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Old July 17, 2018, 14:57   #41
wobbly
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Worked out how V calculates blows. Just need to know what "effective weight" means in O. Not that familiar with how blows are meant to work here.

Edit:I think effective just enforces minimum and it doesn't care about class?

Last edited by wobbly; July 17, 2018 at 15:18.
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Old July 20, 2018, 09:49   #42
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Ok I'm going to put something up once:

4.1.3 is up
I get the O-combat code to work

both of those are probably sometime between now & the end of the year.

Most of the O-code looks self-explanatory, unfortunately it seems to call some functions not in Vs version. Some I can just remove for now, black breathe for instance. What I need to find is stuff like add_dice. By coincidence I noticed v4 adds dice for crits? Not sure, I've grabbed the code but v4 combat doesn't look very readable, not to me anyway.

Maddened Weasel has the territorial flag which is also in Sil (maybe NPP too?). Not sure if it's the same one but I suspect I'll need to work out how to put that back if I don't want that hunting down the little mages.
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Old July 28, 2018, 10:02   #43
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Quote:
Originally Posted by wobbly View Post
From player attack.c:

/* Power competes against armor */
return randint0(chance) >= (ac * 2 / 3);

I can't find ac used anywhere else, was this just a hack to scale all of the monsters at once or is ac used somewhere else? It's (*2/3) not in O but it lines up the ACs for the bottom part of the monster list. Maybe this is good news? Maybe I can use Vanilla ACs & just adjust the top half of the list?
So I think when Derakon goes mumble, mumble 70% accuracy. This is here to make someone's life easier. Mine in fact. I'll change O-AC to match rather then the other way round
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Old August 26, 2018, 18:35   #44
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Note to self. There's a bunch of stuff that's easy to find where it's moved to by looking where the old documentation moved.
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