Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Redundant message for staircases from auto map note #505

Closed
jakwings opened this issue Nov 25, 2018 · 10 comments
Closed

Redundant message for staircases from auto map note #505

jakwings opened this issue Nov 25, 2018 · 10 comments
Labels

Comments

@jakwings
Copy link
Member

staircase-map-notes

@jakwings
Copy link
Member Author

Maybe there are other cases like this. Should show only manual notes.

The # sign and double quotes are unnecessary.

Empty notes should be deleted.

@AquariusPower
Copy link
Contributor

the auto-note navigation helper (using 'g' '.' go on command) could instead start with '##' hinting to be ignored on the messages log indeed.

@jakwings
Copy link
Member Author

I took some time to figure out "#t" means thrown items and the way to untag them is to "drop" them. Then I thought "#a" is a short cut for selecting that position, but it isn't.

The double "#" is no problem but the "#" shown in the messages and labels is still a bit confusing. The symbol can be shown only when editing the note.

After all, these add some mental load to me. So I think there should be an option to disable auto notes.

@AquariusPower
Copy link
Contributor

I think there should be an option to disable auto notes.

The auto-notes are there to avoid having to navigate thru the minimap til you reach the stairs or anvil in the other side of the map, as it still doesnt recognise the mouse position to aim during "go on" mode.
But a simple option to disable'em is ok too.

I took some time to figure out "#t" means thrown items and the way to untag them is to "drop" them

this could be documented in game on the thrown option, may be using F1 one day there too.
I think you can also untag manually using inscribe but will surely be more annoying than dropping.

The symbol can be shown only when editing the note

should indeed, sounds good!

@AquariusPower
Copy link
Contributor

Then I thought "#a" is a short cut for selecting that position

you mean that the floor could be engraved with '#a' to aim all throws there?
check this: #483
I will post more stuff I just thought there :)

@jakwings
Copy link
Member Author

Ah, more clearly: The labels on the map are a nice builtin (should still be toggle-able). It is just that I don't find the auto notes particularly useful outside the map. :)

There are also other problems with "#t" like how to exclude broken bottles, banana peels and etc. Worth another issue. I'm afraid the config for auto-pickup might become as complicated as NetHack's.

@jakwings
Copy link
Member Author

you mean that the floor could be engraved with '#a' to aim all throws there?

I mean you can press "a" and set the destination of the route.

@AquariusPower
Copy link
Contributor

The labels on the map are a nice builtin (should still be toggle-able

they can all be toggled at once, but initially they are shown

I don't find the auto notes particularly useful outside the map. :)

outside the map they are useless and could be completely ignored while walking over on the messages log for sure! just when directly floor engraving they must be shown to edit.

other problems with "#t" like how to exclude broken bottles, banana peels and etc

actually a broken bottle and a banana peel may be dangerous (despite minor danger, least against kobolds heh), but may be, a user config option as a regex string could provide a nice ignore result and would push users even further towards learning how to "code", pcre is already there :)

btw, broken weapons are still harmful when thrown.

PS.: I just thought that, after pickup, it should simply remove the '#t' now useless tag.

I mean you can press "a" and set the destination of the route.

the "go on" route mode thru '.' is set/initiated by clicking on the map note :), not sure if I documented it..

red-kangaroo added a commit to red-kangaroo/ivan that referenced this issue Nov 15, 2019
Most entries must still be written. ;)
Make restoring equipped items active for all and non-configurable Attnam#406
Remove redundant messages from auto map notes Attnam#505
ryfactor pushed a commit that referenced this issue Feb 26, 2020
* Implement Aslona Castle

* Aslona, part II

* Bloods

* Magic helms have random material

Magic helms with pre-defined materials are too strong. Random materials
will make it more interesting when you find one.

* Add crysteel

* Update

* Fix ownedroom

* Aslona, part III

* Goblin Fort, part I

* Rebel Camp, part II

* Add wizard

* Golem update

Golem spawning rates are still not OK, with powerful golems sometimes 
spawning way too early and often. This tries to address this.

Also handle theoretical gaseous golems.

* Nerf magic helmets

Magic helmets with pre-defined materials are too strong, as they appear 
early with good material AND a magical effect.

Make magic helmets use randomized materials. Their magic effects should 
be good enough to make them competitive with other helmets.

Also switch most magic helmets to normal helmet, rather than full 
helmet. This allows full helmets to be more distinct, as they will offer 
the best coverage and AV.

* Minor tweak

* Add wizard II

TODO: Fix gas golems!

* Nerf magic helmet, attempt II

Magic helmets with pre-defined materials are too strong, as they appear
early with good material AND a magical effect.

Make magic helmets use randomized materials. Their magic effects should
be good enough to make them competitive with other helmets.

Also switch most magic helmets to normal helmet, rather than full
helmet. This allows full helmets to be more distinct, as they will offer
the best coverage and AV.

* Merge remote-tracking branch 'upstream/master'

* Fixes

Mirrored items cannot be dismantled into permanent lump of material #534

Use fix from @AquariusPower to stop weapon swap from auto-stealing items 
from shops #555

* Implement Black Market

Especially in later stages of the game, players can find themselves with 
large amounts of money that can no longer be spend on anything useful 
(barring priest services and fixing equipment in Attnam), as shops not 
always offer good items, or anything of value was already bought.

