00:00:07 -!- ZChris13 has joined ##crawl-dev 00:01:46 -!- valrus has quit [Remote host closed the connection] 00:31:14 -!- ZChris13 has quit [Quit: Page closed] 01:08:45 destroy weapons description doesn't indicate what it's actually used for 01:09:06 I guess it's in the ^ screen 01:15:47 -!- Moriasc has joined ##crawl-dev 01:20:32 -!- Moriasc has quit [Client Quit] 01:30:53 the sewer with mosquitos needs revision 01:31:17 (they are more than 50% faster, deal more damage, and now vampiric) 01:31:21 (also omniresistant) 01:31:38 I just entered a sewer and there were multiples of them right at the entrance 01:32:18 due: you owe me a mfhe 6 01:32:19 :( 01:39:47 -!- ortoslon has joined ##crawl-dev 01:43:27 -!- purge has quit [Ping timeout: 240 seconds] 01:44:19 moin guys 01:44:24 great, due :) 01:45:03 BRed it 01:47:10 TGWi: Congrats on being first victim 01:47:28 greensnark: >:( 01:47:36 vampire mosquitos in sewer (https://crawl.develz.org/mantis/view.php?id=3329) by TGW 01:48:15 !killsby vampire mosquito 01:48:15 One game for * (ckiller=vampire mosquito): 1x TGW 01:48:24 ??tgw[6] 01:48:25 tgw[6/6]: First vampire mosquito victim. In a sewer. 01:48:25 ??tgw 01:48:25 tgw[1/6]: (3:22:37 AM) Aladar: he's doing it out of spite (3:22:38 AM) Aladar: basically (3:23:07 AM) Aladar: i think that might be all tgw ever does. 01:48:32 Damn, you already added it? :P 01:48:40 I can delete it so you can 01:48:48 Next time 01:49:13 next time someone replaces monsters in vaults with new extremely OOD ones 01:49:31 Yes! 01:49:41 I feel like making some vaults and I notice the abyss still lacks them. Should I make some? 01:50:12 Go for it 01:50:18 And if so, are there any guideliens I should follow? I don't really have much to go on, since there are like 4 abyss vaults 01:50:20 is it even possible? 01:50:29 ah, nvm 01:50:37 evilmike: "Keep them smallish" 01:50:38 hi 01:50:38 due: You have 1 message. Use !messages to read it. 01:50:40 !messages 01:50:41 (1/1) greensnark said (2h 50m 38s ago): Vampire mosquito <3 01:50:44 hi due 01:50:46 greensnark: :D Eronarn! 01:50:46 due: You already have a victim :P 01:50:49 1tell due vampire mosquito What about runes? Some of them have runes, but I'm wondering how often that should be the case 01:50:56 !lg * killer=vampire mosquito 01:50:57 1. TGW the Pacifier (L6 MfHe), worshipper of Elyvilon, slain by a vampire mosquito in Sewer (sewer big baddie) on 2011-01-29, with 668 points after 9316 turns and 0:25:12. 01:50:58 TGW? 01:50:59 I left you an irate BR 01:50:59 LOL. 01:51:08 you replaced the ones in sewers 01:51:12 it's a bit of a problem 01:51:31 yes, I know 01:51:35 I meant to reduce their speed and HP 01:51:43 as the attacks are not that much different 01:52:02 evilmike: If the vault is tagged "abyss_rune" you get to put in a rune. 01:52:33 in which case if the builder wants to place a rune it may use your vault instead of placing the rune directly 01:52:48 Yeah, I just don't know if I should pay more attention to making those, or to regular vaults that can't have runes 01:52:49 General "abyss" tagged vaults are used as scenery, and "abyss_exit" for exits 01:52:56 evilmike: Your call! 01:53:08 alright 01:53:10 If you add enough rune vaults we can drop the dummy's chance 01:53:19 can you place eldritch tentacles in vaults? 01:53:23 Right now rune vaults have only 10% chance of being used because there are so few 01:53:39 monqy: I want to do that, I dunno how though 01:53:55 due: can you place eldritch tentacles in vaults? 01:55:13 it would be cool to have like, a big blob of flesh (using those tiles from that wizlab) with a bunch of tentacles radiating from it 01:55:27 greensnark I... don't know. 01:55:46 evilmike: you'd have to modify the tile 01:55:47 FR: tentacle zig level 01:55:59 fr: tentacle branch 01:56:03 :P 01:56:06 I *can* code a Lua marker that you could place which would mimic malign gateway. 01:56:14 Without timeouts, etc. 01:56:19 malign gateways, krakens, and whatnot 01:56:26 malign kraken 01:56:34 malign whatnot 01:56:36 Ooh, kraken zig level is an excellent idea. 01:56:41 kraken gateways 01:56:49 megakraken 01:56:50 malign krakenways 01:57:13 summoning spell that fills up a pool and summons kraken into it 01:57:39 Hill giant wields weapon inappropriately (https://crawl.develz.org/mantis/view.php?id=3330) by Curio 01:57:48 an aquatic summon would be interesting imo 01:58:36 Haha, hill giant wields weapon inappropriately 01:58:43 I wonder what weapon that might be 01:58:49 greensnark: a dildo! 01:58:55 is that the second or third duplicate 01:59:01 reflavour hill giants as being telekinetic 01:59:29 also rename them to hill megapersons 01:59:41 megamosquitoes coming right up 01:59:45 -!- syllogism has joined ##crawl-dev 01:59:48 hill übermensch 01:59:54 regarding modifying the tile: I didn't know malign gateway had a tile yet :P. I downloaded the 0.8 tiles version recently and it just shows as ? for me 01:59:59 well, a ? with a heart 02:00:28 evilmike: :o 02:00:38 evilmike: oh, i meant you'd have to modify the wizlab tile 02:00:41 on the hill giant bug, the original reports were closed due to the bug being fixed 02:00:42 hill megamensch* 02:00:44 evilmike: also, they have tiles but jpeg hasn't coded them. 02:00:57 so I'm guessing it's either a regression or curio didn't know it's fixed 02:01:02 Oh I see 02:01:15 and based the report on an old screenshot 02:01:30 03greensnark * r4d515aeb319b 10/crawl-ref/source/monster.cc: Sheep catch fire, instead of catching on fire. 02:02:04 is that correct? 02:02:12 I always say "catch on fire" 02:02:17 You'd be wrong 02:02:23 catch fire is correct 02:02:32 03due * r71b7a5fe9196 10/crawl-ref/source/show.cc: Fix trapdoor spiders being hinted at with } glyphs. 02:02:38 x is on fire, x catches on fire 02:02:44 Something catches fire, not catches on fire. 02:02:53 Aw, so those trapdoor spiders weren't squirming eagerly to eat monqy's kidneys? 02:03:06 they squirm stealthily 02:03:50 * due eats greensnark's kidney. 