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Gameplay | Topic subject | Minor annoyances with inventory/worn | Topic
URL | https://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=50615 |
50615, Minor annoyances with inventory/worn
Posted by Valkenar on Wed 31-Dec-69 07:00 PM
Can we change the order of examine/look so that it checks equipment after inventory? I rarely, if ever, want to examine something I'm wearing, but often want to look at something in my inventory. And I often find situations where I see a "circle" on the ground and want to pick it up and look at it, and end up looking at my skull rings. This could also be corrected by adding a "exa carried <object>" syntax analogous to "exa inv <keyword>" that checks for <object> that is not equipped, but that seems a little verbose and confusing and I'd rather have the first version.
I also find the ordering of worn items hopelessly confusing. E.g. which of my worn bracers is 1. seems to be determined not by the order shown with eq, but by the order it would appear in my inventory if I wasn't wearing it, which of course I never have any idea about. It leads to confusing things like "rem 2.ring" removing the first ring listed when I do an "eq"
Also, can we change the current "Exa inv" behavior? I find I want to look at invoker mobs and items beginning with "inv" and it's a minor annoyance to correct it by searching for the right number or doing an exa here. How about if we don't give a third argument to exa inv it tries to just look for "inv" the same way it looks for "invo"
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50624, Help 3035
Posted by Tac on Wed 31-Dec-69 07:00 PM
Syntax: look look <object/character/keyword> look 2.<object/character/keyword> look <direction> look all look in <container/corpse> look here <item/description> look inv <item/description> look item <keyword> glance <player> OR look equip <player> examine <player> OR look desc <player>
LOOK <OBJECT/CHARACTER/KEYWORD> looks at something and sees what you can see. If the object is a container it will also show you what is inside.
LOOK DIRECTION lets you find hidden doors and secret rooms. LOOK ALL will look in all directions and show you what is there.
LOOK IN <CONTAINER/CORPSE> will show you only what is inside the object.
LOOK HERE <ITEM/DESCRIPTION> will only look at things that are in the room, not things you are carrying or wearing.
LOOK INV <ITEM/DESCRIPTION> will only look at things that you are carrying, not things that are in the room.
LOOK ITEM <KEYWORD> will look for an object with the keyword and ignore all creatures or players that may have that same keyword.
GLANCE <PLAYER> is equivalent to LOOK EQUIP <PLAYER> and will show you what someone is wearing.
EXAMINE <PLAYER> is equivalent to LOOK DESC <PLAYER> and will only show you the description of a player, not what they are wearing.
You have the option of tagging the Nth type of something. For example:
look 3.axe looks at the third axe in inventory or in the room. look 2. looks at the second creature in the room; if there aren't that many bodies in the room, it looks at the second item in inventory.
Also see HELP KEYWORD
My suggestion would be to make an alias for exa to be look here.
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50617, The #. system is tricky
Posted by vargal on Wed 31-Dec-69 07:00 PM
It is, however, really reliable once you've figured it out.
As far as stuff you're carrying or wearing, it orders it in the chronological order you picked it up in. Meaning you can drop something to make it 1.whatever when you pick it back up. If you're carrying something that shares a keyword with something in the room, the object in the room will be the higher number.
I strongly suggest everyone play with look 1., 2., 3., et cetera until they feel familiar with how it works.
You have no idea how often bash 2. or murder 1. has saved my ass.
Or knowing by looking at my bag that I can 'get 32. bag' and pull out a return talisman.
I even have tab completion via CMUD, but I rarely use it except in PK.
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50616, I totally agree that it's a PITA at times.
Posted by Homard on Wed 31-Dec-69 07:00 PM
But, if I'm not mistaken, "look here circle" will at least let you look at the circles on the ground and not at your rings.
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50620, Different problem
Posted by Valkenar on Wed 31-Dec-69 07:00 PM
>But, if I'm not mistaken, "look here circle" will at least >let you look at the circles on the ground and not at your >rings.
I wasn't actually taking issue with that. "Look here" works fine and there's no better solution. I see how what I wrote wasn't clear though. I mean that I see an item on the ground, I pick it up and put it in my inventory and I try to look at it, but see my skull rings instead because EQ is checked first .
My point was that you can't explicitly look in your inventory for an item, and there's almost never a case where I actually want to look at an item I'm wearing ("eq" gives me all I need) and that it would be better to check equipped items after items in your inventory.
Actually I just realized if I'm using a worn container I'd want to look at it, but I think the cases where I'm wearing a worn and non-worn container with the same keyword are fairly few and no matter what order things are in it's going to be easy to confuse myself.
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50621, If you have two "ring", your new one will be 3.ring
Posted by vargal on Wed 31-Dec-69 07:00 PM
I really don't think this kind of thing can be changed without breaking everything.
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50622, That's wrong and the process is inconsistent.
Posted by Valkenar on Wed 31-Dec-69 07:00 PM
>I really don't think this kind of thing can be changed >without breaking everything.
What you're saying is true only if you're wearing the item.
Normally the most recent item you get is 1. If you have a black sack and then get a brown sack, the brown sack is 1.sack. If you drop the black sack then pick up the black sack, the brown sack is now 2.sack. Makes sense so far.
If you wear the brown sack it remains 2.sack. If you remove the brown sack it's still 2.sack. Here's where it gets inconsistent and your version is correct. If wear the brown sack, then drop the black sack then pick up the black sack, the brown sack stays 1.sack!. But if you take off the black sack, the brown sack now becomes 2.sack.
If you have 3 sacks, wear 2.sack then it becomes 1.sack. If you remove it, it goes back to being 2.sack.
I think when something goes into your inventory it should always be 1. So if I wear 2.sack then remove 2.sack it's now 1.sack because exmaine should look through inventory first in stack order then through equipment. I don't see how that would break anything.
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