Dis Charger
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Ask fellow adventurers how to stay alive in the deep, dark, dangerous dungeon below, or share your own accumulated wisdom.
Dis Charger
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Amnesiac wrote:Is it possible to wait for 0.5 turn instead of unequipping jewellery? I don't think there are a lot of situations where you would want to skip a whole turn with monsters in sight.
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duvessa wrote:Generally it is optimal to move away from the monster until it closes to you (thanks to randomized energy, this is true even for speed 10 monsters). But if you need to stay where you are, the fastest action is unwielding a weapon at 3 aut, unfortunately wielding it again is 5 aut.
1010011010 wrote:I believe there was talk of a "wait until something happens or 1 turn" which acts like a mini 5 key to be used in battle.
Tartarus Sorceror
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duvessa wrote:This was actually implemented, but was reverted shortly after being committed.1010011010 wrote:I believe there was talk of a "wait until something happens or 1 turn" which acts like a mini 5 key to be used in battle.
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Temple Termagant
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Rast wrote:duvessa wrote:This was actually implemented, but was reverted shortly after being committed.1010011010 wrote:I believe there was talk of a "wait until something happens or 1 turn" which acts like a mini 5 key to be used in battle.
Why?
Finer interrupt granularity for wait command (#4893).
The wait command now operates by performing up to ten interruptible 1
aut wait delays (still counted as one game turn). They are normally
interrupted by most of the same things as a travel command, with the
major exceptions being seeing or sensing a monster - instead, it is
interrupted by seeing a monster move.
This allows the wait command to be much more useful tactically, as it
will stop waiting at the instant the position of a monster changes
(impacting the tactical situation).
A side effect of this is that the move_nowhere command ('.') waits 1 aut
instead of 10 aut. If this becomes a problem, . could be rebound to the
normal wait command, or a new lower level command could be introduced to
take the place of the current use of the move_nowhere command.
There is a bit of a hack in place to consider 'wait' 1 game turn and
'rest' the same up-to-100 game turns that it currently is (instead of up
to 10 and 1000 respectively). If this becomes problematic, it can easily
be removed.
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moocowmoocow wrote:Curious what situation you use this in. You mean like you're afraid if you wait one turn a monster will move two squares instead of one?
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XuaXua wrote:moocowmoocow wrote:Curious what situation you use this in. You mean like you're afraid if you wait one turn a monster will move two squares instead of one?
Monster approaches you.
You don't have reach or ranged. or are less effective with them.
If you move towards the monster, you get hit.
If you wait 1 full turn, he may move next to you AND hit you due to his speed.
If you wait "unequip jewlery"-sized turn, he may move next to you, but you can get a hit in on him before he can hit you.
This does not apply to all monsters.
The request makes complete sense in this context.
Appropriate posts in this thread have been thanked.
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moocowmoocow wrote:XuaXua wrote:Appropriate posts in this thread have been thanked.
Interesting. Never did micromanage that much.
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daggaz wrote:In all honesty though, if a monster is approaching you where the difference between avoiding or taking the first hit actually makes a real difference regarding the final outcome of the fight, you should be executing one of your various escape options. Not juggling jewelry.
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