02:04:09 greensnark: re: your email. You get to write the doxygen preprocessor, thanks for offering. :D 02:04:19 Hahahaha 02:04:21 @??jelly 02:04:22 jelly (04J) | Speed: 9 | HD: 3 | Health: 15-30 | AC/EV: 0/2 | Damage: 808(acid:7d3) | Flags: amphibious, see invisible | Res: 06magic(12), 03poison, 08acid+++, asphyx, 12drown | XP: 22. 02:04:31 @??vapire mosquito 02:04:31 unknown monster: "vapire mosquito" 02:04:32 I'm about to go sit on the roof and read Steven Erikson 02:04:35 @??vampire mosquito 02:04:36 vampire mosquito (07y) | Speed: 19 | HD: 5 | Health: 17-39 | AC/EV: 2/15 | Damage: 507(disease), 805(vampiric) | Flags: 07undead, evil, fly | Res: 06magic(20), 03poison, 12drown, 04rot, 13neg+++, 13torm | Vul: 08holy++ | Chunks: 07contaminated | XP: 179. 02:04:49 I have zero responsibilities to Crawl :) 02:05:14 me neither ): 02:05:15 *:) 02:05:27 I just enjjoy codin gfor it. 02:05:29 Does holy vul actually use multiple levels of vul? 02:05:30 This too shall pass, etc. 02:05:32 Yes. 02:05:35 Ah 02:05:42 It's horrible, horrible code. 02:05:49 I have a warrant from dpeg to do whatevere I like with it. :D 02:06:01 due develops crawl because he hates me, personally 02:06:03 (There was a lot of "oh it should go on the wiki" but I am going to unify and standardise it all.) 02:06:06 I bet that's it 02:06:07 TGWi: that too 02:06:30 TGWi: We all work on Crawl because we hate you, it's the one thing that unifies the team! 02:06:31 !messages 02:06:31 No messages for ortoslon. 02:06:31 another vault related question: is there a list somewhere of what all the tiles are called? I've just been looking through the des files to see what they are called but there has to be a better way 02:06:39 for example floor_rough_red and wall_vines and stuff like that 02:07:08 but you are listed in the credits in stone soup team, greensnark :-P 02:07:14 Napkin: Please remove my name! 02:07:19 evilmike: rltiles/dc-*.txt 02:07:26 thanks 02:07:29 evilmike: actually 02:07:53 Napkin: I'm strictly retired, and I don't want people at work checking on my online activities 02:07:56 evilmike: if you build the tilegen.elf tool and then use that to build all the relevant dc*.txt files, you will get a .html with a name + image. 02:08:16 Very few people know greensnark = me, but a lot of people know my real name 02:08:19 uuuh, now you're playing the dpeg-card! 02:08:31 Hm, okay, so, development or cufflinks? 02:08:33 cufflinks win! 02:08:56 Napkin: It's a handy card to play :) 02:08:59 !learn edit devteam[4] s/$/ Claims not to be: greensnark./ 02:08:59 devteam[4/4]: Former Soup devs: Erik Piper / - / erisdiscordia. Former maintainers: Linley Henzell, Brent Ross. Never has been: cbus, Eronarn, LordSloth, TGW. Claims not to be: greensnark. 02:09:07 Ass 02:09:13 :( 02:09:28 !learn edit devteam[4] s/ Claims not to.*// 02:09:28 devteam[4/4]: Former Soup devs: Erik Piper / - / erisdiscordia. Former maintainers: Linley Henzell, Brent Ross. Never has been: cbus, Eronarn, LordSloth, TGW. 02:09:43 well, you got the same result: Darshan S. ;) 02:10:05 Napkin: Expunged! Stricken from the records! Foundations sown with salt! 02:10:20 hehe 02:10:23 four commits two hours ago 02:10:53 watch it, otherwise i'll another "special thanks" to the most active retiree ;D 02:11:45 Typo fixes and adding messages don't count as commits 02:11:51 Neither do one word fixes 02:11:57 curious why your job would care that you participate in an effort to write a free software game 02:12:06 greensnark, you might be retarded, but you're still one of the few developers capable of making major _and_ meaningful changes ;p 02:12:12 oops, I meant retired 02:12:19 hahaha 02:12:21 Zaba: I like your compliments :P 02:12:22 ahahaha 02:12:22 * Napkin giggles * 02:12:30 -!- greensnark is now known as Crazy_Yiuf 02:12:39 watch your split personalities :P 02:13:13 I'm off to lunch with a walrus. Later. 02:13:24 enjoy! 02:13:24 s/lunch with a/lunch on a/ 02:13:51 but now we know that Zin and Crazy_Yiuf are actually two completely orthogonal sides of a single person 02:13:55 the mystery has been resolved 02:16:16 Zaba: so my overhaul to shops and unique handling were neither major nor meaningful? ;) 02:16:54 due, greensnark was the coding mastermind behind them both and you know that :P 02:17:25 for what it's worth, my refactoring of dungeon.cc is minor and meaningless 02:17:26 shops and unique handling? 02:17:50 -!- TGWi has quit [Read error: Connection reset by peer] 02:17:52 due, anyway, I said 'one of the few', not 'the only' 02:17:59 yes, and i was teasing :) 02:18:14 what counts as a "major" bug, anyway? 02:18:20 those who believe that they make major and meaningful changes to the code might continue believing that 02:18:22 besides not vampire mosquitos 02:18:25 your refactoring dungeon.cc is neither minor nor meaningless; it means we can understand it! ... a little. 02:18:40 due, that is more of a harmful consequence than a good thing :P 02:18:43 it does things to your mind :P 02:19:17 it's minor because it solves none of the root problems in dungeon building, and it's meaningless because it doesn't really get us closer to solving them :P 02:19:51 it's meaningful because now we know that you understand it andwe can hassle you :D 02:20:05 haha :D 02:20:48 just finished my first game on pre-0.8 and it was great 02:21:04 hooray! 02:21:46 played heavy armour char, and it felt good, maybe even a bit too strong, not sure 02:22:05 one dungeon had glass walls, that was a cool surprise 02:22:12 I _really_ should update level design docs at some point 02:22:46 i should doo 02:22:48 the new skills screen is very nice - just the shortcut legend at the bottom needs to be consistencified ;) 02:23:04 i've changed the shop syntax a lot but not updated it, sigh. 02:23:49 the non-giant creatures had nice names 02:24:08 03due * r1bb2f36cf58a 10/crawl-ref/source/dat/des/portals/sewer.des: Fix TGW's misery. 02:24:12 did you meet any ranged monsters you had to run away from or lure around a corner? :P 02:24:14 *former giants 02:24:19 03due * ra5db03f97e5e 10/crawl-ref/source/dat/des/portals/sewer.des: Resolve #3297: further glyph issues in sewers. 