Roguelike keys

Guides, tutorials and useful facts created or collected by MAngband players.
Post Reply
User avatar
Warrior
Evil Iggy
Posts: 667
Joined: Sat 26.10.2002, 15:00
Location: Norway
Contact:

Roguelike keys

Post by Warrior » Sat 09.05.2009, 18:33

This thread is for discussions about the roguelike keyset, what works, what doesn't, any feedback on this is appreciated!
-- Mangband Project Team Member

wortle
Scruffy-Looking Hobbit
Posts: 8
Joined: Sat 15.11.2008, 03:19

Re: Roguelike keys

Post by wortle » Sat 09.05.2009, 20:57

The biggest problem with roguelikes IMHO is that you need still to inscribe your macros using the standard commands, e.g. @u1 unstead of @Z1 for staffs, which is very counterintuitive. Other misc commands are still available through '\', though this isn't at all obvious to a new player.

User avatar
Warrior
Evil Iggy
Posts: 667
Joined: Sat 26.10.2002, 15:00
Location: Norway
Contact:

Re: Roguelike keys

Post by Warrior » Sat 09.05.2009, 21:14

Yes, this sort of touches on the whole concept of auto-inscribe and maybe also auto-macro and as such is a matter for the 1.2.0 milestone, but it should probably be considered if there's any way to make the problem smaller, at least temporarily until work with that version is done, which may still be far from now.
-- Mangband Project Team Member

User avatar
Flambard
King Vampire
Posts: 258
Joined: Wed 20.06.2007, 10:49

Re: Roguelike keys

Post by Flambard » Sun 10.05.2009, 15:07

Missing commands:
J - stealing
h - housing
Ctrl+D - describe item
P - party

Anything else?

Ashi
Giant Mottled Ant Lion
Posts: 218
Joined: Sun 10.11.2002, 19:58

Re: Roguelike keys

Post by Ashi » Mon 11.05.2009, 04:09

I've been using roguelike commands ever since I started playing seriously and have had no major problems. The missing keys that immediately stand out are:

# - Score list
h - housing
Ctrl+d - describe item

and I just use \ to access them so it's not a big deal (as long as people know about \).

If I remember correctly, stealing was on S and party is O.

Agor
Disenchanter Ooze
Posts: 46
Joined: Fri 03.04.2009, 23:56

Re: Roguelike keys

Post by Agor » Mon 11.05.2009, 13:05

Ashi wrote:If I remember correctly, stealing was on S and party is O.
O = Party
S = Spikes

No stealing I think.

Ashi
Giant Mottled Ant Lion
Posts: 218
Joined: Sun 10.11.2002, 19:58

Re: Roguelike keys

Post by Ashi » Mon 11.05.2009, 20:03

I think stealing was replaced with spikes because you could only steal from players, and so it was only ever used for griefing.

Agor
Disenchanter Ooze
Posts: 46
Joined: Fri 03.04.2009, 23:56

Re: Roguelike keys

Post by Agor » Tue 12.05.2009, 08:39

But there is a stealing key on the normal mapping ;s

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: Roguelike keys

Post by PowerWyrm » Tue 12.05.2009, 10:56

Stealing won't work with the current server settings. It only works when PVP is set at least to normal.

Billsey
King Vampire
Posts: 272
Joined: Sun 12.02.2006, 14:36
Location: Oregon, USA
Contact:

Re: Roguelike keys

Post by Billsey » Tue 22.12.2009, 21:40

I have implemented in trunk the following roguelike commands:

Describing an item in the chat window (CTRL-I)
Buying or selling houses (M)
Ghost powers (CTRL-G)
View top scores list (CTRL-S)

The can easily be implemented on any players system by adding the following code to pref.pref, after the entry for Repeat last command and before the (unimplemented) entry for loading message colors

Code: Select all

# Roguelike keymap: Describe an item in the chat window
A:^D
C:1:^I

# Roguelike keymap: Buy or sell a house (Mortgage)
A:h
C:1:M

# Roguelike keymap: Use undead (Ghost) powers
A:U
C:1:^G

# Roguelike keymap: View top player Scores list
# A:#
# C:1:^S
Mangband Project Team Member

serina
Crystal Ooze
Posts: 373
Joined: Sat 15.09.2007, 18:42

Re: Roguelike keys

Post by serina » Sat 26.12.2009, 17:03

These new keys should probably be put into the documentation when you press ? in game. I believe alot of the other rogue-keys are there too, or whereever they're hiding, typing them in would be a good idea I think :)

ZAL

Thorbear
Two-Headed Troll
Posts: 131
Joined: Wed 12.01.2005, 15:00
Contact:

Re: Roguelike keys

Post by Thorbear » Sun 27.12.2009, 18:30

I started some mapping of the roguelike keys today, it's not nearly complete, but any additional info/corrections appriciated.
Located at http://thorbear.navhost.com/mangband/
I am Thorbear...

Ashi
Giant Mottled Ant Lion
Posts: 218
Joined: Sun 10.11.2002, 19:58

Re: Roguelike keys

Post by Ashi » Sun 03.01.2010, 18:11

You can still use ghost powers with roguelike keys. I think the key is P, which replaces peruse/browse when you are a ghost (and you won't be needing books as a ghost, in theory.)

I usually put macros on ctrl-i and ctrl-s, will this cause any conflict if later clients include these keymaps?

Billsey
King Vampire
Posts: 272
Joined: Sun 12.02.2006, 14:36
Location: Oregon, USA
Contact:

Re: Roguelike keys

Post by Billsey » Tue 05.01.2010, 07:26

Ashi wrote:I usually put macros on ctrl-i and ctrl-s, will this cause any conflict if later clients include these keymaps?
Only if you choose the roguelike key set, and then your macros will override the normal action of those keys (Describe Item and High Scores). If you wish to use the describe or high score function while still using your CTRL-I & S macros, you'll need to escape the CTRL-D and # commands using the \ backslash as described above.
Mangband Project Team Member

Post Reply