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Old July 21, 2010, 17:46   #1
fyonn
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Feature Request on monster memory

just something occurred to me about the monster memory. it tells me when a monster resists something, but what about telling when a monster is vulnerable to something. right now I can't tell if it's vulnerable or if I just haven't tested it yet.

perhaps something like:
Code:
It resists cold and poison but is vulnerable to acid and electricity.
whaddyall think?

david
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Old July 21, 2010, 19:23   #2
Derakon
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I would say "but does not resist acid or electricity", to leave room for adding actual vulnerabilities in the future.
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Old July 21, 2010, 19:44   #3
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Yup, sounds perfectly sensible.
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Old July 21, 2010, 19:51   #4
Jungle_Boy
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I like this idea.
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Old July 22, 2010, 08:58   #5
Magnate
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Quote:
Originally Posted by Jungle_Boy View Post
I like this idea.
So does Takkaria. See http://trac.rephial.org/ticket/258
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Old July 22, 2010, 11:25   #6
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fair enough. great mind's etc.

I like that table idea though...
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Old July 22, 2010, 14:15   #7
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Quote:
Originally Posted by fyonn View Post
I like that table idea though...
This table. (It took me a second to find it, so I put it here)
Code:
Water Troll  hp(36d10)   Evil    HOTblooded    ESPable Always   INV No
-----------------------------------------------------------------------
Acid     susceptible     Fear  susceptible
Fire     susceptible     Lite  vulnerable
Cold     immune          Conf  susceptible
Elec     unknown
Poison   immune
I like this too. It presents the information in a quick easy to grasp format. No more reading a page of text to find the bit that you're looking for. I'd omit the 'unknown' entries simply to minimize clutter.
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Old July 22, 2010, 14:42   #8
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If we're doing format, I like this (a mock-up by takkaria, I think I may have posted it before):
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Old July 22, 2010, 15:19   #9
fyonn
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The latter table was the one I saw by following the link, but yes, something like that. and room for the text description below the big table. makes it nice and easy to see all the relevant stats and important data. I suspect that the table could be compressed a bit more to take up less room, but that kinda thing would be great, esp with appropriate colour coding.

talking about colour coding, is there a breakdown of what the colour coding means in the monster description? I notice in the description of a great wyrm of balance:

Code:
It may breathe sound(500), chaos(500), disenchantment(500), or shards(500),
Now I appreciate that I've got res_sound and res_shards and enough HP to withstand a full force breath, which explains their being green. but I have neither res_chaos or res_disen, so why is one orange and one red? would not both breaths kill me?

Looking at the description of an AMHD I see

Code:
It may breathe acid(616), lighting(616), fire(616), frost(616), or poison(616),
I guess the base 4 are yellow as I have Rbase, and a resisted breath wouldn't kill, but the unresisted poison would kill. it's orange however, not red...

I don't know if this is in the docs anywhere, and sorry if it is, not seen it. I was just wondering.

dave

PS. incidentally, the comma'ing is wrong on those lines, but that's just getting finicky
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Old July 29, 2010, 18:28   #10
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Quote:
Originally Posted by fyonn View Post
talking about colour coding, is there a breakdown of what the colour coding means in the monster description?
There's no documentation, but generally they have the following meaning:

green: harmless or resisted with no side effects
yellow: noteworthy or resisted with side effects
orange: dangerous or unresisted
red: very dangerous, potentially fatal or irreparable consequences

It's a little difficult to be consistent, and it's especially noteworthy that just because something is yellow or green, that doesn't mean it can't kill you in one hit. It just means you have the appropriate resistance. Base elements are orange, yellow, green depending on if you have nothing, resistance, or immunity. Most high elements are red/orange (depending on threat) if you have nothing, green if you have resistance. Curses are red/orange/yellow (depending on threat) if you're not immune, and green if you have max save. Mana, gravity, time are always red I think.
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