02:24:34 i had one centauer with disperal bow - that one was very tough 02:25:02 which i had to lure around a corner, not just into a corridor - nice 02:25:11 okay, so two major overauls to-do... 02:25:29 can anyone think of a way to marshall a function pointer vector? 02:26:09 I suppose an enum would be better. 02:45:04 lol, tgw's ghost got me 02:45:27 pity, didn't want to leave that new sewer vault i never saw before ;) 02:46:21 tgw has his ref=venge on the vampire mosquitoes :) 02:46:36 :D 02:47:09 *revenge, even. 02:53:20 anyone know about fight.cc? 02:54:19 monqy: know what about it? 02:54:52 I'm contemplating implementing monster spines. is there any good equivalent of melee_attack::player_sustain_passive_damage() for monsters? 02:55:03 i could only think of marshalling a string with the function's name to look up 02:55:25 like jellies, monqy? 02:55:26 that is, unless someone else is already on monster spines 02:55:34 they burn you when you hit them 02:55:38 Napkin: yes, that's how it does it 02:58:11 oh there's mons_do_spines; I guess I could make that a bit more general 02:58:39 RjY: i am basically doing that 02:59:00 monqy: there are no monster spines yet but please do them :D 02:59:10 monqy: and yes, jelly passive damage is a good place to start. 02:59:16 yeah I've been looking at that 02:59:54 -!- MarvinPA has joined ##crawl-dev 03:00:46 good luck andhope you have your sanity later 03:00:52 heheh 03:02:46 oh dear, mon-class-flags.h 03:03:44 hahahaha 03:04:22 consider not making it a class flag 03:04:37 then what do I make it? 03:04:54 well, class flag is probably the best bit in tihis instance 03:05:02 i'm not sure if we're out of bits yet 03:05:54 looks like it's currently at 41 out of 64, if I'm interpreting it correctly 03:06:10 i always get it wrong 03:06:13 -!- Zaba has quit [Ping timeout: 240 seconds] 03:08:00 argh death queue is a nightmare will ned to draw it on paper to understand it 03:08:11 -!- Zaba has joined ##crawl-dev 03:08:52 do i want to try shop inventories? 03:08:55 no, not brave enough 03:13:01 Black pixels in new lair tiles. (https://crawl.develz.org/mantis/view.php?id=3331) by co 03:14:48 is there some non-air spell to help you against ranged attacks? 03:14:49 Did anyone else get a sourceforge email? 03:14:57 yes, me too, due 03:14:58 Napkin: phase shift, kinda. 03:14:59 евж 03:15:01 yes 03:15:09 sourceforge got hacked, supposedly 03:15:31 anything else, due? 03:16:07 because i'm wondering.. how can you survive ranged attacks as a spellcaster without learning repel/deflect missiles? 03:16:37 shouldn't there be some earthy spell to help against ranged attacks too? 03:17:19 phase shift, kinda 03:17:21 LCS? :D 03:17:21 Napkin: controlled blink, control teleport, a bunch of summoning spells 03:17:49 polymorph other (heh heh heh) 03:18:05 and on that note, cigotuvi's degeneration, banishment, LCS, firestorm 03:18:18 seriously? 03:19:15 I don't see how it's bad that you have to go air if you want straight protection from ranged attacks 03:19:46 killing stuff fast is always a good solution to ranged attacks 03:20:13 also i think rmsl is easy to cast even if you have no air at all, it's only level 2 03:20:54 rmsl helps you against yaktaur crews in an open field? 03:21:39 other things that help: summon butterflies, shatter, killdudes, evaporating water 03:21:47 (s)cblinking into them 03:22:08 how does shatter help aside from killing things? 03:22:16 killing them all 03:22:35 fire storm's vortices are a nice extra bonus if they somehow survive 03:23:46 03galehar * rabea8293473f 10/crawl-ref/source/dat/des/portals/sewer.des: Add missing ENDMAP in sewer.des. 03:23:49 03galehar * r55f503d985b1 10/crawl-ref/source/ (spl-cast.cc spl-clouds.cc spl-clouds.h): Fix casting cloud spells on (and through) walls. 03:23:51 i tried summonings - and they just got shot down faster than I was able to create them 03:25:18 controlled blink or controlled teleport is another specialized option only, like deflect missiles, isn't it? 03:25:39 speaking of cloud spells 03:25:44 can you still cast them anywhere in los 03:26:06 Napkin: what do you mean by specialized? 03:26:22 aren't they high-level spells too? 03:26:41 I tried to put a kraken in an abyss vault, caused an assert when its tentacle reached around the edge of the map 03:27:48 control teleport is only level 4 tloc/charm and you can use it pretty well with normal blink 03:32:44 what does as_monster() do? at a glance, it looks like for monsters it's just a self-reference and for players it returns NULL 03:34:41 it's for use on actors 04:03:15 Assert failed when kraken is placed in abyss via a vault (https://crawl.develz.org/mantis/view.php?id=3332) by evilmike 04:08:29 evilmike: lol cool 04:08:55 monqy: it's an actor member 04:09:17 monqy: player and monster subclass actor which defines common methods. in a lot of instances you want to accept actor* act rather than monster* mons. 04:09:33 monqy: this is good for forwards compatability too: gods may eventually become actors. 04:10:14 hmmmmI placed that vault in the normal dungeon and got the same assertion, I guess it's not abyss related 04:10:45 due: it's just that I'm noticing it in places where using a normal actor is type-safe, if I have my C++ correct 04:11:06 a general actor, I mean 04:11:46 unless these cases are simply meant to dereference null pointers in case of misuse 04:14:49 monqy: such as? 04:14:51 -!- Crazy_Yiuf is now known as greensnark 04:15:38 attacker->as_monster()->hurt(etc.) 04:15:51 monqy: Where's this code 04:15:59 fight.cc 04:16:09 If it's converting to monster just to access actor methods that's silly 04:16:19 yeah that's what confused me 04:16:23 mons_do_spines() I think 04:16:32 fight.cc:1376 is "lol wtf" 04:17:15 Looks like there's a lot of code doing that, ugh 04:17:28 some of the methods aren't actor methods but probably should be 04:17:37 for instance as_monster()->friendly() 04:17:39 Well, pos() totally is :P 04:17:55 hence why my forinstance was friendly ;) 04:18:35 how costly is it to call as_monster()? 