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Old December 22, 2019, 14:28   #11
Diego Gonzalez
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And Half-Troll combined with Bear Form will be a great combo...
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Old December 22, 2019, 15:09   #12
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Quote:
Originally Posted by malcontent View Post
my inventory window does not update to my new strength situation
Like, your max load doesn't change?
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Old December 22, 2019, 16:05   #13
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The extra strength is awesome for Fox Form. I don't think I've ever played a character with worse archery or lower primary casting stat, though.
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Old December 22, 2019, 17:51   #14
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Like, your max load doesn't change?
Yes, sorry - when I shape change to fox form and suddenly I'm overweight, the inventory window is still calculating my weight burden based on my normal form.
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Old December 22, 2019, 17:55   #15
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Question about combined movement speed. I now have boots of Wormtongue, so when I'm in fox form does my movement speed increase even more than normal? Some sort of indication on this would be nice.
Yeah, any change in movement speed should be displayed somehow on a character screen.
I believe those stack but not sure. You can test it yourself easily, however.
Cast Fox Form with the Worm boots on your feet and see if you can take 2 steps without standard turn count moving at all.
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Old December 22, 2019, 18:30   #16
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Originally Posted by malcontent View Post
I also noticed that when I take fox form, my inventory window does not update to my new strength situation, so I need to do something on my screen to make it update (roguelike i, followed by ESC).
Does ^R fix it? If so it's just a display update issue.
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Old December 22, 2019, 20:39   #17
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Did a little research into what "more effective against animals" means. It's definitely 50% more effective, but does that mean duration and duration only?

from project-mon.c
Code:
if (context->charm && rf_has(context->mon->race->flags, RF_ANIMAL)) {
		context->dam += context->dam / 2;
	}
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Old December 22, 2019, 20:56   #18
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Originally Posted by DavidMedley View Post
Did a little research into what "more effective against animals" means. It's definitely 50% more effective, but does that mean duration and duration only?

from project-mon.c
Code:
if (context->charm && rf_has(context->mon->race->flags, RF_ANIMAL)) {
		context->dam += context->dam / 2;
	}
Yes, precisely.
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Old December 22, 2019, 21:16   #19
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Great! While I'm on a roll, can someone verify my conclusions about Lightning Strike?

The sound part of lightning strike causes stunning one time in three. Its duration is adjust_radius(context, 5 + randint1(10)). adjust_radius returns (amount + context->r) / (context->r + 1);

So, at the center (radius=0) it lasts 5+1d10. And at the edge (radius=3) it lasts (8+1d10)/4. The difference between "strike" and "ball" appears to be purely cosmetic. The sound damage is likewise decreased by adjust_radius - a hair more damage than 1, 1/2, 1/3, 1/4th as you go from radius 0 to 3.

The lighting damage seems very straightforward and has no status effects or radius.
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Old December 22, 2019, 21:46   #20
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Quote:
Originally Posted by DavidMedley View Post
Great! While I'm on a roll, can someone verify my conclusions about Lightning Strike?

The sound part of lightning strike causes stunning one time in three. Its duration is adjust_radius(context, 5 + randint1(10)). adjust_radius returns (amount + context->r) / (context->r + 1);

So, at the center (radius=0) it lasts 5+1d10. And at the edge (radius=3) it lasts (8+1d10)/4. The difference between "strike" and "ball" appears to be purely cosmetic. The sound damage is likewise decreased by adjust_radius - a hair more damage than 1, 1/2, 1/3, 1/4th as you go from radius 0 to 3.

The lighting damage seems very straightforward and has no status effects or radius.
Without more than a brief check, yes that looks right.

The difference between strike and ball is to do solely with how their projection path is calculated, not the damage or other effects when they explode.
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