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Old February 16, 2017, 14:31   #371
PowerWyrm
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New object power calculation:
- power can be 0 for some basic items like cloaks or iron crowns: the power calculation should probably ensure that power is at least 1 for things that are not worthless (see 4.0.5 bug -- BASE_ARMOUR_POWER of 1 is not added for armor parts with 0 ac)
- resulting value could be simplified (currently using a sign + setting to 1 if 0): probably just set to 0 if power is <= 0 (worthless items) and use the normal value (squared power) otherwise
- power for all brands is never added (the code does a loop on all brands to get the count, which gives 10 instead of 5 because of the "weak" brands)
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Old February 16, 2017, 21:19   #372
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Quote:
Originally Posted by PowerWyrm View Post
New object power calculation:
- power can be 0 for some basic items like cloaks or iron crowns: the power calculation should probably ensure that power is at least 1 for things that are not worthless (see 4.0.5 bug -- BASE_ARMOUR_POWER of 1 is not added for armor parts with 0 ac)
Yeah, I did a different hack this time round, and rounded up the value of those things. The calculations are changed a bit, mainly in armor and ability bonuses, where I approximated the existing method in a way that was more amenable to going into the edit file.

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Originally Posted by PowerWyrm View Post
- resulting value could be simplified (currently using a sign + setting to 1 if 0): probably just set to 0 if power is <= 0 (worthless items) and use the normal value (squared power) otherwise
There are several places it can be simplified. I just tried to get something close to the existing algorithm, and now that it's puled apart like this it should be easier to change.

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Originally Posted by PowerWyrm View Post
- power for all brands is never added (the code does a loop on all brands to get the count, which gives 10 instead of 5 because of the "weak" brands)
Oops, thanks. In my defence, I did pick up the bug where the all ability bonus was given for 8, and there are only 7

As for the curses calculation you mentioned earlier, I deliberately left that out for now, because curses will need to be treated differently in the randart generation algorithm, and because I was getting sick of the whole thing at that point (having already lost my first attempt about halfway through due to hard drive failure).
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Old February 17, 2017, 14:34   #373
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Dont let curses reduce arti power, if they can be *removed.
If anything, make curse work like aggravate, the higher the power value, the more curses attach to an item post generation, requiring the player to find scrolls to make it useable, or wearing it with the curse in the meanwhile.
(Disregard if wrong)

I noticed the squelch no longer gives a message. I squelch a lot, including useful items, so it would be good to know i just squelched a helmet of telepathy 8, +13 in case mine gets disenchanted later on. Also useful for players who sell.

Last edited by Sky; February 17, 2017 at 14:44.
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Old February 17, 2017, 18:08   #374
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Quote:
Originally Posted by Sky View Post
Dont let curses reduce arti power, if they can be *removed.
I agree somewhat with the sentiment, but it's still a cursed object. I'd probably put a fractional or small value for each curse.

After all I could find a 9d9 (+0,+0) and enchant it up to 9d9 (+15,+15).
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Old February 19, 2017, 01:39   #375
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I realized if I remove the curse on my ring of teleportation I will have a ring of speed <+2> so I found a ?Remove Curse in the dungeon and tried to remove the Teleporation curse (power level 100) from the ring of Teleportation, but I could not get the scroll to activate. When I read the scroll, it would give me the option to remove the curse from the ring. I'd select the ring and then it would ask me if I want to remove the curse from the ring? so I'd hit <Enter>, but nothing would happen. I couldn't get the scroll to be read. I tried all the letters on the keyboard as a response in case there was some visual bug, but nothing worked. I simply was unable to read the scroll. And so my ring of Tele is still cursed, and somewhere on the dungeon floor is a scroll of remove curse that I wasn't able to successfully read.
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Old February 19, 2017, 02:21   #376
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Quote:
Originally Posted by Grotug View Post
I realized if I remove the curse on my ring of teleportation I will have a ring of speed <+2> so I found a ?Remove Curse in the dungeon and tried to remove the Teleporation curse (power level 100) from the ring of Teleportation, but I could not get the scroll to activate. When I read the scroll, it would give me the option to remove the curse from the ring. I'd select the ring and then it would ask me if I want to remove the curse from the ring? so I'd hit <Enter>, but nothing would happen. I couldn't get the scroll to be read. I tried all the letters on the keyboard as a response in case there was some visual bug, but nothing worked. I simply was unable to read the scroll. And so my ring of Tele is still cursed, and somewhere on the dungeon floor is a scroll of remove curse that I wasn't able to successfully read.
Curse power 100 means it's permanent. So not letting you read the scroll is correct, but it really should just not even give the ring as an option.
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Old February 20, 2017, 09:57   #377
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Quote:
Originally Posted by Nick View Post
Yeah, I did a different hack this time round, and rounded up the value of those things. The calculations are changed a bit, mainly in armor and ability bonuses, where I approximated the existing method in a way that was more amenable to going into the edit file.
FYI, I was playing around with the values for ability bonuses and compared the results with the artifact set:
- total modifier bonus of -70 and modifier bonus divisor 16 (current values in object_power.txt): delta around -600
- total modifier bonus of -39 and modifier bonus divisor 19: delta = 18 (the lowest value I could get)
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Old February 20, 2017, 10:51   #378
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Quote:
Originally Posted by PowerWyrm View Post
FYI, I was playing around with the values for ability bonuses and compared the results with the artifact set:
- total modifier bonus of -70 and modifier bonus divisor 16 (current values in object_power.txt): delta around -600
- total modifier bonus of -39 and modifier bonus divisor 19: delta = 18 (the lowest value I could get)
Nice

I'll use that at some point.
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Old February 21, 2017, 14:07   #379
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Not sure, but I think commit 867258e introduced a bug:

Code:
static int object_power_calculation_FLAG_POWER(void)
{
	struct obj_property *prop;
	prop = lookup_obj_property(OBJ_PROPERTY_FLAG, iter);
	assert(prop);
	return of_has(power_obj->flags, iter + 1) ? prop->power : 0;
}
Since iter has been rebased to 1..OF_MAX, this is probably:

Code:
static int object_power_calculation_FLAG_POWER(void)
{
	struct obj_property *prop;
	prop = lookup_obj_property(OBJ_PROPERTY_FLAG, iter);
	assert(prop);
	return of_has(power_obj->flags, iter) ? prop->power : 0;
}
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Old February 22, 2017, 00:29   #380
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I read a ?RR on DL99 (forced descent off) and then descended a magical staircase. The game then crashed.

Macbook Air early 2015. Yosemite 10.10.5

I had saved the game right before reading said scroll of recall, so I read the scroll and descended and the game loaded DL100 just fine. So the bug was not repeatable.
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