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[Done for V0.39] New default character actions

Posted: Mon May 22, 2006 1:52 pm
by Lunever
I know I can custom this already, yet I would like to suggest it for the default RTC dungeon:

Many items do not have any action executable by characters, yet some should. If Ful- and Ven-bombs have a THROW action, why shouldn't potions have a DRINK action?

Since any item can be thrown by clicking it into the midle of a room, why shouldn't all items that don't have any other action have a THROW action?

Beyond that: I would like bombs to be quiver-compatible.

Posted: Mon May 22, 2006 3:13 pm
by Daecon
I thought the "action" was merely a way of using that item in the "world".

Drinking is a personal action, not a way of interacting with the dungeon, in the same way that food doesn't have the action to "eat" as when you're in the middle of a battle, all you're worried about is selecting a character and choosing a way to defend yourself.

I agree that a default "throw" action for any material object would make sense, but then what of weapons that already have 3 allocated attack methods, they can still be thrown by the mouse hand even though they don't have a throw option in the battle menu.

Maybe that's all it really comes down to, options to be displayed in the battle menu as opposed to ways of interacting with those items in the Dungeon environment.

Posted: Mon May 22, 2006 3:16 pm
by Chaos Awakes
That's how I see it, the action boxes are a "battle menu".
So "throw" for anything that you can throw in the view would be fine as that is a battle action - but "drink" and "eat" of course aren't.

Posted: Mon May 22, 2006 3:18 pm
by Lunever
Well, adding throw by default at least to those items who don't already have 3 actions (since not everybody wants to have to deal with sub-menus) would be a good start.

Re: New default character actions

Posted: Mon May 22, 2006 3:54 pm
by George Gilbert
Lunever wrote:adding throw by default at least to those items who don't already have 3 actions (since not everybody wants to have to deal with sub-menus) would be a good start.

There's a fine line here between improvements to the DM objects and making them un-DM.

My personal opinion is that this would cross it, and I suspect if I had just done it before anyone had suggested it that there'd be an outcry of how disgraceful it was to change those actions available in the original game (probably led by yourself :wink: ).
Lunever wrote:I know I can custom this already
Exactly! Which is even more reason not to do it by default.
Lunever wrote:Beyond that: I would like bombs to be quiver-compatible.
That's already possible in V0.39 too

Posted: Mon May 22, 2006 4:49 pm
by Lunever
Quiver-bombs, cool! That would finally make them at least a bit useful in combat. BTW: Do bombs also have some physical damage part (you know, the impact of a bottle on your head before it goes boom. Might be negligible for a Mon-bomb, but maybe not for a Lo-bomb thrown by a dextrous archmaster ninja. Does it make any difference for damage whether a dextrous ninja throws bombs compared to just anybody? Does throwing bombs give ninja experience including damage inflicted by the bomb or by weight of the bomb only?
BTW: I would have posted this separately, but now it seems to fit here:
While I think ninja level progression for ranged combat is fine, neither too slow nor too fast, I tried rising a rather low to mediocre ninja level by kicking scores of monsters to death, but it didn't seem to take much effect on ninja XP, maybe unarmed toe-to-toe-combat should give a bit more ninja XP.


The throw action wouldn't be un-DM because you already can throw any item even in the middle of combat, so it wouldn't introduce anything new, merely make the interface more versatile.

Posted: Mon May 22, 2006 5:21 pm
by George Gilbert
Lunever wrote:BTW: Do bombs also have some physical damage part (you know, the impact of a bottle on your head before it goes boom. Might be negligible for a Mon-bomb, but maybe not for a Lo-bomb thrown by a dextrous archmaster ninja.
Yes.
Lunever wrote:Does it make any difference for damage whether a dextrous ninja throws bombs compared to just anybody?
Yes.
Lunever wrote:Does throwing bombs give ninja experience including damage inflicted by the bomb or by weight of the bomb only?
Both.
Lunever wrote:BTW: I would have posted this separately, but now it seems to fit here:
While I think ninja level progression for ranged combat is fine, neither too slow nor too fast, I tried rising a rather low to mediocre ninja level by kicking scores of monsters to death, but it didn't seem to take much effect on ninja XP, maybe unarmed toe-to-toe-combat should give a bit more ninja XP.
This was changed in V0.38, so done already.

Posted: Mon May 22, 2006 5:38 pm
by Lunever
Bombs: Cool everything, thank you George.

Kicking XP: Hmm, done in 38? The test I did was in 38, even enhanced by massive potion-doping to max out hit success and damage done, with a character who is well-suited to be ninja anyway, reincarnated Kazai, so maybe this is one of those iterative issues that need further adjustment.

For comparison I let reincarnated Lor kill about the same number of about the same monsters in the same levels by throwing knives at them, and after a couple of dungeon levels knife-throwing Lor was 2 ninja levels higher than butt-kicking Kazai.

Re: New default character actions

Posted: Fri Jun 09, 2006 3:01 pm
by George Gilbert
Lunever wrote:I know I can custom this already, yet I would like to suggest it for the default RTC dungeon:

Many items do not have any action executable by characters, yet some should. If Ful- and Ven-bombs have a THROW action, why shouldn't potions have a DRINK action?
Actually, there wasn't an ACTION_CONSUME that allowed you to have this in custom dungeons...

...but there is now :wink: