archaeo wrote:johlstei wrote:It'd be cool if there was a way to set triggers for these on arbitrary events like "you see gastronak/a titan, do you want to stop flying?" That is spoilery and shouldn't be on by default but now that I know about it I'd definitely like a prompt.
Have you been informed about .rc files? They can do the very thing you're talking about! Find out more in this very forum!
Edited to add: it's possible you're just saying that you want to configure the warnings with more granularity, or to automatically start a response. Still probably doable with .rc files, if you're a lua wizard.But anyway, I think it's worth handling mutation like teleportation. From what I can tell, if both the amulet of stasis and scrolls of teleportation are identified, the game doesn't waste the item if you try to use it; if either or both are un-ID'd, it IDs and wastes. Make the mutation stuff work the same way. If amulet or potion is un-identified, item gets used and wasted; if both are ID'd, it auto-cancels the quaff.
I know about them, but I haven't probed them to see what sort of game state can be queried. I suppose that is probably already possible though. Is all game state accessible through lua?
Also having the potion work through the amulet seems like a no-brainer to me. I'd love to see a ttyrec of a person who consciously put on an rMut amulet to avoid quaff-iding beneficial mutation. I suppose it makes an rMut amulet a tradeoff when quaff-iding, since it protects you from !mut while blocking beneficial mutation, but I don't think that's particularly interesting, and I'd bet that 99% of the time you identify one of those before you identify an rMut amulet.
Maybe the right tradeoff is the amulet blocks beneficial mutation if you drink it unidentified, but if you drink identified beneficial mutation, you get a message like "You unclasp your amulet before drinking this potion" and it just works.