Macro/Command improvement with '@ to select by name'
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Macro/Command improvement with '@ to select by name'
Wel the title says it,
(*** all macros are written in ROGUE-LIKE COMMAND in this post ***)
- i would like someone to implement 'select by name' in more places than just magic selection. This could help alchemists a lot but even other classes could find this usefull.
Take a fighter for instace enchanting a weapon:
One could write a macro like this for reading a scroll:
\e\e\erm/a - where m is the scroll of enchant weapons place in the inventory.
Now the fighter picks up a mushroom of cure poison an the macro must be rewritten.
My suggestion is like this:
\e\e\er@Scroll of Enchant Weapon to Hit\r/a
One more example:
My alchemist always drops a bunch of 'scrolls of nothing' before powering them for identify scrolls. That way my macro (almost) always works:
\e\e\em@Use Alchemy\rp-ab
But than i learned a new scroll formula which got the placement 'a' in the list and had to revrite macro like this:
\e\e\em@Use Alchemy\rp-ac
My suggestion is like this:
\e\e\em@Use Alchemy\rp@Scroll of Nothing\r@Identify\r
Hugs,
/Mom.
(*** all macros are written in ROGUE-LIKE COMMAND in this post ***)
- i would like someone to implement 'select by name' in more places than just magic selection. This could help alchemists a lot but even other classes could find this usefull.
Take a fighter for instace enchanting a weapon:
One could write a macro like this for reading a scroll:
\e\e\erm/a - where m is the scroll of enchant weapons place in the inventory.
Now the fighter picks up a mushroom of cure poison an the macro must be rewritten.
My suggestion is like this:
\e\e\er@Scroll of Enchant Weapon to Hit\r/a
One more example:
My alchemist always drops a bunch of 'scrolls of nothing' before powering them for identify scrolls. That way my macro (almost) always works:
\e\e\em@Use Alchemy\rp-ab
But than i learned a new scroll formula which got the placement 'a' in the list and had to revrite macro like this:
\e\e\em@Use Alchemy\rp-ac
My suggestion is like this:
\e\e\em@Use Alchemy\rp@Scroll of Nothing\r@Identify\r
Hugs,
/Mom.
I'm not voting, because....
I PREFER rogue-like, because it's easier on my wrists. However, in TOME, rogue-like is severely broken, so I prefer num-pad.
Documentation isn't available for many commands (fixing this probably would require a severe upgrade to the docs, with some kind of "find the key for this command" feature, and maybe an accompanying "use this escape sequence which is always gauranteed to work if nothing else is available").
@ doesn't work right (you have to use num-pad letters)
Some commands don't seem to have bindings
Maybe this should go in bugs?
I PREFER rogue-like, because it's easier on my wrists. However, in TOME, rogue-like is severely broken, so I prefer num-pad.
Documentation isn't available for many commands (fixing this probably would require a severe upgrade to the docs, with some kind of "find the key for this command" feature, and maybe an accompanying "use this escape sequence which is always gauranteed to work if nothing else is available").
@ doesn't work right (you have to use num-pad letters)
Some commands don't seem to have bindings
Maybe this should go in bugs?
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- Sher'Tul
- Posts: 1120
- Joined: Mon Sep 30, 2002 9:52 pm
- Location: Germany
Well, I voted numpad, which is my general preference, but the machine I play ToME from the most these days is a laptop and I have somehow taught myself to use the linearly-aligned numerical keys over the QWERTY for movement. It'd make sense for me to learn the roguelike keyset, but I still use my other machine. I'm a tad dyslexic, so I really don't want to cope with two different keysets.... and I'm also a tad stubborn, so I don't want to change over to roguelike for both machines 
When I played ZTk I used macros all the time, but for some reason I don't in ToME, and I'm not sure why.

When I played ZTk I used macros all the time, but for some reason I don't in ToME, and I'm not sure why.
darkgod wrote:The RL keyset must die.


I can't help about the shape I'm in-
I can't sing, I ain't pretty, and my legs are thin.
But don't ask me what I think of you-
I might not give the answers that you want me to...
I can't sing, I ain't pretty, and my legs are thin.
But don't ask me what I think of you-
I might not give the answers that you want me to...
Removing curses will make network play much slower, won't it (pixel instead of character information must be transmitted)? And you will need to have X installed to play over network, so playing tome on a plain terminal or from a non-X system (windows for example) over network won't be possible. I understand that it would be easier to just support one graphics mode, but I think removing curses support is a bad idea. I don't see what the different keyboard mappings have to do with this, by the way.
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- Sher'Tul Godslayer
- Posts: 2438
- Joined: Sat Dec 14, 2002 7:18 pm
- Location: California (or sometimes Erebor)
- Contact:
OK everyone, DG is just saying in a threatening way what I've been saying for a year: We need someone to step up and take over maintenance of the roguelike keyset. People keep reporting bugs and issues with it, but since none of the developers use it, nothing gets fixed.darkgod wrote:If I get some updated info files I might let it live.. for a whle :)
If nobody is willing to work on it, then we probably SHOULD remove it.
So who's going to volunteer?
Do what I did, buy an external numeric keypad just to play rogue-likes.Maylith wrote:Well, I voted numpad, which is my general preference, but the machine I play ToME from the most these days is a laptop and I have somehow taught myself to use the linearly-aligned numerical keys over the QWERTY for movement.
