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#36911, "Very basic change request:"
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I think it would be very cool if the echo for unlock included the name of the key, so:
With a *click*, you unlock a red door.
... becomes ...
With a *click*, you unlock a red door with an iron key.
Plz?
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Zulghinlour | Fri 11-Feb-11 10:15 PM |
Member since 04th Mar 2003
9792 posts
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#37166, "I took a look at the code..."
In response to Reply #0
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I thought it would be pretty simple...until I realized that we don't ever really have the key object to reference. We just do a check to see if you're actually carrying the key and allow the unlock. I'm not against the change, I'd just have to do a re-write of our unlock code, which isn't very high pri at the moment. So long, and thanks for all the fish!
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incognito | Thu 03-Feb-11 03:27 PM |
Member since 04th Mar 2003
4495 posts
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#37112, "Well, if you are going down that route"
In response to Reply #0
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Perhaps we could make it so that just using unlock automatically checks all the keys in your inventory (but not containers) against a lock, so you don't have to specify which key?
I appreciate that there are implications for game balance (in that you would lose the ability to run down people who fumble with the wrong keys) but I don't see that as a major issue.
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Mort | Thu 03-Feb-11 03:45 PM |
Member since 23rd Jan 2006
194 posts
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#37116, "Buh?"
In response to Reply #1
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Since when have you needed to specify the key?
It's been just unlock <direction|container> as long as I can remember.
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#37117, "My selfish reason for asking in the first place."
In response to Reply #1
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I was using "grep" on my old logs to try and map keys to doors for my notes.
In areas with lots of keys, it can be hard to tell without really digging into the logs which of the keys in my inventory was unlocking a particular door.
I don't think the change I proposed would really help me much in-game so much as it would help folks like me who tend to explore and then review the logs later to take notes, make maps, etc.
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