| Commit message (Collapse) | Author | Age | Files | Lines |
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Since pickup_menu = true was basically identical to pickup_menu_limit =
1 (or 2, actually), there isn't much need for two separate options. The
new default for pickup_menu_limit is 1, so there is no change in the
defaults.
However, if you pickup_menu_limit is now exclusive, not inclusive. This
fixes the weirdness that 1 and 2 meant the same thing, since you can't get
a menu with only one item on it. So, if you had pickup_menu = false, there
probably is a change in behaviour.
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There's really no reason not to show the line; in other options, having
the default always be the case can be annoying, but if you don't want
to look at the gold/turns display, you can just not.
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The problem with monster pickup of the type that this branch removes
is that it encourages tedious behaviour to achieve the optimum result.
While in general people don't bother to pick up every weapon and armour
and stuff it upstairs, that would be a way to prevent monsters from ever
picking up items you've seen. With Apportation, you don't even have to
reach the item, and on a mummy, say, you don't even have to worry about
the infintesimal food cost. People do already do this for chaos and
distortion weapons, and it is not a very good thing.
Not allowing allies to pick up items is related, in that it means that the
code can be simpler, but it also has problems of micromanagement,
weirdnesses with the ctrl-T command, and allies already have their share
of problems. I hope that the compensations for Beogh and mercenaries make
up for what is lost in terms of fun.
Conflicts:
crawl-ref/source/tag-version.h
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Including the default_friendly_pickup option.
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When enabled, you will always be prompted to choose a hand/tentacle when
equipping a ring, even if you currently have some empty slots, or if one ring
is cursed, etc. As a result, "Px>" should always result in "put ring x on
right hand", and never "put on ring x, then go downstairs", for example.
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The amulet of conservation and cloaks of preservation are no longer
necessary without item destruction. Maxwell's patent armour now has
the resistance ego and grants rF+ and rC+.
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Item inventory weights (based on item mass) generally don't lead to
meaningful decisions that justify the inventory juggling and interface
problems that come from having burden states. The 52-slot limit is a
better system for limiting inventory and providing inventory-related
decisions because it's not so fine-grained and doesn't require the
player to examine weights for each slot. Work is ongoing to improve
the slot system by consolidating food types and handling strategic
consumables in a different way.
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Also some miscellaneous shuffling around.
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They were almost identical to polar bears, which at least had the
distinguishing (from black bears) to swim and be at home in an ice
cave.
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Making it a glyph for incorporeal undead generally. Only requires a few
colour changes:
Wraith: white -> lightgrey
Shadow wraith: magenta -> lightmagenta
Eidolon: lightgrey -> brown
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Previously they were too hard to distinguish from their base brethren.
This is an interim solution to the problem of having too many draconian
types (base and/or nonbase - take your pick); at least you can tell them
apart better now.
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This frees up the 'q' glyph...
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Amongst other things:
- Immobile plants/fungi all to P;
- Tengu to Q;
- All derived undead to Z;
- Mobile plants/fungi all to f;
- Drakes to k;
- Non-unique humans to p;
- Most flying insects to y;
- Slugs to w.
Thanks to gammafunk, elliptic, MarvinPA, and others who made
contributions to this effort.
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If set to false, travel will stop in front of doors (much like the
previous behavior if easy_open was set to false).
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It didn't have a very clear use case and if you really want to
reproduce it, you can press ^C every so often.
Also clean up the options documentation a bit.
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Changed value from false to the list of (drop_pickup | true | false) to be
consistent with other options and signify that more than true/false can be
specified.
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People who like setting force_mores on this can thus do so with one line
for all possible variants on the message.
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They just existed to replicate some ancient behaviour that is very unlikely
to actually be desirable now.
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[Committer's note: You squash Grunt's and pubby's patches like
a feature!!!!!]
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It has been defaulting to `true` for a while now. That setting provides
a nicer interface overall and there is little reason to support alter-
nate input methods.
Some prompts asking for a letter have not been adjusted, for example
evoking a rod with multiple spells. Those are hopefully gone soon
anyways.
[Committer's note: The option had no known uses except by bots, and
those could work without it. And, of course, multi-spell rods are
gone.]
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So, if you're running a bot or you're generally annoyed by
ranged/magical animations, you can set this to an appropriately low
value.
