroll the
> screen.  I put off using stair detection hoping I will come to a lit room with
> stairs, but want to read a scroll or cast a spell before leaving the quadrant.
> As it is, I run and scroll the screen, then have to step back and re-scroll.
>
> Also, I've been playing with the idea of [once I have enough rods of
> lightbeam] never stepping onto an unlit square.  I guess the disturb option
> would work as follows.  If you run, and the first step of the run is lit,
> disturb before stepping onto an unlit square.
>
> Any other ideas for new disturb options?
>
> Eddie

DIsturb after moving (say) 20 squares.

I'd use this in Iron if it was available.

A.

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pete m

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Since: Nov 15, 2007
Posts: 45



(Msg. 3) Posted: Thu Jan 24, 2008 7:10 pm
Post subject: Re: strange disturb options [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Jan 24, 4:06 pm, Eddie Grove <eddiegr....TakeThisOut@hotmail.com> wrote:
> That thread about the death sword got me to thinking about a disturb option I
> coded once along with some others I've only thought about. I hope Andrew will
> forgive me for proposing more options.

[snip]

> Also, I've been playing with the idea of [once I have enough rods of
> lightbeam] never stepping onto an unlit square. I guess the disturb option
> would work as follows. If you run, and the first step of the run is lit,
> disturb before stepping onto an unlit square.

When I'm in that kind of paranoid mode (usually it's in NPP at drolem
depth before I find a source of Detection), I prefer to inscribe with
'!!' -- disturb when charged'.

This means I usually run at most 5 squares before activating the rod.
If the hallway is already fully illuminated, I will only stop one
extra time. For running around corners, I agree, some kind of
improved disturb would be useful.
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Andrew Sidwell

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Since: Jan 18, 2008
Posts: 37



(Msg. 4) Posted: Fri Jan 25, 2008 3:36 am
Post subject: Re: strange disturb options [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Eddie Grove wrote:
> That thread about the death sword got me to thinking about a disturb option I
> coded once along with some others I've only thought about. I hope Andrew will
> forgive me for proposing more options.

Gameplay options are bad; UI options are less bad. Things like disturb
options are probably OK, though.

> Any other ideas for new disturb options?

Disturb before moving into a grid adjacent to a monster. (for molds,
etc.) Though maybe that should just be hardcoded into the running code.

The "boring things happen" option should probably be removed -- it
controls more than one distinct thing. Having it on permanently might
be annoying sometimes, but I think I'd lean towards that. It's a pretty
meaningless option as-is.


(BTW, I have a reliable internet connection again now. I'm trying a
proper catchup on everything I've missed and half-read since my hiatus,
so apologies for emails I reply to even later than I usually would, but
it's being taken into account.)

Andrew Sidwell
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pete m

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Since: Nov 15, 2007
Posts: 45



(Msg. 5) Posted: Fri Jan 25, 2008 3:36 am
Post subject: Re: strange disturb options [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Jan 24, 7:36 pm, Andrew Sidwell <takka....RemoveThis@gmail.com> wrote:
> Eddie Grove wrote:
> > That thread about the death sword got me to thinking about a disturb option I
> > coded once along with some others I've only thought about. I hope Andrew will
> > forgive me for proposing more options.
>
> Gameplay options are bad;
> UI options are less bad.
> Things like disturb
> options are probably OK, though.

I feel that UI and disturb options are both equally OK, in
principle. (Some things depend on screen size, some on visual
acuity, some depend on play style, etc.)

The trouble is that some options still exist out of laziness or
incomplete design, and some are just plain bad. (EG: disturb_stair
and disturb_door should always be enabled, and should never have
existed.)
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Kenneth 'Bessarion' Boyd

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Since: Oct 18, 2007
Posts: 161



(Msg. 6) Posted: Fri Jan 25, 2008 4:05 am
Post subject: Re: strange disturb options [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2008-01-25 01:06:00, Eddie Grove <eddiegrove.TakeThisOut@hotmail.com> wrote:

> That thread about the death sword got me to thinking about a disturb option I
> coded once along with some others I've only thought about. I hope Andrew will
> forgive me for proposing more options.
>
> When playing a priest, sometimes I want to be disturbed whenever mana reaches
> maximum, at which time I immediately cast another PFE.

I have experimented with emulating disturb options (by watching the time tick
count) for:
* mana reaches maximum next player move
* guaranteed duration of bless expires in one player move
* guaranteed duration of PFE expires in one player move
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