Prompt at level up


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Zot Zealot

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Post Tuesday, 5th April 2011, 06:04

Prompt at level up

I mainly write this small suggestion because I chose strength on level up - the attribute I need the least.
I waited pressing 's' for some time, and accidentally I pressed it once more.

Would it be hard to give a "more" prompt (that can only be skipped with space or something) on level up, especially when there's an attribute question?

Also, maybe I'm not a very careful player, but I missed labyrinths because I failed to notice the first messages when I climb down. I would like to see a "more" prompt at the first labirint message also - but maybe just an option, because I think other players are much more careful and may be annoyed.

I know that it's always advised to play more carefully, but when you are in a relatively safe area (like I was in Lair 2 with a higher level character this time, I went to Lair a little late) I usually skip some messages and only watch the monster list.

Dungeon Master

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Post Tuesday, 5th April 2011, 07:24

Re: Prompt at level up

force_more_message = interdimensional caravan
force_more_message = distant snort

Put those in your init.txt to get a prompt when you enter a floor with a bazaar or labyrinth. I have a ton of similar things in my config to make me slow down or notice when bad stuff is happening. I'm not sure if it's possible to get a prompt before the choice of which stat to pick on level up at the moment, though.
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Blades Runner

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Post Tuesday, 5th April 2011, 07:53

Re: Prompt at level up

my .crawlrc's full of them too, but it's taken me months to get there, a slightly infuriating incident at a time.

i don't know what's the consensus on this, but i think the --more-- prompts should be enabled by default for pretty much anything meaningful, and you should mess with the config files if you want to disable them.
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Zot Zealot

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Post Tuesday, 5th April 2011, 08:24

Re: Prompt at level up

Thank you very much - these settings are very useful, I copied them from your config :-)

Altough I was more disappointed by the bad attribute choosing than missing the labyrinth, so maybe that could be changed. Not that it matters now - my character is dead of course :-)
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Dungeon Master

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Post Tuesday, 5th April 2011, 09:26

Re: Prompt at level up

sanka wrote:I mainly write this small suggestion because I chose strength on level up - the attribute I need the least.
I waited pressing 's' for some time, and accidentally I pressed it once more.

Would it be hard to give a "more" prompt (that can only be skipped with space or something) on level up, especially when there's an attribute question?

Generally, it's never a good idea to lean on keys. If the long wait of '5' is too long, you can also use the repeat ('0') command to repeat a given command a specific number of times. Adding -more- prompts before any normal prompt would be immensely annoying. I believe the -More- prompt currently (in 0.8 trunk) only can be cleared by Space, which already brought in complaints.

Also, maybe I'm not a very careful player, but I missed labyrinths because I failed to notice the first messages when I climb down. I would like to see a "more" prompt at the first labirint message also - but maybe just an option, because I think other players are much more careful and may be annoyed.

Marvin already answered this, and I'll just add that the messages for both bazaars and labyrinths will trigger -More- prompts in 0.8 by default.
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Mines Malingerer

Posts: 40

Joined: Tuesday, 29th March 2011, 06:16

Post Tuesday, 5th April 2011, 12:29

Re: Prompt at level up

Marvin already answered this, and I'll just add that the messages for both bazaars and labyrinths will trigger -More- prompts in 0.8 by default.

I noticed this tonight. It's great, thanks for adding it.

Snake Sneak

Posts: 111

Joined: Tuesday, 18th January 2011, 17:51

Post Wednesday, 6th April 2011, 02:03

Re: Prompt at level up

I would love to see a -MORE- prompt when Xom switches your weapon with the enemy's.

Dungeon Master

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Post Wednesday, 6th April 2011, 02:16

Re: Prompt at level up

force_more_message = Xom decides to rearrange the pieces.
force_more_message = "First here, now there."
force_more_message = "This might be better!"

That should do it (it also catches instances when he swaps you with a monster though, since they use the same speech). Personally, I have a prompt for every god message when worshipping Xom:

: if you.god() == "Xom" then
force_more_message = god:
: end

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Blades Runner

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Post Wednesday, 6th April 2011, 07:49

Re: Prompt at level up

if i'm allowed a tiny little bit of hijacking... i learnt recently about show_real_turns, which is pretty great, but since some update it doesn't show the cost of your last action anymore. is that normal?
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Dungeon Master

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Post Wednesday, 6th April 2011, 08:03

Re: Prompt at level up

absolutego wrote:if i'm allowed a tiny little bit of hijacking... i learnt recently about show_real_turns, which is pretty great, but since some update it doesn't show the cost of your last action anymore. is that normal?

It still works the same, but the option has been renamed to show_game_turns.
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Blades Runner

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Post Wednesday, 6th April 2011, 08:32

Re: Prompt at level up

that's what i thought. thanks!
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Zot Zealot

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Post Friday, 22nd April 2011, 10:18

Re: Prompt at level up

jpeg wrote:Generally, it's never a good idea to lean on keys. If the long wait of '5' is too long, you can also use the repeat ('0') command to repeat a given command a specific number of times. Adding -more- prompts before any normal prompt would be immensely annoying. I believe the -More- prompt currently (in 0.8 trunk) only can be cleared by Space, which already brought in complaints.


Thanks for your reply. Just for your information, I do not think that that was the problem here - I rarely lean on keys and I have already learned the repeated rest commands.

What happened exactly, that I waited for a monster to show up, pressing 's'. I watched the - otherwise very useful and excellent - monster list, and the map. Unfortunately, the monster died out of the screen, and I leveled up - nothing changed on the map or on the monster list, and I missed the message. (Of course that was my error.)

I really know that my problem is marginal, so I don't mind if it won't be addressed, but I thought I will bring it up. I do not know who are annoyed by the fact that more prompts can only be cleared by Space, but I think thats fine - the very purpose of the prompt is to NOT skip it accidentally. But maybe that can be an option too - which keys clear more prompts. Space as the default is fine I think.

Also, I think all more prompts should be optional, so that would solve the "annoying" part - if somebody does not like them, she can turn them off. I think a lot of them can be turned on by default, because they are likely to be useful for beginners, and advanced players just know how to edit the option file.

jpeg wrote:Marvin already answered this, and I'll just add that the messages for both bazaars and labyrinths will trigger -More- prompts in 0.8 by default.

Yes, you are absolutely right - I've just realized that I can create more prompts on parts of text. Thank you for making them default.

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