This adds a new dungeon, the Black Market, which is randomy placed on 
the worldmap and may be found by players who go explore the wilderness 
(This also gives some incentive to go explore, as otherwise the player 
will only go for the shortest route between UT, Attnam and GC/TX). It 
has two levels: The first one is full of guards, the second has a hige 
shop of overpriced items.

The purpose of this is to have a palce where players can spend all their 
hard-earned money, with enough items generated to ensure there will be 
at least something for every player. However, to prevent unbalancing the 
game with new shopping options, the Black Market has intentionally 
overpriced items that will only be affordable to players who have 
accumulated some excess funds.

* Tweaks and fixes

* Add missing NEWS

* Make some magic helmets full again

* Tweaks and fixes

* Allowed dungeons

* New dialogues

Also make NPCs sometimes talk on their own.

* Minor changes

* Make NPCs talk

* Monsters

* Minor fixes

* Allow levitation in Black Market

* Minor changes and fixes

* Hide black market

After some play testing, I realized that wandering on the worldmap 
looking for the black market is not really working out. Unfortunately it 
tends to spawn either close to one of the other dungeons, leading to it 
being discovered rather soon, or in very remote location, even on other 
continents.

Because the black market should remain a late game area, I think it 
would be better to make it initially hidden and reveal it only once the 
player can buy a map that would lead them there.

BTW, why was Tomb of Xinroch "locationAW"? :)

* No cloth full helmets

I forgot to restore non-flexible-only materials for full helmets.

* Bug fix

* Add dungeon definitions...

..for ease of use and future development.

* Monster update

* Oops

* Fix wizard summons

* Minor fixes

* Add nurphe bats

* Cat taming

* Goblin Fort update

* Display Will in secrets

* Fix and finish Goblin Fort

* Give the player a boat for exploration

ALso drop "very" from alternate running descriptions, to make them fit 
on a single line.

* Pyramid

* Fungal Cave

* Script fixes and balancing

* Wilderness changes

* You have to board/disembark your ship.
* You no longer have limitless stamina on worldmap.
* Most above ground locations now have day/night cycle and weather.

* Quest changes

Changes the structure of quests to better allow for multiple alternative 
main quests without having to juggle with the encrypted scroll for all 
of them.

Petrus now takes the encrypted scroll and gives the player some time to 
wander Attnam. If the player chats with him again, they will receive the 
GC quest, but they can also find other people to get other quests.

Chat with the necromancer for TX quest, plus some preliminary work for 
Aslona quests is done.

* Basic quest framework

* Minor changes

* Unify musical instruments under magicalinstrument, move GetCooldown() 
to this class.
* Make movement over ocean slightly slower than on dry land.

* Make amulets easily recognizable

Change materials of amulets so that they can be easily recognized by 
their color. Many amulets were off-white, so unlike rings, it was rather 
difficult to tell them apart without looking at the description.

* Muramasa and Masamune

* Fix gas traps

They should be revealed when you step on them.

* Add mirror imps

* Add some fun materials

* Hotness allows to define materials that burn on contact, like 
Acidicity works for acid damage.
* Several new material effects.
* Some minor bug fixes where panic or disease immunity was not correctly 
respected.

* Lobh-se

Bite attack can sometimes be replaced by vomiting, plus her 
SpecialBiteEffect now correctly respects disease immunity.

* Lobh-se II

Summons spiders, a bit like Genetrix Vesana.

* Rebel camp and graphics

New graphics by @fejoa, based on #569.

* Assorted changes (#8)

Merge changes and bugfixes from @AquariusPower. Should fix #554

Squashed because of large number of commits:

* WIP: added auto-pickup list currently 'kiwi|wand|dagger', easy to become an user cfg option later;
Fix for when entering a new area/map/dungeon, will create the map note for stairs and try to pick things there;

* Fixed: help F1 in case of wide lines, hard limit 80 chars for now;
AutoPickUpMatching user option added with detailed help;

* autopickup: fix for owned rooms;

* autopickup: ignore spoiling;

* autopickUp: complex perl regex working with initial example;
iosystem - global AlertConfirmMsg();

* autoPickUp: fixed default regex example;

* autopickup: improved default regex;

* autoPickUp: improved default regex;

* more useful default pickup regex match

* Doc/HelperScripts/ivanDbgmsg.sh: helper to monitor dbgmsg logs;

* craft: limit firesparks to one square
craft: re-allow craftable poison/sulphuricacid

* craft: added dbg msgs and better abort on craft denial

* craft: validate crafted only after it is completely ready;
humanoid::SetEquipment: check if item is not null prior to ResetFlyingThrownStep;

* craft: now anvil must be on adjacent square;

* hiteffectSetup: better/granted init fields;
craft: hiteffects when creating items/building;

* craft: check craftability b4 being "broken";

* craft: hiteffect fix to check for tools and arms;

* craft: workbench should be damaged w/o explosions (that are area effect of fire/forge);
AutoPickUp: improved default;

