feature/monster

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  • Nick
    replied
    Originally posted by wobbly
    Code:
    /* One in __ chance of missing turn if stunned, always miss if held
    
    	 * or commanded */
    
    	if (mon->m_timed[MON_TMD_STUN]) {
    
    		return randint0(STUN_MISS_CHANCE) == 1;
    
    	} else if (mon->m_timed[MON_TMD_HOLD] || mon->m_timed[MON_TMD_COMMAND]) {
    
    		return true;
    
    	} else {
    
    		return false;
    
    	}
    Looks fishy to me. Stunned + held gives a chance to move right? or am I misreading
    Yep, confirm that was the problem, nice catch.

    Leave a comment:


  • Nick
    replied
    Originally posted by Sideways
    I think what wobbly's saying is that monsters who're held but not stunned always return TRUE, but monsters who're both held and stunned only sometimes return TRUE, because stunning is checked first and returns a random result.
    Oh, right, that is correct; so the held/commanded check should be first.

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  • Sideways
    replied
    Originally posted by Nick
    If it returns true the monster's turn is skipped, so this shouldn't be the problem. I'll have to look at your save.
    I think what wobbly's saying is that monsters who're held but not stunned always return TRUE, but monsters who're both held and stunned only sometimes return TRUE, because stunning is checked first and returns a random result.

    Leave a comment:


  • Nick
    replied
    This branch has been merged into master now, so new there will be no new builds on the build page; builds of master will as usual be on the nightlies page.

    Leave a comment:


  • Nick
    replied
    Originally posted by wobbly
    Code:
    /* One in __ chance of missing turn if stunned, always miss if held
    
    	 * or commanded */
    
    	if (mon->m_timed[MON_TMD_STUN]) {
    
    		return randint0(STUN_MISS_CHANCE) == 1;
    
    	} else if (mon->m_timed[MON_TMD_HOLD] || mon->m_timed[MON_TMD_COMMAND]) {
    
    		return true;
    
    	} else {
    
    		return false;
    
    	}
    Looks fishy to me. Stunned + held gives a chance to move right? or am I misreading
    If it returns true the monster's turn is skipped, so this shouldn't be the problem. I'll have to look at your save.

    Leave a comment:


  • wobbly
    replied
    Code:
    /* One in __ chance of missing turn if stunned, always miss if held
    
    	 * or commanded */
    
    	if (mon->m_timed[MON_TMD_STUN]) {
    
    		return randint0(STUN_MISS_CHANCE) == 1;
    
    	} else if (mon->m_timed[MON_TMD_HOLD] || mon->m_timed[MON_TMD_COMMAND]) {
    
    		return true;
    
    	} else {
    
    		return false;
    
    	}
    Looks fishy to me. Stunned + held gives a chance to move right? or am I misreading

    Leave a comment:


  • wobbly
    replied
    He moves as well

    Leave a comment:


  • Derakon
    replied
    I thought holding just prevented movement? It's not paralysis.

    Leave a comment:


  • wobbly
    replied
    Shagrat, the orc captain is frozen to the spot
    Shagrat, misses you. hits you …
    You see shagrat, the orc captain (wounded, held, disenchanted, stunned)

    hmm doesn't seem held.
    Attached Files

    Leave a comment:


  • wobbly
    replied
    Originally posted by Nick
    As for DL1 - I done nothin, guv'nor. I think.
    Not so fast cobbler, we got you bang for rights.

    "A dwarf of the east, dressed all in black..." - Shouldn't this be dressed all in pink?

    Code:
    name:Dark elves
    
    room:1
    
    alloc:1:30
    
    obj-rarity:0
    
    mon-base:humanoid
    
    flags-req:HURT_LIGHT
    I'm going to guess that this generates an empty room.

    Leave a comment:


  • Nick
    replied
    Originally posted by Ingwe Ingweron
    Note that Ogre Mages do not reflect the new color scheme for mage types. The same was true for gnome mages before their removal.
    Thanks - note that the replacement for gnome mages are drĂșadan mages, and they are coloured correctly.

    As for DL1 - I done nothin, guv'nor. I think.

    Leave a comment:


  • Ingwe Ingweron
    replied
    Note that Ogre Mages do not reflect the new color scheme for mage types. The same was true for gnome mages before their removal.

    Leave a comment:


  • wobbly
    replied
    Not sure about 4.1.3 but it happens in master just not to this extent. I've seen the dogs on lvl 1 before & I've certainly seen kobolds.

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  • Derakon
    replied
    Huh, I'd always thought that dlvl1 was locked by the OOD rules to only be able to pull monsters that were native to level 1. Like, I don't think I've ever seen Grip or Fang on level 1.

    Leave a comment:


  • wobbly
    replied
    Did a few runs of the early levels. Not sure it's intended but I'm seeing a fair bit more out of depth monsters on dlvl 1. Notably a spotted mushroom patch (dlvl 3), a metallic red centipede (dlvl 3). A bunch of soldiers & acolytes, a crow, a pack of cave spiders, a kobold. Not saying that's a bad thing, but as far as I can tell the early levels got a little more dangerous?

    Leave a comment:

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