FR: Sort Wands


Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.

User avatar

Dis Charger

Posts: 2056

Joined: Wednesday, 7th August 2013, 08:25

Post Friday, 18th April 2014, 08:41

FR: Sort Wands

I would like to request that the inventory menu automagically sort similar items to next to each other. The case where this would matter most for most character is wands. I'd like them to have an automatic sort order...OR AT LEAST...sort so the same kinds of wands are next to each other. Proposed order:

  • Destructive/Conjurations
    • Magic Darts
    • Flame
    • Fire
    • Fireball
    • Frost
    • Cold
    • Lightning
    • Disintegration
    • Draining
  • Hexes
    • Enslavement
    • Paralysis
    • Confusion
    • Slowing
    • Polymorph
  • Boosts/Good Wands
    • Heal Wounds
    • Haste
    • Invisibility
    • Teleportation
  • Other
    • Digging
    • Random Effects
    • Unidentified Wands
Under normal circumstances; Heal Wounds, Teleportation and Haste can easily be found (bright yellow) as can Un-IDed wands (blue color). But everything else, can be quite the jumbled mess if your character has autopickup on. I'm requesting this just to make managing that less of a pain. (Figuring out which to stash if you have multiple of the same wand; quickly deciding which to throw out to make room for more pots; weapons; evokers, etc.)
I'm beginning to feel like a Cat God! Felid streaks: {FeVM^Sif Muna, FeWn^Dithmenos, FeAr^Pakellas}, {FeEE^Ashenzari, FeEn^Gozag, FeNe^Sif Muna, FeAE^Vehumet...(ongoing)}

Tomb Titivator

Posts: 830

Joined: Wednesday, 17th April 2013, 13:28

Post Friday, 18th April 2014, 08:50

Re: FR: Sort Wands

Seems like the sort of thing you can do with rcfile magic.

Ziggurat Zagger

Posts: 8689

Joined: Sunday, 5th May 2013, 08:25

Post Friday, 18th April 2014, 09:05

Re: FR: Sort Wands

The inventory is already sorted...
User avatar

Dis Charger

Posts: 2056

Joined: Wednesday, 7th August 2013, 08:25

Post Friday, 18th April 2014, 18:26

Re: FR: Sort Wands

duvessa wrote:The inventory is already sorted...
But the wands subsection isn't. If you carry more than 5 it starts becoming a mess and since the default is to pick up all wands (except Random Effects) it fills up fast.
I'm beginning to feel like a Cat God! Felid streaks: {FeVM^Sif Muna, FeWn^Dithmenos, FeAr^Pakellas}, {FeEE^Ashenzari, FeEn^Gozag, FeNe^Sif Muna, FeAE^Vehumet...(ongoing)}

Ziggurat Zagger

Posts: 8689

Joined: Sunday, 5th May 2013, 08:25

Post Friday, 18th April 2014, 18:35

Re: FR: Sort Wands

bcadren wrote:
duvessa wrote:The inventory is already sorted...
But the wands subsection isn't.
Yes it is, that's what I'm saying. It's sorted by letter, and so is every other item category.

Dungeon Master

Posts: 1610

Joined: Thursday, 16th December 2010, 21:54

Post Saturday, 19th April 2014, 01:22

Re: FR: Sort Wands

Lair Larrikin

Posts: 24

Joined: Monday, 1st August 2011, 01:51

Post Monday, 21st April 2014, 21:17

Re: FR: Sort Wands

Is it possible to sort spells by school?
User avatar

Dis Charger

Posts: 2056

Joined: Wednesday, 7th August 2013, 08:25

Post Wednesday, 23rd April 2014, 02:33

Re: FR: Sort Wands

I really do want the default to have (at very least) the same kinds of wands next to each other. It's rather annoying that they are ordered just by which slots they happen to fill...not practically useful.
I'm beginning to feel like a Cat God! Felid streaks: {FeVM^Sif Muna, FeWn^Dithmenos, FeAr^Pakellas}, {FeEE^Ashenzari, FeEn^Gozag, FeNe^Sif Muna, FeAE^Vehumet...(ongoing)}

Dungeon Master

Posts: 3160

Joined: Sunday, 5th August 2012, 14:52

Post Wednesday, 23rd April 2014, 14:45

Re: FR: Sort Wands

From the options manual:

  Code:
sort_menus = [menu:](true | false | auto:X)[:sort_order]
        Controls if and how items are sorted in inventory and pickup
        menus.

        When sort_menus = false (the default), items are not sorted, and
        will be ordered by inventory letter (or in the order they're
        stacked for items on the floor).