04:19:05 It's not very costly 04:19:10 okay, good 04:19:16 because it's called a million times in fight.cc alone 04:19:33 I wouldn't worry about the cost, but rather the fact that it makes the code monster-specific 04:19:57 yes, it is annoynig. 04:20:35 And if it's going to be used three times in three lines it would be nice to assign it to a variable 04:20:43 I should stop looking at this code 04:20:48 The worst part is that this is all new code :P 04:20:55 You can't even blame it on 4.0 :P 04:21:04 but how much of it predates actors? 04:22:11 How much of the logic: fair bit. How much of the code: zero. 04:22:42 Everything in melee_attack is >= 0.1 04:22:47 So are actors 04:23:00 i am not familiar with <0.5 basically. 04:25:02 evilmike: I like your vault idea :D 04:25:10 evilmike: Maybe you should use a spectral kraken though 04:26:03 And it's not crashing here 04:26:21 a new eldritch monster that's basically a kraken but with malign gateway tentacles 04:26:55 I didn't know you could get deep dwarf fetuses in the abyss 04:27:18 what is the assert? 04:27:41 huh, fixedvector asserts are odd 04:27:45 are you sure you havne't done any changes? 04:28:42 Also debug message spam around kraken is fierce 04:30:19 i could add a spectral kraken as a variation 04:30:49 I might make it a rune vault instead, because wading into the middle of a kraken pool is a tad suicidal 04:31:40 uh 04:31:47 yeah :D 04:31:52 No crashes here 04:32:28 wtf@ghosts ... 04:32:45 did they finally get their spells back? 04:32:53 <- 0.7 04:32:56 oh 04:33:35 fight against mephitic cloud in d2 04:34:06 can't even read your scrolls when confused permanently *sigh* 04:35:47 -!- edlothiol has joined ##crawl-dev 04:36:02 to produce the crashes I've basically just been dancing in circles around the vault, usually the tentacles are pretty long when it happens 04:36:18 and its just an unmodified windows tiles build, downloaded it just a few hours ago actually 04:36:35 Do the tentacles have to bend around walls and stuff before it crashes 04:36:50 Because this kraken has more tentacles than Mu_ and I still have no crashes 04:37:00 hmm, possibly. I'll mess around with it a bit more 04:37:30 oh wow, AE's shock is penetrating? :-O 04:38:05 Napkin: I had a similar question once, when I was doing my first French course and three months into the course I asked my teacher the difference between venir and aller 04:38:24 Never seen anyone's jaw drop like that 04:38:33 hehehe 04:40:40 definitely not happening because of walls 04:45:21 here's a screenshot: http://i53.tinypic.com/iz9dt3.jpg 04:46:02 Did you make any changes to the vault 04:46:13 Does creating a kraken with &M crash 04:47:00 Ohh tiles 04:47:09 That explains things nicely 04:47:16 -!- Textmode has quit [Ping timeout: 255 seconds] 04:47:16 In that screenshot all I changed to the vault was add a massive floor area around it to ensure no walls got in the way. Haven't tried &M 04:47:18 Tiles has about 250% the crashiness of the ascii port 04:49:02 is that a bug or a feature? 04:49:10 ah. I selected "windows tiles" on the bug report form, but it looks like that info isn't displaying on the page (I assumed it was) 04:49:19 I'll make sure to note that in the bug report next time I submit one 04:49:22 evilmike: It's displayed if you're in the advanced view 04:49:31 Which until now I hadn't made the default in my preferences 04:49:35 oh, alright 04:49:51 The default simple view is pretty useless and Mantis should totally fix that 04:50:49 bhaak: Tiles has craptons more code than the tty port, and a lot fewer people looking at the code, so it's pretty much inevitable :) 04:51:10 And our most reliable testing team is strictly tty :) 04:51:14 I mean the folks who play on CDO 04:52:06 It doesn't help that most of the tiles players use Windows where we don't have usable crash dumps 04:52:19 Windows crash dumps would make life way easier 04:52:29 -!- Mu_ has joined ##crawl-dev 04:52:36 The tentacleman cometh 04:52:54 greetings 04:53:25 monqy: I see your "Really attack while unarmed" and raise you a "Really attack while wielding the +9 Sword of Power" 04:54:12 Hey Mu_, we were just talking about krakens, tentacles and orifices. 04:54:24 Well, not the last bit, but something brought it to mind 04:55:30 fractal tentacles 04:55:58 Ugh, stupid kraken killed me because I hadn't activated wizmode 04:58:22 who would wanna hack sourceforge 04:59:22 Oh, so it was you? 04:59:40 Nice try diverting suspicion 04:59:44 greensnark: yeah, you got much more code differences between the tty and tiles UI. in nh this got abstracted away as much as possible (although that restricts a bit what you can do in a window port) 04:59:46 But we're on to you 04:59:55 and ghost again... grrr 05:00:02 I would wanna hack sourceforge to install certran trac plugins 05:00:10 rm bones! 05:00:12 i was trying to break in and improve the website 05:00:18 bhaak: Yeah, there's no real windowport abstraction layer in Crawl 05:01:13 Napkin: Ghosts are delicious experience piñatas 05:01:50 well, not really 05:02:03 Oh yes, they are. I love ghosts. 05:02:08 most probably are 05:02:17 Just handle them the right way 05:02:20 but a d2 ghost? you just try to run from 05:02:32 D:2 ghosts are not possible, D:3 is the earliest 05:02:47 and when you come back later to whip their butt, their experience is not really important anymore 05:02:55 oh, sorry, yes, both d3 05:03:10 If you have a wand, use it, otherwise draw the ghost to the upstairs, go upstairs, quaff id all your potions and hope you get berserk rage or might or whatever :) 05:03:28 And there you go, 500+xp to train your skills up! 05:03:36 Ghosts are *great* 05:03:47 Apart from the drac ghosts 05:03:51 That have reached XL 7 05:03:51 not spell casters 05:04:16 solution: play trunk, where ghosts don't cast spells (unless that was fixed) 05:04:27 oh, someone broke it? Nice 05:04:32 especially not mephitic cloud casting ghosts 05:04:51 twice a row.. let's see what's next 05:05:46 Tiles are pretty, but very dark. I have to crank up my screen brightness to "Searchlight-in-face" before I can see what's going on 05:07:01 https://crawl.develz.org/mantis/view.php?id=3280 is the report 05:07:23 your monitor isn't configured properly then :P 05:08:14 cats should leave a bones file for every life lost 05:08:24 i bet that's in bad_ideas somewhere 05:08:56 oh i encountered that bug yesterday 05:09:23 evilmike: Yeah, your crash is a tile + tentacle crash 05:09:45 -!