This also condenses a lot of code duplication related to arena_delay; a
new function called scaled_delay is used for functions that should be
impacted by this.
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The setting itself went largely unused with a few exceptions for bot
configurations, and the toggle (either @ or Ctrl-D in the drop menu)
added nothing to the interface: It was intransparent and probably not
known to a single player out there. Like with the pickup menu, what was
old `multi` is the far superior interface, and unlike with pickup it
also has been the default for a long time.
For quickly (interface-wise) dropping items, there still exists `D` to
drop your last pickup, but even that is rather prone to input errors.
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Changing the variables used by the default options files after they have
loaded does nothing. So stop telling people to do it.
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Only two key pairs needed swaping:
(e) with (u)
(i) with (y)
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Like in previous versions.
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'pickup_menu' option behavior adjusted:
* true : same behavior
* false : like the old auto:X, X is given with a new option:
'pickup_menu_limit', default 4, negatives value considered
as item_stack_summary_minimum.
Why 4? starting to 4 questions, you got a --more-- prompt, and starting to
6 items on the square, items are displayed with glyphs instead of full names.
[Applied a few minor fixes and simplifications -nfm]
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End result is that:
* `pickup_menu = true` is old `pickup_mode = multi`, and new default
* `pickup_menu = false` is old `pickup_mode = single`
* `pickup_mode = auto:X` is gone without replacement for being of little use
Recognizing the old option in initfile did not make much sense either
because the default changed: Old `multi` was the only setting that
anybody would include in their rcfile, and that one is now meaningless.
So if your config until now included a line like the following:
pickup_mode = multi
you can now safely remove this.
If you prefer the old default behavior, use this option from now on:
pickup_menu = false
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See Mantis for discussion.
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This patch adds 3 options to init.txt:
Automagic_enable (Default: false)
When the player presses tab (or whatever is bound to hit_closest), if automagic
is enabled and there is a spell in slot "a" automagic will attempt to attack by
spell.
automagic_stop (Default: 0)
If the player's magic points are below this number (percentage of total), this
prevents casting. What happens is dependent on behavior setting.
automagic_fight (Default: false)
If automagic cannot attack by magic, a message will be printed (not enough magic
or magic below threshold) by default. If this is true, a melee attack will be
called.
If a key is macroed to ===am_set_spell, it can be used to change the spell
slot letter used by automagic.
There are measures to catch any unintended keypresses being sent. Out of magic
and no target are handled. I can't think of any other situations that could
cause the sendkeys command to actually happen under false situations.
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The name is somewhat problematic, as real tomahawks were fit for melee
(just like hand axes...). It's mostly because a few bailey_axe vaults
want something that resembles an axe, but I'd rather axe or redesign
those vaults than have them block better alternatives.
The balance purpose is to have something between darts (damage 2) and
javelins (damage 10), for use by orcs, orc warriors and merfolk.
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We have fourteen misc items that appear in the normal game (the quad
damage doesn't count for this) and fourteen colours to pick from, so
it's just a matter of picking what goes with what. I went with:
BLUE - lantern of shadows (was LIGHTGREY)
GREEN - plain deck (was 25% of LIGHTBLUE, GREEN, CYAN, RED)
CYAN - fan of gales (was LIGHTGREY)
RED - bottled efreet (was BROWN)
MAGENTA - ornate deck (was 50% of MAGENTA or BROWN)
BROWN - stone of tremors (unchanged)
LIGHTGRAY - disc of storms (unchanged)
LIGHTBLUE - phial of floods (was CYAN)
LIGHTGREEN - box of beasts (was BLUE)
LIGHTCYAN - crystal ball of energy (was LIGHTGREY)
LIGHTRED - horn of Geryon (was LIGHTGREY)
LIGHTMAGENTA - legendary deck (unchanged)
YELLOW - lamp of fire (unchanged)
WHITE - sack of spiders (unchanged)
Feel free to bikeshed further about this.
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easy_eat_contaminated, easy_eat_gourmand and prefer_safe_chunks are all
unnecessary now that contaminated chunks just give less nutrition.
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This file was sort of forgotten about, but these seem reasonably
useful (and it seems better to let people know about the Lua functions
than to add an option just for opening the skill menu on game start,
per #7316).
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