Spell learning confirmation

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

Dungeon Dilettante

Posts: 4

Joined: Saturday, 9th December 2017, 19:14

Post Sunday, 10th March 2019, 01:36

Spell learning confirmation

Since literally every other important decision I can think of requires "Y" or "N" (shift-y, shift-n) for confirmation, the confirmation whether or not to learn a spell should, as well, for consistency/uix. I can't imagine why anyone would, but does anyone disagree?

Ziggurat Zagger

Posts: 8645

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

Post Sunday, 10th March 2019, 01:50

Re: Spell learning confirmation

All of these accept lowercase: shaft self, exiting the Stack Five menu, donating to Zin, getting a Necronomicon from Kiku, creating spores with Fedhas, bribing a branch, putting on an item that would reduce a stat below zero, passing through travel exclusions, using a hatch or shaft with the warn_hatches option, walking into most traps, berserking while wielding something weird, everything you do in shops, confirming an autotravel route through a level further away from your destination, ignoring an item pile that couldn't be picked up by autopickup because your inventory was full

Ziggurat Zagger

Posts: 4341

Joined: Friday, 8th May 2015, 17:51

Post Sunday, 10th March 2019, 07:05

Re: Spell learning confirmation

Probably a new option like
confirm_use_uppercase += exit_stack_five
confirm_use_uppercase += get_necronomicon
Underestimated: cleaving, Deep Elf, Formicid, Vehumet, EV
Overestimated: AC, GDS
Twin account of Sandman25

Return to Game Design Discussion

Who is online

Users browsing this forum: No registered users and 2 guests

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