* craft: craftcore::canBeCrafted() always allows sticks now (happens when splitting one in many);

* crafting: easier carving, most common bladed weapons can be used now;

* craft: restored capability to craft the simple chests;

* fixed old crash when Terra is being asked for lycanthropy cure at crystal cave;

* Main/Include/definesvalidator.h: recreated using (ctrl+`) console command DefVal, also revalidated w/o errors!;

* crafthandle::SpawnItem() fixed (workaround) a crash when the final message gets too big

* fix Terra when player has the seedling and she wouldn't cure anymore

* changed auto-pickup to "thrown weapons" only (never made much sense about other items)

* crafted chests now come unlocked;
wizard autoplay will be auto disabled to let the read command work again;

* commandsystem::IsForRegionListItem() and ::IsForRegionSilhouette() properly implemented now to compare with the command's linked function pointer (instead of the hard to maintain description);
auto map note for fountains;
deprecated: Doc/HelperScripts/prepareCmdsDescrCode.sh;

* auto map note for chair and doublebed;

* craft: lowered annoyance to access new craftings by hitting space;

* craft: changed flow to let resume/cancel be the first craft option;

* craft: nice(?) chosen action message;

* fixed: pet stay put at CheckForEnemies() if MayMoveRandomly=true;
craft: cleared missing tool msg;

* fix glitch that lets steal just sold weapons from shop using weaponswap command key;
added bugtrack breakpoint (debug mode only) when showing the map, and also a workaround to prevent crash;

* crafting: shows suspended total;

* sfx: skips chat messages now;

* "Show god info" option changed context:
- now F1 shows god's description for coherency
- and extra info is now last remembered player's offer god's reaction (much more useful)
- v133 (at least) savegames will be imported automatically

* items now have DescriptiveInfo that will be shown by pressing F1

* craft: sticks are now "dismantable" into lumps, to easify the melting code;

* chat now is easier with previous NPC (as long it dont move)

* craft: better carving fail message and failToolMsg();
auto-pickup: wont do it to items auto marked with #d when dropped (but cleared on pickup);
auto-pickup: improved default regex;

* auto-pickup: better help info;

* TODO: fix FIRE_GAS

* Bugfixes

Among others:
* Fix overflowing config strings.
* Change WaterRain() into general LiquidRain().
* Fix ACID_GAS and FIRE_GAS.
* Explosive liquids can no longer be used to douse flames (#121).
* Better help for crafting.

* Quests

Also fix #530 and address some other bugs, oversights and balance 
issues. See NEWS.

* Item descriptions

* Prepare config options help

Most entries must still be written. ;)
Make restoring equipped items active for all and non-configurable #406
Remove redundant messages from auto map notes #505

* Y'yter Durr and snakes

* Item descriptions

* Some new graphics

* Fountains and chastity belts

* Tabs -> Spaces

* Add Fusanga

* Quests II

* Tweaks and balancing

* Quests III

* Wand AI fix

* Quests IV

* Fixes

* Further fixes

* Travis fix

* Minor fixes

* More lore

* Fix mommo crash

Does not seem to be crashing anymore, so hopefully fixed.

* Rework taming difficulty

It was reported that some monsters (notably mistress whip champions and 
dark knights) were too easy to tame, which unbalanced both taming and 
body switch. This was because only TamingDifficulty was checked, which 
defined only several hard to tame monsters. The rest was nearly always 
successfully tamed.

Change that to also take Willpower into account, so that monsters with 
higher overall stats are harder to tame.

TamingDifficulty can still be used to make monsters with low Willpower 
but high difficulty of taming, or for NO_TAMING flag.

* More fixes

* Minor changes

* Update README, add MANUAL

We don't need two README files, and the info needed an update.

Old AUTHORS and README can be still found in Doc/Obsolete.

* Fixes

Also attempt to make some crafting messages a bit more confusing. :)

* Two new options

* start with no pet
* use descriptions instead of numeric HP

* Nerf black market

* Update

* Fixes

* Keybindings

The command list claimed to be sorted alphabetically, but it really 
wasn't. Additionally, it was quite chaotic when one tried to find a 
specific command.

I tried to reorganize the commands more by relation, putting similar 
commands close together. Hopefully this will make it easier for players 
to get oriented in the list.

Also adds movement keys, because they weren't listed anywhere at all, 
AFAIK.

* Update II

* Fixes

* Fixes

* Minor fixes

* remove commented out code
* fix F1 help for ? menu
* try to unify command prompts

* Fixes!

* Fix what @fejoa said. :)
* Fix a bug that prevented temporary teleport lock from actually timing 
out.
* Let the player review their stats on death.
* Split CT_MISC_ORGANIC into _ANIMAL and _PLANT to prevent herbivores 
from eating animal products.
* Fix help for sound options, because I misinterpreted them.

* Fix + Descriptions

* Aciouds -> Caustic once more. :)
* Make multiple slayings on a single weapons possible.
* Some item descriptions.
@red-kangaroo
Copy link
Contributor

The redundant messages from map notes were fixed.

@jakwings
Copy link
Member Author

Confirmed!

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Projects
None yet
Development

No branches or pull requests

4 participants