- coolio_mc has joined ##crawl-dev 05:12:48 Looks like add_tentacle_overlay is happy to walk outside the viewport and try to display tentacles there 05:18:30 03greensnark * r76db833ce662 10/crawl-ref/source/tilepick.cc: [3332] Fix _add_tentacle_overlay trying to add tile overlays outside the viewport area. 05:20:08 evilmike: Do you use the installer or the zip? 05:27:03 Windows development builds on CDO updated to: 0.8.0-a0-4873-g76db833 05:29:03 * Napkin feels confirmed about the credits * 05:29:26 :) 05:30:22 -!- Nash has quit [Ping timeout: 240 seconds] 05:31:49 * greensnark shoots Napkin with a rocket-launched harpoon. 05:32:09 -!- Nash has joined ##crawl-dev 05:32:45 ev:12 :-P 05:32:50 !coffee greensnark 05:32:51 * Henzell hands greensnark a mug of black coffee, brewed by Ijyb. 05:36:02 Jesus, ghost spellcasting has been broken for almost 200 revisions now? 05:36:20 I'm going to be very funny at the expense of whoever introduced the bug 05:36:35 Clean up your own messes, people 05:40:47 how broken 05:41:28 oh i see 05:43:53 Aha, naughty due 05:44:03 he is always naughty 05:44:17 Lab rat changes are the culprit 05:51:13 why are lab rats in ghost.cc :P 05:51:34 ghost.cc is misnamed :) 05:51:39 It also handles pan lords 05:51:51 yes' 05:52:44 03greensnark * r96797cfca3a8 10/crawl-ref/source/ (ghost.cc ghost.h): [3280] Fix ghosts and Mara illusions not getting spells. 05:52:51 Erikson is pretty good, I found it a lot easier to get into Deadhouse Gates than Gardens of the Moon 05:53:17 I've actually had Gardens of the Moon for almost 3 years without being able to penetrate the character churn at the start of the book 05:53:48 Fifty characters flung at your face before you're interested in any of them makes it a pretty brutal start :) 05:53:57 he does that almost every book too 05:54:02 well 05:54:05 every few books at least 05:54:30 right when you get used to the cast, he discards all of them for a few books :P 05:56:47 somehow there've been over 100 ghost kills on cdo despite the bug 05:57:25 Well, melee ghosts do rack up quite a few kills although I can't imagine why 05:57:31 I think I've died to one myself :P 05:57:33 too bad it doesn't track ghost classes 05:57:50 so it would be easier to see how many kills Deep elf wizards racked up 05:57:53 ktyp ought to be instructive 05:58:02 Unstable branch on CDO updated to: 0.8.0-a0-4874-g96797cf (32) 05:58:36 greensnark: I forget whether I already messaged you about this, but http://crawl.akrasiac.org/scoring/overview.html (and other scoring pages) seem to have stopped updating 05:58:43 !lg * cdo alpha end>20110105 killer=~*'*ghost s=ktyp 05:58:45 117 games for * (cdo alpha end>20110105 killer=~*'*ghost): 104x mon, 10x beam, 3x pois 05:58:55 !lg * cdo alpha end>20110105 killer=~*'*ghost ktyp=beam s=ckax 05:58:55 Unknown selector ckax 05:58:57 !lg * cdo alpha end>20110105 killer=~*'*ghost ktyp=beam s=ckaux 05:58:57 10 games for * (cdo alpha end>20110105 killer=~*'*ghost ktyp=beam): 7x blast of negative energy, 1x shard of ice, 1x puff of flame, 1x by nerve-wracking pain 05:58:58 draconians are resonposible for the beams 05:59:34 elliptic: Yes, someone edited a milestones file on CDO, and the scripts don't enjoy files being modified like that :) 05:59:39 Not to mention any names :P 05:59:56 I had to blow away the db and restart the script, which means it has to recompute scores from day 1 of cao 06:00:03 Should have finished by now though 06:00:32 Oh cool, it failed again 06:01:15 !lg * cdo alpha end>20101205 end<=20110105 killer=~*'*ghost s=ktyp 06:01:16 187 games for * (cdo alpha end>20101205 end<=20110105 killer=~*'*ghost): 134x mon, 52x beam, 1x pois 06:02:54 -!- coolio_mc has quit [Ping timeout: 276 seconds] 06:03:21 Napkin: CDO milestones file now has a nice blank line in the middle :P 06:03:43 erm... i !told you :-$ 06:03:48 ok I think I'm done with monster spines except for two things 06:03:49 Blank line! 06:03:53 lalalaaaa... 06:03:56 :) 06:03:59 1) what monsters to get it? right now it's just porcupines 06:04:10 I knew you edited the milestones file, didn't know you'd added blank lines :P 06:04:17 no, i didn't 06:04:22 did i? 06:04:40 just grepped out the wiz=1 lines 06:04:46 Well, I'll just update the script to ignore blanks 06:05:06 2) how much damage? right now I have monster spines equivalent to level 3 of the DS mutation, which seems to do 3d6 (assuming no armour or anything) 06:05:09 I thought it already did but apparently no, it spilled its guts with an exception 06:05:27 i think the problem is 06:05:38 that the wget -c couldn't continue and added the blank line 06:05:50 Napkin: I deleted the file and refetched it 06:05:53 monqy: surely spiny frogs should have spines 06:05:58 So the blank line is from the server 06:06:02 hmm.. can't find it though 06:06:06 Also wget -c is pretty careful about its assumptions that way 06:06:11 "milestones", yes? 06:06:16 of svn 06:06:20 elliptic: would that warrant a nerf to their other aspects though? 06:06:41 did the scripts tell you a line? 06:06:55 Napkin: One sec, I'm checking the file 06:07:17 oh, yes, 2 empty lines 06:07:23 "^ *$" found it 06:07:31 Napkin: 253145 06:07:45 No worries, I'll just fix the script, don't edit the file again! :) 06:07:50 monqy: probably, given that they are already the second-greatest killer in lair 06:08:09 !lg * place=lair cv>=0.8 s=ckiller 06:08:09 652 games for * (place=lair cv>=0.8): 87x a hydra, 63x a spiny frog, 41x a blink frog, 41x a black mamba, 32x Rupert, 31x a death yak, 29x a komodo dragon, 26x quitting, 20x a fire drake, 17x an elephant, 17x a giant toad, 14x a yak, 13x a war dog, 11x a player ghost, 9x a dire elephant, 8x a lindwurm, 8x a ghost moth, 8x a crocodile, 7x an oklob plant, 7x a polar bear, 6x an ice dragon, 6x Harold... 