        When sort_menus = true, items are sorted according to the specified
        sort_order, with the default being:
             equipped, basename, qualname, curse, qty

        If sort_menus = auto:X, items are sorted if there are at least
        X items in the same category. For instance:
             sort_menus = auto:5
        will sort item classes that have at least 5 items. For instance,
        having 4 kinds of potions would not sort them, but having 5
        would.

        You can explicitly specify sort criteria in the sort_menus
        option as:
             sort_menus = true : art, basename, qualname, curse, qty

        Two items will be compared based on the first sort criteria
        where they differ. So with the sort_menus line given above,
        if only one of two different items is a known artefact, it will be
        listed first, else (if both or neither are artefacts) if their
        basenames are different they will be alphabetically compared using
        their basenames; if the basenames are the same but the qualified
        names are different it will compare their qualified names, and so
        on.

        The available sort criteria are:

        * basename:
          This is the name of the item type. The basename for all of
          "a +0 robe", "an embroidered robe" and "the cursed +2 robe of
          Ponies" is just "robe". The basename for both of "a brass
          ring" and "a ring of fire resistance" are "ring".

        * qualname:
          The name of the item without articles (a/an/the), quantities,
          enchantments, or curse-status. The qualified names for the
          robes described above are "robe", "embroidered robe" and "robe
          of Ponies", respectively. The qualified names for the rings
          described above are "brass ring" and "ring of fire
          resistance", respectively.

        * fullname:
          This is the name of the item as displayed in menus (including
          (quantities, curse-status, etc.)

        * curse:
          Curse-status of the item (if known). Uncursed items show up
          first.

        * equipped:
          Equipped items show up first.

        * art:
          Identified artefacts show up first.

        * ego:
          Identified ego items show up first.

        * glowing:
          Unidentified glowing/shiny/runed/etc items show up first.

        * identified:
          Identified items show up before unidentified ones of the
          same type. An item is regarded as identified once you know
          its subtype or ego.

        * qty:
          The quantity for stackable items (such as scrolls, potions,
          etc.)

        * slot:
          The inventory letter for items in inventory; irrelevant for
          items on the floor.

        * freshness:
          The freshness of chunks of meat; irrelevant for everything
          else. It makes the oldest chunks of meat show up first, with
          rotting chunks listed last for non-Saprovores.
          If this sort criteria is placed before (or in the absence of)
          basename and qualname, then non-chunk food items will be
          sorted between the non-rotting and rotting chunks.

        * charged:
          Makes wands known or assumed to have some charges left appear
          before wands known to be empty; irrelevant for all other item
          types.

        You can ask for a descending order sort by prefixing one or more
        sort criteria with > as:
             sort_menus = true : basename, >qty

        You can also request sorting only for specific menus:
             sort_menus = pickup: true
        or
             sort_menus = inv: true
        (Menu types must be specified as name:, with no space between
        name and colon.)

        By default only pickup menus are sorted, and the sort criteria are:
             "equipped, basename, qualname, curse, qty".
        All other menus (drop, inv) will be sorted by inventory letter.

        The menu selectors available are:

        pickup: All pickup menus, stash-search menus, etc. for items not
                in your inventory.
        drop:   The item drop menu.
        inv:    Inventory listings for any command (but not for dropping
                items).
        any:    All menus; this is the default when unspecified.

        For example,
             sort_menus = true : equipped, basename, qualname, curse, qty
        will produce the same inventory and drop menus as by default,
        with the exception that all worn/wielded items come first. This
        can be convenient if you use the '.' command to select
        subsequent items.
        If you define sort_menus differently for two or more selectors,
        the last one matching will always take precedence, i.e. "any"
        as last setting would override any of the others.
User avatar

Barkeep

Posts: 1785

Joined: Saturday, 29th June 2013, 16:52

Post Wednesday, 23rd April 2014, 18:36

Re: FR: Sort Wands

I've also seen lots of people use menu colors to highlight specific wands and consumables in their inventory; maybe this would help you out? Otherwise, you can easily reorder your equipment via the (=)adjust (i)tems menu options. One thing I've seen many players do is assign the most commonly used item to the same letter as the command, so "w" for a primary weapon switch (so you can just hit w w) or "V" for a CBoE.

Otherwise I like the menus just as they are; I've used a vanilla .rc file through 8 wins now, and I don't see myself changing that any time soon.

Return to Game Design Discussion

Who is online

Users browsing this forum: No registered users and 6 guests

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.