Announce: DaJAngband v1.0.99 Released

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  • will_asher
    DaJAngband Maintainer
    • Apr 2007
    • 1124

    #16
    Hmmmm, someone like me who never gets to the endgame doesn't think about buying out shops. I have never bought out a shop. So now that it's brought to my attention, I need to fix that so that you can buy out the shop. (it's an unintended side effect) will be fixed in next release.

    I mentioned to my brother the other day that I keep making a release and then finding stuff wrong with it or having other people find stuff wrong with it very soon after I release it. He replied that I'm still doing better than Microsoft.

    EDIT: I just checked: If you use the "?" command to restock the store all at once, you can still buy out the store if even there's books in it that you can't use. You just can't buy out each slot individually.
    Last edited by will_asher; September 13, 2009, 06:55.
    Will_Asher
    aka LibraryAdventurer

    My old variant DaJAngband:
    http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)

    Comment

    • Matthias
      Adept
      • Apr 2007
      • 201

      #17
      Originally posted by will_asher
      EDIT: I just checked: If you use the "?" command to restock the store all at once, you can still buy out the store if even there's books in it that you can't use. You just can't buy out each slot individually.
      Wow I had no idea that command existed ... I also never noticed "Press "?" to restock the store" down there in the shop. Guess I've been in too many shops to bother reading the "small print"

      Comment

      • Matthias
        Adept
        • Apr 2007
        • 201

        #18
        Was reading up on teleport control, now that I have it...

        /* attempt to gain control */
        if (randint(150 + resistcrtl) <= controlchance) return FALSE;

        I think this should be >= here, otherwise you have a better chance casting when confused?

        Comment

        • will_asher
          DaJAngband Maintainer
          • Apr 2007
          • 1124

          #19
          Originally posted by Matthias
          Was reading up on teleport control, now that I have it...

          /* attempt to gain control */
          if (randint(150 + resistcrtl) <= controlchance) return FALSE;

          I think this should be >= here, otherwise you have a better chance casting when confused?
          Confusion adds 100 to 'resistcrtl'. The higher 'resistcrtl' is, the less likely 'randint(150 + resistcrtl)' will be a low number.
          (maybe my code confuses you?)

          PS: that's a very nice bow.
          Will_Asher
          aka LibraryAdventurer

          My old variant DaJAngband:
          http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)

          Comment

          • Matthias
            Adept
            • Apr 2007
            • 201

            #20
            Originally posted by will_asher
            Confusion adds 100 to 'resistcrtl'. The higher 'resistcrtl' is, the less likely 'randint(150 + resistcrtl)' will be a low number.
            (maybe my code confuses you?)

            PS: that's a very nice bow.
            I'm likely confused. Sorry for that... The higher resistctrl, the less likely randint(150+resiscrtl) will be a low number, and thus less likely to be smaller than controlchance, thus less likely for the if to evaluate true, thus less likely for it to return false, while false means no controlled teleport happens, so less likely failed controlled teleport?

            Comment

            • will_asher
              DaJAngband Maintainer
              • Apr 2007
              • 1124

              #21
              Originally posted by Matthias
              I'm likely confused. Sorry for that... The higher resistctrl, the less likely randint(150+resiscrtl) will be a low number, and thus less likely to be smaller than controlchance, thus less likely for the if to evaluate true, thus less likely for it to return false, while false means no controlled teleport happens, so less likely failed controlled teleport?
              I think that question is even more confusing than my code, but now that I look at it closer I see that you're exactly right. I probably confused myself. oops. thanks for pointing that out, it'll be fixed in the next release.
              Will_Asher
              aka LibraryAdventurer

              My old variant DaJAngband:
              http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)

              Comment

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