06:08:19 253145 & 258331 06:08:42 roger, won't edit it again :) 06:08:56 nice rupert kills wow 06:13:50 ghost moths and elephants? Geez, I really WON'T recognize this game by the next time I play again :D 06:14:11 Say hi to the vampire mosquitos to me 06:14:13 !lg * killer=~ghost moth s=place 06:14:13 Er, for me 06:14:15 30 games for * (killer=~ghost moth): 22x Spider, 5x Lair:1, 2x Lair:4, 1x Lair:6 06:14:30 they can spawn in lair? 06:15:02 !lg * killer=~ghost moth place=lair 06:15:03 8. Julia the Cloud Mage (L12 HEAE), worshipper of Okawaru, slain by a ghost moth on Lair:4 on 2011-01-07, with 19364 points after 22977 turns and 2:45:22. 06:15:34 if anyone has numbers for spine damage or spiny frog nerfs I guess I'll use those; otherwise I'll leave it at 3d6 and porcupine-exclusive 06:17:30 syllogism: probably pulled out of spider 06:17:56 that's what I thought but that's quite a few deaths by pulling then 06:18:11 they are fast and invisible 06:18:22 so people won't know about them until they start being hit 06:18:38 Napkin: Looks like cdo 0.5 milestones file is causing the mayhem 06:19:06 Not sure what's up with that 06:19:26 oh? 06:19:31 but i haven't touched that 06:19:48 It's also no longer accessible 06:20:12 Oh, didn't it point at 0.6 milestones for some time? 06:20:33 shouldn't have 06:20:34 Oh, it's still accessible 06:20:38 but could be 06:20:55 it's not a link anymore since.. uhmm.. either 0.7 got released 06:21:13 maybe it was pointing to 0.6 for a few minutes when it was still called -stable 06:21:14 Looks like it pointed at 0.6 at some point accidentally, because cao has a mix of 0.5 and 0.6 in that file 06:21:17 !lm * src=cdo 1 06:21:18 1. [2007-09-29] RoundRobin the Wrestler (L21 GhFi) entered the Vaults on turn 72186. (Vault:1) 06:21:23 I'll just blow it away and rerun 06:21:32 great, thanks :) 06:21:46 shouldn't happen anymore - now that i changed the naming scheme 06:22:02 * due sleeps 06:22:05 Yes, the rotation scheme was dreadful :) 06:22:13 hehe 06:22:13 In terms of the scripts looking for logs 06:22:22 in other terms too 06:22:37 now it is way safer 06:22:42 !coffee due 06:22:42 * Henzell hands due a cup of caffè breve, brewed by Crazy Yiuf. 06:23:15 Mm, only 6G of space left in CAO chroot 06:23:34 One of these months I'll have to start deleting stuff to make space 06:23:43 But laters 06:24:08 same on cdo 06:24:10 7.5gb 06:25:37 Most of that is ttyrecs? 06:25:56 well, it's in /var 06:26:02 www, dgl, mail 06:26:17 not sure what exactly is using most space in the dgl folder 06:26:26 will have to check soon though :D 06:34:15 -!- valrus has joined ##crawl-dev 06:36:33 -!- valrus_ has joined ##crawl-dev 06:38:26 -!- valrus_ has quit [Remote host closed the connection] 06:49:13 -!- monqy has quit [Quit: hello] 06:56:02 -!- coolio_mc has joined ##crawl-dev 07:05:19 -!- valrus has quit [Remote host closed the connection] 07:20:52 -!- dpeg has joined ##crawl-dev 07:21:06 lots of activity, a beautiful sight :) 07:23:05 maybe not much activity here, hehe 08:07:24 re 08:09:40 the player stats on akrasiac haven't updated in a few days http://crawl.akrasiac.org/scoring/overview.html is it broken, or? 08:10:05 known issue 08:10:17 ah ok 08:11:36 -!- cw_ has joined ##crawl-dev 08:22:22 -!- cw_ has quit [Remote host closed the connection] 08:25:02 -!- valrus has joined ##crawl-dev 08:25:16 grrr, dense bones on my DS 08:25:29 who came up with these stupid mutations? :) 08:31:44 -!- cw_ has joined ##crawl-dev 08:42:01 -!- upsy has joined ##crawl-dev 08:47:18 Let me repeat an idea of yesterday: Dispel Undead works as now, but how often you can use it on a monster depends on skill, say 1+Nec/5 (so minimum 1, maximum 6). What do you think? 08:49:29 -!- cw_ has quit [Remote host closed the connection] 08:54:57 !tell due I like the feature mimics, but I am not sure about trap mimics. Traps are meant to be hidden, after all. 08:55:04 dpeg: OK, I'll let due know. 08:55:16 What, we have trap mimics? 08:55:21 @??trap mimic 08:55:21 trap mimic (11^) | Speed: 10 | HD: 8 | Health: 30-58 | AC/EV: 5/1 | Damage: 1208(poison), 12, 12 | Flags: 11non-living | Res: 06magic(32), 05fire, 02cold, 10elec++, 03poison, 12drown, 04rot, 13neg+++, 13torm | XP: 466. 08:55:28 Yeah, that's pretty weird :) 08:55:47 Mimics should imitate something people are likely to want to visit 08:55:59 dpeg: My awesome mimic idea: floor mimics! 08:57:17 orb mimics 08:57:31 greensnark: exactly my thoughts 08:57:42 also, I am happy I am not on everyone's ignore list :) 08:57:50 greensnark: what do you think about the DU nerf? 08:58:01 dpeg: Feels like a weird and arbitrary restriction :) 08:58:14 greensnark: but agree that a nerf is needed? 08:58:31 At the high end, yes 08:58:31 btw, flava: "You are too incompetent to dispel this undead further." 08:59:19 dpeg: That doesn't look like flavour :P 09:01:13 to me, it does 09:01:24 it depends on what you think "dispelling" is 09:04:02 Is there an explanation for your model? 09:04:11 sure 09:04:14 The current dispel feels like something that disrupts the magic holding an undead thing together 09:05:22 dispel undead is about decomposing something that's glued together by necromancy (or similar sinister stuff). So it needs a lot of expertise to disassemble something bigger of this kind completely. Dispelling just a little bit is easy, dispelling to the core is hard. 09:08:57 Limiting the number of casts feels like it'd be a pain to explain in the UI 09:09:28 we would say "you can dispel this lich further" etc 09:09:36 both when casting DU, and when examining 09:09:47 seems like an awkward way to nerf it 09:09:55 as I see it, DU is such a bad spell that removal would be good 09:09:59 so I am trying to keep it 09:10:30 But if you keep telling me the nerf is bad and don't propose a better one, I'll lobby for removal. 