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Old November 15, 2013, 14:06   #11
HallucinationMushroom
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I love this idea. Too bad I have Winblows. I would dearly love to see my risk%, and to see just how high the risk could go, while still winning ~~ the opposite intention of the risk calculator... haha. If anybody fixes it for Windows, please let me know.

After posting on these forums and ladders for 7 or 8 years or so, it has become clear that I am of the 1% of you that cannot code. I have zero idea how these games work.

As an aside about the clutter comment... I would love to see skill point distributions on the character notes. It has abilities, yes, but it would be even more enlightening to see actual progression.
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Old November 15, 2013, 14:23   #12
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After posting on these forums and ladders for 7 or 8 years or so, it has become clear that I am of the 1% of you that cannot code. I have zero idea how these games work.
It's never too late to learn. It's fun!

Quote:
As an aside about the clutter comment... I would love to see skill point distributions on the character notes. It has abilities, yes, but it would be even more enlightening to see actual progression.
I also think this would be nice.
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Old November 15, 2013, 17:02   #13
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Quote:
Originally Posted by HallucinationMushroom View Post
As an aside about the clutter comment... I would love to see skill point distributions on the character notes. It has abilities, yes, but it would be even more enlightening to see actual progression.
Thirding this.
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Old November 15, 2013, 17:07   #14
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Originally Posted by HallucinationMushroom View Post
I would love to see skill point distributions on the character notes. It has abilities, yes, but it would be even more enlightening to see actual progression.
Any idea of how to format this so it is readable? e.g. mock up the first 500 ft of a character's skill progression in a format you'd like.
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Old November 15, 2013, 17:21   #15
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Code:
... Because AbsoluteGo's Notes are hilarious...
(And because he was top of recent submissions...)

The biggest question would be how to display
 initial points and instances where multiple skill points are taken at once, I guess. 
This is my first idea on what I would like to see. 

Turn          Depth         Note
0,001          50 ft         6 will **
0,001          50 ft         5 evasion **
0,001          50 ft         4 melee **
0,473         100 ft         1 evasion **
0,843         150 ft         (Power)
1,880         200 ft         mmmm
1,950         200 ft         2 will **
2,072         200 ft         mmmm
2,752         200 ft         Encountered Gorgol, the Butcher
3,021         200 ft         Slew Gorgol, the Butcher
3,167         200 ft         mmm
3,676         250 ft         mmm i guess i want to use that
3,678         250 ft         1 melee **
3,678         250 ft         1 evasion **

and so on

Last edited by HallucinationMushroom; November 15, 2013 at 17:42.
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Old November 15, 2013, 17:27   #16
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Originally Posted by half View Post
Any idea of how to format this so it is readable? e.g. mock up the first 500 ft of a character's skill progression in a format you'd like.
Code:
   1         50'     [Mel 6(+6), Ev 6(+6)]
    906    200 ft    (Finesse) [Mel 7(+1), Ev 7(+1), Wil 2(+2)]
   1,752    300 ft    (Subtlety) [Stl 5(+5)]
   2,000    300 ft    [Ev 8(+1), Per 3(+3)]
   2,411    350 ft    (Parry)
e: I have no idea how to implement this, but it would be fun to have a graphical replay (kind of like the Civ games give you), maybe with log(turn) on the X and depth, skills, abilities showing up as different series on the Y.

Last edited by bio_hazard; November 15, 2013 at 17:37.
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Old November 15, 2013, 17:33   #17
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Sorry, ironically getting the columns to line up is ugly in the forum box. There is likely an elegant way to keep formatting, but, I haven't learned it. (Edit:Okay, I monkeyed it with it and just put code tags around it... now it seems to display somewhat properly, but I have more than likely just broken it for somebody else)

I manually made these kind of notes on a lot of my challenge characters for future reference... as those of you who know me, I have no memory.
Like this guy,
http://angband.oook.cz/ladder-show.php?id=12938

All the 7/5/3/1 things are evasion/melee/wis/perception breakdowns, but that is a running total and clunky. Kind of like with the initial stat purchases, they can be totaled or deduced if needed.

Last edited by HallucinationMushroom; November 15, 2013 at 17:44.
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Old November 15, 2013, 18:36   #18
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Uh, I think the skill allocation notes should be a totally different section. Even putting the abilities in the notes is not super useful, you have to scan and filter. I like how mpa-sil boxes the abilities into a dedicated section (although they're not ordered by depth taken there).

If you have the same "note format" but filter them into a separate section of the dump called "skill allocation", it will be easy to scan and copy the build.

Of course you won't be able to see reactive allocations so easily this way (ie found artefact, player saying "ack cursed amulet of con!" into will then curse breaking)
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Old November 15, 2013, 19:22   #19
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Originally Posted by debo View Post
Uh, I think the skill allocation notes should be a totally different section. Even putting the abilities in the notes is not super useful, you have to scan and filter. I like how mpa-sil boxes the abilities into a dedicated section (although they're not ordered by depth taken there).
Rare Debo disagreement here. It might be cluttered to have everything listed out in chronological order, but it would be a lot easier for me to read than having to cross check against abilities and other other notes. Like, if I wanted to mimic your human hador warrior, which I actually want to do, it would be easiest for me to check your stat distribution then read the notes for skill placement alongside notable kills, artifacts, and running commentary.
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Old November 18, 2013, 08:26   #20
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I'd love to see it included, too. I can easily provide a diff/patch file that you can apply to the Sil source.

There are some opportunities for refactoring the existing code while including this part; for instance, in Sil there are
* a function that makes a protection roll and returns the result
* two functions that compute min and max protection (for displaying)
I added
* a function that computes the probability distribution of the protection roll.
The four are independent, but probably they should be merged not to duplicate the logic. I can work on it and similar issues.
Let's suppose I do this refactoring. The clearest thing to me looks like a function that returns the list of sides of protection dice.
So, very technical question for the developers: what's the angbandic way to handle variable-size arrays? I see different options:

* make a global, extern, fixed-size variable (int a[A_MAX_SIZE]; and int a_size; ), and have the function fill it in
* implement vectors as struct {int a[]; int size};
* "double return values": e.g. int* frobnicate(int &size, ...), which returns a pointer and fills in &size
* int[A_MAX_SIZE] frobnicate(...);
* linked lists all the way, implemented in an external file. Twice if you need it for more than one type, since there are no templates
* linked lists, but implemented in macros as far as possible ( la z-virt.h)

I see the global extern is used for some game-global values, but apart from that I really don't know which way to go.
Normally in life I've been using a different approach, which is "life is too short for C, rename all files to .cpp and use STL vectors", but I see that it's not really indicated for Angband.

(should I move this question to a separate thread?)
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