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Allow key binding specific skills by name

Open argv-minus-one opened this issue 9 years ago • 3 comments

I just noticed that one can use any skill, with no EP cost and without having actually learned it, by pukenameing its script—even if cheats are disabled (e.g. on Hell or Armageddon difficulty). Appropriate checks should probably be done at the beginning of those scripts.

This could actually be useful, by the way. This would let the player bind a key to a specific skill, rather than to a skill ring slot, allowing for more than eight skills to have key bindings and freeing up skill ring slots. At the moment, though, doing so would be cheating, and that's no fun.

argv-minus-one avatar Jul 15 '15 08:07 argv-minus-one

I've looked into this some more and realized that this is by design—the scripts are not net, so pukename won't work in a multiplayer game unless cheats are enabled. Not sure why pukename is available in single-player games with cheats disabled, but that's an engine thing, not a DRPG thing.

That said, being able to use skills by name would still be nice.

argv-minus-one avatar Aug 18 '15 05:08 argv-minus-one

Honestly, I would love to be able to force-bind certain skills that are used all the time, so I don't have to fill up the skill ring with these things. Heal, Heal Summons, Magnetize, so on so forth.

Silentdarkness12 avatar Aug 18 '15 16:08 Silentdarkness12

I'll maybe consider this after the GDCC rewrite, but this is a pretty low priority right now.

Kyle873 avatar Aug 20 '15 20:08 Kyle873