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Old April 3, 2017, 21:53   #501
Nick
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Quote:
Originally Posted by Pete Mack View Post
Potions of enlightenment only grant sense objects. (What's the point of carrying them?)
Edit:
And *Enlightenment* only detects objects in the neighborhood.

This is a serious nerf, for no obvious reason?
Can't see why this is happening - it looks like a bug.
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Old April 3, 2017, 23:06   #502
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It's clear why it's happening.
1. Detection region for objects is only 22d40 (like doors and traps) in *Enlightenment*.
2. There's no object detection at all (or any other detection) for Enlightenment.

I updated both to:

effect:DETECT_GOLD
dice:100d200
effect:DETECT_OBJECTS
dice:100d200

(66x198 is actually big enough.)
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Old April 4, 2017, 02:03   #503
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Quote:
Originally Posted by Pete Mack View Post
It's clear why it's happening.
1. Detection region for objects is only 22d40 (like doors and traps) in *Enlightenment*.
2. There's no object detection at all (or any other detection) for Enlightenment.

I updated both to:

effectETECT_GOLD
dice:100d200
effectETECT_OBJECTS
dice:100d200

(66x198 is actually big enough.)
My point is that that shouldn't be necessary, because the LIGHT_LEVEL effect currently calls wiz_light(cave, full), which should do full object detection. The object detection lines in *Enlightenment* should actually be unnecessary.
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Old April 4, 2017, 02:38   #504
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LIGHT_LEVEL is essentially wiz_light. Since the priest spell and artifact activation changed, it's no longer possible to include full object detection as part of it.

Edit: Even without the above, it's good design to break the effects into components in the data file, to allow easy modification. That was a design decision adopted by you.

Last edited by Pete Mack; April 4, 2017 at 02:57.
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Old April 4, 2017, 04:15   #505
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Partial fix for annoying bug in verbose mode, procedure drop_near. Fixed the free memory read by making 'roll under feet' message happen whether or not the object still exists. Better than memory error (and crash in debug build.)

Code:
        bool dont_ignore = verbose && !ignore_item_ok(*dropped);
	drop_find_grid(*dropped, &best_y, &best_x);
	if (floor_carry(c, best_y, best_x, *dropped, false)) {
		sound(MSG_DROP);
		if (dont_ignore && (c->squares[best_y][best_x].mon < 0))
			msg("You feel something roll beneath your feet.");
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Old April 4, 2017, 05:57   #506
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Quote:
Originally Posted by Pete Mack View Post
LIGHT_LEVEL is essentially wiz_light. Since the priest spell and artifact activation changed, it's no longer possible to include full object detection as part of it.
I'm sorry, I still don't follow - as I read it, wiz_light does object detection.

Quote:
Originally Posted by Pete Mack View Post
Even without the above, it's good design to break the effects into components in the data file, to allow easy modification. That was a design decision adopted by you.
That is a good point.

Quote:
Originally Posted by Pete Mack View Post
Partial fix for annoying bug in verbose mode, procedure drop_near. Fixed the free memory read by making 'roll under feet' message happen whether or not the object still exists. Better than memory error (and crash in debug build.)

Code:
        bool dont_ignore = verbose && !ignore_item_ok(*dropped);
	drop_find_grid(*dropped, &best_y, &best_x);
	if (floor_carry(c, best_y, best_x, *dropped, false)) {
		sound(MSG_DROP);
		if (dont_ignore && (c->squares[best_y][best_x].mon < 0))
			msg("You feel something roll beneath your feet.");
Thanks for that. There are quite a few bugs reported in this thread and still unfixed; my plan has been to get the monster changes in before getting to bugfixing, but I may vary that.
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Old April 4, 2017, 08:31   #507
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I can confirm that potions of Enlightenment and *Enlightenment* are broken in latest build. They give fuzzy detection instead of full detection. In PWMAngband I don't have that problem, but I'm using p2 as a boolean to tell if the detection should be fuzzy or not, which is set to 1 for ENLIGHTENMENT activation and 0 for CLAIRVOYANCE.

Code:
static bool effect_handler_LIGHT_LEVEL(effect_handler_context_t *context)
{
    bool full = (context->p2? true: false);

    if (full)
        msg(context->origin->player, "An image of your surroundings forms in your mind...");
    wiz_light(context->origin->player, context->cave, full);
    context->ident = true;
    return true;
}
EDIT: it's the same code in V, but using "dice" instead of "p2". In object.txt, "dice=1" is missing for both potions, that's why you get fuzzy detection.
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Old April 4, 2017, 08:33   #508
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Quote:
Originally Posted by Pete Mack View Post
It's clear why it's happening.
1. Detection region for objects is only 22d40 (like doors and traps) in *Enlightenment*.
2. There's no object detection at all (or any other detection) for Enlightenment.

I updated both to:

effectETECT_GOLD
dice:100d200
effectETECT_OBJECTS
dice:100d200

(66x198 is actually big enough.)
You don't need that. Just set dice=1 under effect:LIGHT_LEVEL and it'll work as intended.
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Old April 4, 2017, 12:12   #509
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Quote:
Originally Posted by PowerWyrm View Post
You don't need that. Just set dice=1 under effect:LIGHT_LEVEL and it'll work as intended.
Aaargh, thank you
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Old April 5, 2017, 05:58   #510
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Reminder: lore.c, line 939 should be:
Code:
		chance2 = 12 + 83 * (chance - (race->ac * 2 / 3)) / chance;
		if (chance2 < 12) chance2 = 12;
For clarity, you may wish to use (100 - 17) instead of 83.

Remove all the other nonsense in computing the probability to get a hit.

Edit: As it stands, this is a real problem for Mages and Priests when figuring out what attack to use. The broken code significantly overestimates hit chance when chance is below 60%.

Last edited by Pete Mack; April 5, 2017 at 06:10.
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