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» (0) Quickstart
» (1) Introduction
» (2) Installation & setup
» (3) Creating a character & starting to play
» (3.7b) Quick'n'dirty macros
» (4) The world
» (5) Item and flag details, elements
» (6) Monster details
» (7) Character details
» (8) Tactics & strategy
» (9) Miscellanous

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(3.7a) Ability codes
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(3.7c) The macro wizard
(3.7b) Quick'n'dirty macros                                                     
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Macro actions can be complex and hence time-consuming to enter and prone to
errors furthermore.
To allow you to quickly hack in macro actions, there's the Quick'n'Dirty
option in the macro menu, which will accept short cut characters instead of
the usual full macro.

On entering the macro action, those characters will be automatically expanded
to their real functionality. They are:
  P for using a mimic's innate power
    Example:  Pd
    Uses innate power 'd)', which is the first real innate spell after the
    three polymorph powers themselves, which always comprise a) to c).
  I for using a mimic's 'transform-into-specific' power.
    Example:  I191
    This will become  \e)m@3\rc191\r  (transform into a Grizzly Bear).
    Clients of versions greater than 4.4.8c also support entering a monster
    name instead of its code, example:  I@Fruit bat\
  F for employing a fighting technique
    Example:  Fa
    (Use fighting technique 'a)', which usually is 'sprint'.)
  S for employing a shooting technique
    Example:  Sa
    (Use shooting technique 'a)', which is probably 'flare'.)
  M for casting a spell
    Example:  M@Phase Door\
    Becomes  \e)m@11\r@Phase Door\r  (cast spell 'Phase Door'.)
  R for drawing a rune
    Examples:  Rcbaa  or Rccaa  to draw 2 or just 1 rune.
    (The last two 'a' being spell modifier and spell form respectively.)
  T for setting up a trap
    Example:  T13
    Set up the monster trap inscribed '@m1' or '@1' loaded with item inscribed
    '@m3' or '@3'. (Becomes '\e)m@10\r13'.)
  s for changing a stance
    Example:  sa  (switches to stance 'a)' ie balanced combat stance.)
  @...\ for using call-by-name (spell/item name must be between '@' and '\')
    (Examples have been given above, in some spell casting explanations.)

All other keys are taken over unmodified, like 'f' for firing a ranged weapon.

Also, '\e)' is automatically prefixed, and the most fitting macro type
automatically chosen (depending on the trigger key).

Additional examples:
Example 1: Firing your ranged weapon would just be..
        *tf-
    (which gets expanded to '\e)*tf-'.)

Example 2: Assumed your book is inscribed @m1 as usual, and you want to cast
    spell a). What you can simply enter in the q'n'd field is:
        *tM1a-
    and it will automatically be expanded to the real macro '\e)*tm@11\r1a-'.

Example 3: Assumed you have the spell Manathrust somewhere in your books and
    want to cast it by name, what you enter in the q'n'd field is:
        *tM@Manathrust\-
    and it will automatically be expanded to '\e)*tm@11\r@Manathrust\r-'.
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(3.7a) Ability codes
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(3.7c) The macro wizard