09:10:46 Ok, feel free 09:10:59 I don't particularly think it should be removed, but your call :) 09:11:07 syllogism: the alternative is to increase level 09:11:10 I think toning down the damage at the high end would work better 09:11:32 you could just allow high hd undeads to partially resist it 09:11:32 greensnark: the problem is that learning a cheap bit of Nec (say up to level 8) trivialises lichs, ghosts, etc. 09:11:46 "Toning down the damage at the high end" 09:12:00 Would mean liches, etc. would no longer be trivial 09:12:00 high end monsters, you mean? 09:12:07 -!- cw_ has joined ##crawl-dev 09:12:09 dpeg: Like syllogism's proposal 09:12:40 but this is a bit like making endgame monsters immune, because we can't do better? 09:12:57 why not allow just a single use of DU against any monster, and increase damage with skillß 09:13:23 this way, we don't have to count uses (easier interface), and cheap Nec learners can happily apply their 20 damage to ghosts and mummies 09:13:32 whereas Nec masters will use DU still to great effect 09:13:35 Endgame monsters wouldn't be immune, just take more hits to take out 09:13:49 anyway, just an idea 09:14:02 having to use two different offensive spells against a single monster might get annoying 09:14:36 syllogism: having to use exactly one spell against a large set of monsters could be really bad design, though 09:15:02 possibly, but that's the case already with all offensive spells 09:15:22 Having to use one weapon against a large set of monsters also :) 09:15:31 I think you know what I mean. 09:15:43 tomb 3 could have some monsters that can't be dispelled 09:15:47 at least tomb 1 has sphinxes 09:15:48 I think dispel undead is just too strong vs high level undead, yes 09:15:54 For me, DU is clearly in no-brainer territory. If I am casting at all and don't follow a good god, I'll use it. 09:16:23 Not for me; I generally don't bother with it unless I plan to do the Tomb 09:16:29 Or unless I'm a necro 09:16:48 Since it's easier just to outrun tough undead with Haste :P 09:17:04 there aren't any tough undead besides liches and greater mummies anyway :P 09:17:07 There will be liches on Zot:5, so I'll just pick it up anyway... it's cheap. 09:17:09 vampire knights i guess, but they are rare 09:17:43 So give it a bad curve against high HD monsters 09:17:47 you've to invest quite a bit of skill points into it for it to do more damage reliably than your other offensive spell 09:17:52 ok 09:17:56 So that if you have low skill you're not going to get much damage bang 09:18:48 in other news, I'd like to expand on the idea that Nec spells are in some way harmful... any opposition? 09:20:04 (We had this idea that the Regen spell can damage your stats.) 09:22:17 Please tackle the utterly broken spells first :) 09:22:29 Regen is fine: Borgnjor's is atrocious, sublimation is atrocious :) 09:22:56 I'd suggest looking at a few zigs and addressing the really crazy broken crap that people use 09:23:37 I think Borgnjor got a level bump, but the spell is much closer to what I'd consider fundamentally broken 09:24:23 Oh, also: mephitic cloud :) 09:25:05 Regen decaying stats like sickness is not a bad side-effect though 09:26:32 I like the regen-affects-stats idea 09:27:03 And btw, do felids really need to regain lives by teleporting away? 09:27:17 Why not just leave them on the spot so players have to work harder 09:27:19 when you finally finish nerfing everything that makes zigs doable, they need to be axed too! 09:27:30 Zigs are not meant to be doable 09:27:36 If they are, the game is broken 09:28:00 Any spell that lets a player take out a screenful of pan lords == broken broken broken 09:28:22 Zigs are a great lightning rod to find broken stuff, though 09:28:47 taking out a screen of pan lords == one of the funnest things in the game 09:29:21 Sure, it's all a matter of opinion when you get right down to it 09:30:46 I find the early game a lot of fun, lots of players hold exactly the opposite view 09:37:41 -!- greensnark has quit [Quit: Ciao] 09:38:27 back 09:39:10 damn, too late 09:39:50 Unfortunately, I am just not good enough to see late game broken stuff. I mostly see problems up to the midgame, and have to rely on others for problematic endgame spells. 09:40:17 !tell greensnark Thanks for comments... I came back a minute after you left :) 09:40:28 dpeg: OK, I'll let greensnark know. 09:56:12 You finish putting on the cursed -4 shield "Xithypoff" {Spirit, +Lev rF+}. 09:57:52 good or bad? 10:06:28 sublimation is pretty ridiculously broken 10:06:32 i'm surprised it's lasted this long 10:17:18 sublimination does need a decent investion in strength 10:22:01 when people talk about sublimation being broken are they talking about sublimation of self or of chunks 10:24:36 because self is a good way to get yourself killed unless you have absurd nagalike HP 10:25:10 chunks 10:25:18 though it's powerful on self, too 10:52:32 -!- monqy has joined ##crawl-dev 11:00:56 -!- cw_ has quit [Remote host closed the connection] 11:04:17 -!- Nash has quit [Ping timeout: 255 seconds] 11:08:44 -!- TGWi has joined ##crawl-dev 11:12:27 -!- cw_ has joined ##crawl-dev 11:16:05 -!- ivan has quit [Quit: Coyote finally caught me] 11:16:29 03j-p-e-g * r83128ede5698 10/crawl-ref/source/ (dungeon.cc spl-book.cc spl-book.h): Swap owner and title parameters in book randart generation. 11:16:30 03j-p-e-g * r1f001ec59615 10/crawl-ref/source/dat/des/tutorial/tutorial_lesson5.des: Extend spellcasting tutorial: Evaporate. 11:20:04 -!- ivan has joined ##crawl-dev 11:20:31 dpeg: the solution i'm gonna take for not seeing endgame brokeness is to shorten the endgame :) 11:22:14 mutarobin (L19 TrGl) ASSERT(t != NON_ENTITY && t < MAX_TRAPS) in 'traps.cc' at line 931 failed. (D:18) 11:28:22 "Fix TGW's misery." 11:28:23 <3 11:51:04 bhaak: how? 11:51:13 bhaak: the planes seem to be okay 11:51:58 dpeg: gehennom. too large for what "fun" it is 11:52:46 bhaak: oh, absolutely 11:53:13 there are a number of ways to deal with that (Baily's Heck^2, Sprok) 11:53:45 tome's endgame makes me want to stab someone 11:54:13 the 'boss dungeon' is 15 levels, down staircases only, everything artificially leveled to be much higher level than you 11:54:45 Eronarn: how could that happen? Tome seems to be made from good design otherwise? 