| Commit message (Collapse) | Author | Age | Files | Lines |
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This is useful for when you get the "Partly explored, can't reach some
places." message, but have no idea where the part that's unexplored
actually is (because it's in a corner behind a plant or something). It's
also useful if you don't actually want to use autoexplore (because there
are dangerous monsters out of line of sight, for instance), but you do
want to know which part of the level you still need to (carefully)
explore.
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If a monster has a weapon, and you press ctrl-t (by default), you
will see, instead of its normal glyph, the glyph for the weapon it
is holding. Since this information is already available with 'x' and
even more easily in tiles, it's just an interface improvement, and as
far as I can tell in my tests there is no information leaked.
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Including the default_friendly_pickup option.
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Don't add it to the help, though, because there is no room :(
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By setting this, the player can explore the level without losing is slower
allies. This should make it much nicer to use zombies without recall.
The setting should probably be saved, but I wanted to get some feedback on it
before changing minor version.
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This is causing slowdowns on long waits and other issues such as much
faster constriction damage.
This reverts commit 884bf952a96fe57df877c69a5d25666a257c04b4.
This reverts commit 07e991f01c8c3ff53b0ad8349cb073f95892dc94.
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This means that s and . have the same behaviour (the new interruptible
wait) by default.
If players want the old wait behaviour, they can add an "interrupt_wait
=" to their configuration file. If they want the 1 aut wait, they can
bind a key to move_nowhere.
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Functionality of * continues to be provided by I, backwards cycling now
happens through O.
This change in particular enables fake Ctrl and Shift keypresses which
is especially useful when trying to forget the level map on webtiles
(browsers usually intercept Ctrl-F).
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The stash tracker itself still has a lot of functionality for handling
explicit stashing that should probably be removed too.
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It doesn't appear to really be useful for anything.
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Also, fix the help claiming that the center arrow ("numpad-5") will wait a
single turn: it waits 100, with or without NumLock.
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It did the same thing as CMD_MAP_FIND_WAYPOINT, so F on the overmap is
now just mapped to that.
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'(' now means cycle backward and ')' cycle forward. Seems much more natural
this way.
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messages into database.
I've changed the key assignment around in cmd-keys.h to make sure the "primary" key comes up for CMD_TARGET_SELECT and CMD_TARGET_CYCLE_FORWARD.
Changes include:
* Added [] brackets around control texts
* Intro shortened a little
* Monster examination cut, only one training dummy. Was extremely verbose. It's still a useful thing to learn, so should be put into an advanced lesson later.
* Monster comparison cage only has two monsters: an ooze and a wyvern.
* Level 1 layout changed
* Removed ammo cycling: seemed hard to pick up in testing, should be covered in an advanced lesson or in the CeHu hint mode scenario.
* Level 2 shortened a bit accordingly
* Removed a casual pack of rats from level 2
* An awkward reminder about chopping and resting before the second rat room
Changes from KiSS not included:
* Removal of the hint about waiting for monsters to close in
* Revamp of level 2 layout (was too compact - things came in view too early)
Comments/TODO:
* The hint about chopping rat corpses could come from stepping on one
* There could be a hint about eating when you get hungry
* Did not include autofight
* Content is repeated in <console> and <webtiles>
* Final screen whitespace - there should be line breaks before and after each yellow heading, but I'm still clueless how to add them
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Tab still works, of course.
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Now is possible too levels while the player isn't on them. In map mode ('X'), pressing '!' will run this command.
Signed-off-by: Raphael Langella <raphael.langella@gmail.com>
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(nfogravity)
https://crawl.develz.org/mantis/view.php?id=5376
Pressing ctrl+v in console will colour all monsters based on their HP. This
can be useful when fighting large groups. This mode deactivates itself the
next turn, or you can toggle it off manually by pressing ctrl+v again.
Zombies and skeletons are given lightgrey colouring, since you can't
determine their HP.
There is also a new option, enemy_hp_colour, which lets you define custom
colours (applies to the ctrl+v display and the regular monster list).
The old ctrl+v command (show equipped weapons) has been removed.
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be USE_TILE_LOCAL.
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The command was already coded, so this is just a matter of linking a key to
it. (This is a useful thing to have for stuff like improving autofight.)
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It marks the item for autopickup then issues a move command.
In case the move is interrupted, autoexplore will go there although unlike
the initial movement, it won't necessarily go for it first if other valid
items to pickup are closer. That's probably ok, you might have walked
around (to kill the monster, etc) before restarting.
TODO: what if autopickup is off (Ctrl-A)?
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See Mantis #4381. The "List weapons" command is moved to ^V. It's not great,
but it's the only available keybinding I could find along with ^M.
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To help track down bugs and make life easier in general.
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This behaviour is already possible in Tiles (via mouseclick), so it
should also work in the console version.
If you'd like to switch 'g' and ',' use the bindkey option:
bindkey = [g] CMD_PICKUP
bindkey = [,] CMD_PICKUP_QUANTITY
For multi-item stacks, the two commands are interchangeable and work
as before.
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This prints the interlevel travel command in the ?? help again and fixes #2091.
It showed Esc as interlevel travel key before, despite a comment in cmd-keys.h
claiming that ?? would always show the key assigned last. Why exchanging the
two keys made it work I won't know.
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Hopefully this is a more adequate symbol for the e'x'amine screen.
Please let me know if there are any conflicts with it!
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'd' doesn't look like it's currently being used for anything else. 'D'
is currently used for monster debug information, so it makes sense to
have 'd' apply to this.
Currently, it merely returns the string value of the 'portal_debug'
property of the portal in question. If there is no portal, or there is
no property, it will return nothing. Using the standard set of portal
vault markers that use unmangle, it should be possible to store
'portal_debug' as a debugging function.
In other instances, such as TroveMarker, it's necessary to write the
functionality into the property call, and write a separate function to
do the actual debugging.
I don't believe this breaks save compatibility, but if it does, it can
quickly be reverted. Not necessary for 0.6, but it is currently
necessary for debugging why Troves aren't functioning exactly as
intended.
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Conflicts:
crawl-ref/source/directn.cc
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1. 't' is gone. 'f' now means 'fire at target'.
2. Spells now show their name when zapping. The prompt could be improved.
3. Better messaging while 'x'ing.
4. Better 'Aim:' line.
5. Object-targetted items will show items. Object-cycling (say with ';')
will display information about items, once.
6. CMD_TARGET_SHOW_PROMPT now meaningless. Should be removed soon.
7. Better top prompt for some commands (e.g. Sunlight, ordering allies
to attack.)
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Distinguish between saving and quitting as it's really annoying to
find that you can't undo your experimentation and that leaving the
screen actually saves them.
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We still need another synonym, right? *sighs*
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Oddly enough, if the vi keys get reassigned to something else, the help
screen doesn't switch to one of the other keys. This actually suits me
as someone reassigning the keys apparently has no intention of using
them but already knows what they do. (It does mean, however, that
reassigning another duplicate key will also not update the display.)
For players using the new Dvorak settings, the Dvorak vi keys get
displayed instead, which strikes me as much more useful.
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More to follow! :)
It appears the command screen has been optimized for space. Whereever
possible, the key has been capitalized in the description, and often
alternative keys are mentioned. All of that may not apply for
reassigned keys. What do we do about this?
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Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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It could be made to ask for a specific number, but I'm too lazy to code that
right now.
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This is quite a hack: Hitting 'R' on the level map in
wizard mode will silently read a number that specifies
the exclude radius. If you have an idea for making this
nicer, please improve or tell me.
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