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Author Topic: Combat  (Read 647 times)

Gamer_2k4

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Combat
« on: August 08, 2006, 11:48:00 am »

Right now the combat looks somewhat cluttered with all of the messages (I'm referring to the Cyclops picture on the site).  Maybe you could display what kind of attack happened by flashing a character of the player.  Gearhead uses this system.  Basically, if a monster is hit, a red * briefly appears on him.  If he is missed, a grey - appears instead.  This eliminates the need for the player to constantly read the messages.  In your case, maybe the color could represent hit, miss, item dropped, etc. and the icon could represent where you were hit.  Anyway, it's worth looking into.
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amer_2k4

Toady One

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Re: Combat
« Reply #1 on: August 08, 2006, 01:22:00 pm »

Yeah, the amount of reading is a matter of taste, and I'm not against having an option like this.  The matter of which symbols to use is a bit tricky, but I guess that's always an issue in ascii.

For now (and it isn't much), in data/init there's an option to get rid of "more-ing" in the sense that it presses it for you.  [MORE:NO].  Also [DISPLAY_LENGTH:23] is cryptically referring to how many messages it displays in the window before displaying more, so if you make that number smaller, it fills less of the window, but you have to press [more] more often.

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Teh Dwarf Chunk

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Re: Combat
« Reply #2 on: August 10, 2007, 06:31:00 pm »

[ August 10, 2007: Message edited by: Teh Dwarf Chunk ]

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Eagle of Fire

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Re: Combat
« Reply #3 on: August 10, 2007, 08:58:00 pm »

The main problem (grudge?) I have with that is that there is some info which is usefull for you in the heap of messages you don't want to read... And those messages directly refer to you. If you remove the [more] option and you can't read what is happening, what option do you have left? Hitting "A" and re-read the whole thing again?

Doesn't change much IMHO.

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