Lazy orbrun


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Swamp Slogger

Posts: 169

Joined: Tuesday, 25th October 2011, 00:06

Post Wednesday, 8th October 2014, 04:12

Lazy orbrun

I suggest adding new location letter to ctrl-G menu at the moment of acquiring orb of Zot: (F) Surface.
  Code:
 (L) Lair (S) Swamp (N) Spider Nest (M) Slime Pits
 (V) Vaults (C) Crypt (W) Tomb (U) Depths
 (H) Hell (Z) Zot (F) Surface
 Where to? (? - help)

Let's not discuss that is safer and more optimal to ascend manually digging shortcuts. Autoexploring exists, though it is safer not to use it.
One can tap (ctrl-G, D, 1, Enter) for the same purpose, but it is two more keypresses (and not once, but each time after slaughtering some orbspawns on the route) and then anyway there is that remaining part on D:1.

P.S. And while we are here, could we just abort ctrl-G menu in sight of a hostile monster? Instead of aborting autotravelling after choice is done.
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Ziggurat Zagger

Posts: 4055

Joined: Tuesday, 10th January 2012, 19:49

Post Wednesday, 8th October 2014, 04:33

Re: Lazy orbrun

and not once, but each time after slaughtering some orbspawns on the route

Usually you just have to press G<enter> to continue your trip to d:1 since it saves your last travel location

Tomb Titivator

Posts: 853

Joined: Thursday, 29th August 2013, 18:39

Post Wednesday, 8th October 2014, 04:36

Re: Lazy orbrun

You can hit X and browse to D:1 with [ and set it to the dungeon exit as well if you want. That gets rid of the last leg. I don't see anything wrong with your proposal but the orb run is pretty low on the list of things causing extra keystrokes.

Ziggurat Zagger

Posts: 6454

Joined: Tuesday, 30th October 2012, 19:06

Post Wednesday, 8th October 2014, 06:47

Re: Lazy orbrun

You could also set a way point to the D1 upstaircase when you start (with Control-W,0 as soon as you start the game, for example) then when you wanted to leave it would always be control-G,0 (which is exactly the same keypresses :)
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Ziggurat Zagger

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Joined: Wednesday, 23rd October 2013, 07:56

Post Wednesday, 8th October 2014, 09:27

Re: Lazy orbrun

I always do 'ctrl-f dungeon' and select the exit from there as the target.
DCSS: 97:...MfCj}SpNeBaEEGrFE{HaAKTrCK}DsFESpHu{FoArNaBe}
FeEE{HOIEMiAE}GrGlHuWrGnWrNaAKBaFi{MiDeMfDe}{DrAKTrAMGhEnGnWz}
{PaBeDjFi}OgAKPaCAGnCjOgCKMfAEAtCKSpCjDEEE{HOSu
Bloat: 17: RaRoPrPh{GuStGnCa}{ArEtZoNb}KiPaAnDrBXDBQOApDaMeAGBiOCNKAsFnFlUs{RoBoNeWi

Tomb Titivator

Posts: 853

Joined: Thursday, 29th August 2013, 18:39

Post Wednesday, 8th October 2014, 14:04

Re: Lazy orbrun

Siegurt wrote:You could also set a way point to the D1 upstaircase when you start (with Control-W,0 as soon as you start the game, for example) then when you wanted to leave it would always be control-G,0 (which is exactly the same keypresses :)

You could probably put this in your rcfile to get the exact effect the OP describes. Good call.

Blades Runner

Posts: 546

Joined: Saturday, 7th May 2011, 02:43

Post Wednesday, 8th October 2014, 14:10

Re: Lazy orbrun

Siegurt wrote:You could also set a way point to the D1 upstaircase when you start (with Control-W,0 as soon as you start the game, for example) then when you wanted to leave it would always be control-G,0 (which is exactly the same keypresses :)

^ First actually useful use for waypoints I've ever heard of. Thanks.

Dungeon Master

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Joined: Thursday, 12th June 2014, 05:19

Post Wednesday, 8th October 2014, 18:18

Re: Lazy orbrun

GD0

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