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 wobbly March 22, 2020 14:13

Code:

```void do_cmd_run(struct command *cmd) {         struct loc grid;         int dir;         /* Get arguments */         if (cmd_get_direction(cmd, "direction", &dir, false) != CMD_OK)                 return;         if (player_confuse_dir(player, &dir, true))                 return;```
Code:

```bool player_confuse_dir(struct player *p, int *dp, bool too) {         int dir = *dp;         if (p->timed[TMD_CONFUSED])                 if ((dir == 5) || (randint0(100) < 75))                         /* Random direction */                         dir = ddd[randint0(8)];         /* Running attempts always fail */         if (too) {                 msg("You are too confused.");                 return true;         }```
pretty sure if player_confuse_dir will always return true if you tell it "too"

Edit:Yeah working in mine now. Will open a pull request

Edit2: I guess the "running attempts always fail" bit was literally true

 Nick March 22, 2020 20:23

Thanks, pulled, new builds will be up soon.

 wobbly March 25, 2020 08:42

So how is innate + spell freq meant to work? If innate 3 & spell 4 is that:

1/3 + 2/3 * 1/4?
1/4 + 3/4 * 1/3?
4/12 + 3/12? ( 2 & 2 would be always here)
Something else?

 Nick March 25, 2020 09:31

Quote:
 Originally Posted by wobbly (Post 143864) So how is innate + spell freq meant to work? If innate 3 & spell 4 is that: 1/3 + 2/3 * 1/4? 1/4 + 3/4 * 1/3? 4/12 + 3/12? ( 2 & 2 would be always here) Something else?
Spell is checked first, so your second one is right - 1/4 chance of a spell, then 1/3 * 3/4 of innate for a total of 1/2.

 PowerWyrm March 27, 2020 10:50

https://github.com/draconisPW/PWMAngband/issues/103

Food depletes every turn when it shouldn't. Same error also in V code. This is because food counter was changed to a timed effect and is decremented like all others timed effects in decrease_timeouts().

 Nick March 27, 2020 11:39

Quote:
 Originally Posted by PowerWyrm (Post 143963) https://github.com/draconisPW/PWMAngband/issues/103 Food depletes every turn when it shouldn't. Same error also in V code. This is because food counter was changed to a timed effect and is decremented like all others timed effects in decrease_timeouts().
Thank you, I've felt like something was wrong here for a while (I suspect because people have been telling me).

 fph March 28, 2020 14:29

After magic has been reworked, I am sometimes confused about which stat is used for spellcasting by each class. Would it be possible to show it in the character creation screen? For instance "Learns nature magic [WIS]". It would be helpful also for new players.

 DavidMedley March 28, 2020 20:42

Speaking of which, what if we moved Druids to INT? I know this breaks with some traditions, but the race/ class combos for Druids are also breaking tradition. Would it then be 5 INT and 3 WIS casters? I don't see Blackguards as especially wise, but I don't see them as especially smart, either. Could swap them to WIS and the race combos might improve for both classes. This would disrupt some other things as well, but I think it's worth considering.

 Nick March 28, 2020 21:53

Quote:
 Originally Posted by DavidMedley (Post 143991) Speaking of which, what if we moved Druids to INT? I know this breaks with some traditions, but the race/ class combos for Druids are also breaking tradition. Would it then be 5 INT and 3 WIS casters? I don't see Blackguards as especially wise, but I don't see them as especially smart, either. Could swap them to WIS and the race combos might improve for both classes. This would disrupt some other things as well, but I think it's worth considering.
The philosophy of the current class model (short version) is that there is an original design of Middle Earth and its inhabitants, and traditional knowledge (WIS) emphasises sticking to that. Then there is thinking you're smarter than that (INT), which can be done by changing the world to suit you or perverting the entire scheme of intelligent life. So we get two sets of opposing realms - nature vs arcane on the tech axis, and holy vs shadow on the morality axis.

Even shorter version - no thanks :)

 DavidMedley March 28, 2020 22:23

What about dropping normal elves a couple points of INT and raising a couple points of WIS?

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