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Old June 19, 2013, 12:11   #11
PowerWyrm
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Quote:
Originally Posted by Magnate View Post
Well I notice that ART_IDX_GEN_COUNT is 31 when it should be 32, but I'm not sure that alone will solve the problem. This is proof that there are way too many constants in the randart code, and not nearly enough use of N_ELEMENTS and other macros.
The problem is exactly this. Frequency for pStun is not set, so it won't ever appear as a general property. For body armor, art probability is directly used, so it works... though it should not, because pStun is not a high resist anymore.
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Old June 19, 2013, 15:20   #12
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Yup, that was the last missing piece.

I've submitted a pull request. Of course credit goes to Magnate for the actual fix, just thought I'd help out with creating a pull req.
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Old June 19, 2013, 18:42   #13
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Quote:
Originally Posted by AnonymousHero View Post
Yup, that was the last missing piece.

I've submitted a pull request. Of course credit goes to Magnate for the actual fix, just thought I'd help out with creating a pull req.
Many thanks for doing that - I don't have the capacity to do pullreqs nowadays.
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Old June 26, 2013, 09:48   #14
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For body armor, art probability is directly used, so it works... though it should not, because pStun is not a high resist anymore.
In fact, pFear/pConf/pBlind are also listed as "high resists" for randart body armor, so nevermind...
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