11:55:03 dpeg: it is longer than crawl, in general 11:55:07 dpeg: i added already Heck^2, but it is still too much. nh is fine till the castle then it's mostly a drag. 11:55:24 bhaak: ah, ok 11:56:17 to win you have to do 4 branches from 5 to 8 levels long, then do 4 minibosses at 5 dungeon levels each, and then do that 15 level dungeon 11:56:30 and this is a bare minimum win where you do none of the optional content and would be very underleveled 11:56:35 put the amulet in one of the chests in the valley. put the wizard and all the major demons in there too. when you enter they all start frantically searching 11:56:40 bhaak: I bet there could be creative solutions to make the endgame not trivial (although you'd have to start with removing Hp and AC scumming... good goals in themselves) 11:56:58 Eronarn: tome3 or tome4? 11:57:01 4 11:57:40 dpeg: yes, I've already some ideas on reducing them (mostly AC, though) but there's so much to do :) 11:58:08 i would have tried tome4 already if it had a console version ^_^ 11:58:08 bhaak: the list of misdesigns in NH is quite intimidating, yes 11:58:22 it is pretty good for a tiles game 11:58:28 -!- ortoslon has quit [Quit: bye] 11:58:55 * enne mumbles something under eir breath. 11:59:02 hehe 11:59:38 in the future, roguelikes will all use sophisticated display technology 11:59:47 like unicode and 128 color terminals 11:59:48 Eronarn: darkgod recently announced some time travel mechanics on rgrm. They sound cool but I am not sure about the general direction. Of course, it's good if games in the genre differ. 12:00:24 dpeg: i got the unlock for the new class, though i haven't played it yet. there were already a few time travel abilities - one of them is neat, Time Prison; the monster is still visible but cannot be touched by anything 12:00:29 Eronarn: limitation is a virtue in itself 12:00:31 it is kind of buggy, but cool 12:01:13 the time unlock level is quite cool; you enter a time rift and fight corrupted versions of past and future bosses :) 12:02:36 in the future? the future is now! 12:03:03 There is no future! 12:04:33 * bhaak is right now programming the future 12:05:46 Go time 12:06:17 -!- dpeg has quit [Quit: leaving] 12:43:42 -!- pointless_ has joined ##crawl-dev 12:51:39 -!- cw_ has quit [Remote host closed the connection] 13:06:53 -!- Textmode has joined ##crawl-dev 13:18:40 -!- cw_ has joined ##crawl-dev 13:19:47 -!- cw_ has quit [Remote host closed the connection] 13:33:14 -!- Zaba has quit [Ping timeout: 240 seconds] 13:44:33 -!- Zaba has joined ##crawl-dev 13:46:51 so vampire mosquitos are undead but they give edible corpses? 13:50:10 should probably be hcl like the other undeads that give corpses 13:54:54 @??vampire mosquitos 13:54:54 unknown monster: "vampire mosquitos" 13:54:56 @??vampire mosquito 13:54:57 vampire mosquito (07y) | Speed: 19 | HD: 5 | Health: 17-39 | AC/EV: 2/15 | Damage: 507(disease), 805(vampiric) | Flags: 07undead, evil, fly | Res: 06magic(20), 03poison, 12drown, 04rot, 13neg+++, 13torm | Vul: 08holy++ | Chunks: 07contaminated | XP: 179. 14:31:15 please change them to get one attack that is both disease + vampiric kthx 14:31:35 why? 14:31:50 actually, they're really spammy at the moment so I guess that's a reason 14:31:55 what're they attacking with that they get two attacks with different brands? 14:43:21 https://crawl.develz.org/mantis/view.php?id=902 appears to be back -- is it intentional? 14:44:57 yesterday i read a scroll of fear and two orcs turned to flee then instantly regained their shit, like a 0 turn fear, think it's related? 14:45:55 the EH bug was caused by monsters not being immune to noise the first turn they sleep 14:46:06 unless this is a completely different EH bug they're not related 14:48:52 up until I said that it appears to be back it looked a lot like combat noise waking them up but right after I said it a confused ogre woke itself after sleeping for 0 turns 14:49:39 so I have no clue about what's going on 14:52:35 monqy: I BRed that recently 14:53:06 https://crawl.develz.org/mantis/view.php?id=3240 14:53:09 aha 14:53:29 I thought you reported it but I couldn't find it when I searched 14:53:49 I'm pretty sure it isn't intentional given that it wasn't intentional the first time and the behavior is more or less the same 14:54:07 but it doesn't explain sleepwalking monsters instantly waking up 14:54:10 unless it does 14:57:11 We need to document the morgue location for the win installer! (https://crawl.develz.org/mantis/view.php?id=3333) by jpeg 15:01:53 -!- pointless_ has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.13/20101203075014]] 15:06:05 it's still "the human corpse of freed slave" 15:06:07 is this known? 15:06:55 it's "a human corpse of freed slave" last I checked 15:07:02 back to "the"? 15:07:15 it might be "a" 15:07:22 the point is "of freed slave" is wrong 15:07:39 a human corpse of freed slave 15:08:13 I added another note to the report yesterday 15:08:49 -!- valrus_ has joined ##crawl-dev 15:09:48 03j-p-e-g * r592f28110959 10/crawl-ref/source/ (6 files in 2 dirs): Initialise some tutorial triggers in the maps themselves. 15:09:50 03j-p-e-g * r32d3da2daa8b 10/crawl-ref/source/ (dat/des/tutorial/tutorial_lesson3.des hints.cc ng-setup.cc): Several few tweaks to the item tutorial. 15:42:15 -!- edlothiol has quit [Ping timeout: 240 seconds] 15:52:42 -!- galehar has joined ##crawl-dev 16:09:09 morning fol 16:09:09 due: You have 1 message. Use !messages to read it. 16:09:13 !messages 16:09:13 (1/1) dpeg said (7h 14m 9s ago): I like the feature mimics, but I am not sure about trap mimics. Traps are meant to be hidden, after all. 16:09:25 Well, traps can go then. 16:09:52 due: tree mimics! 16:11:05 dropbears 16:11:33 drop bears should be easy enough to implement similarly to the spider basket trap vault 16:14:22 -!- cw_ has joined ##crawl-dev 16:15:07 i'm gonna try implementing forest wyrm today :D 16:15:45 wyrms? in my crawl? 16:16:11 what will it be next, karmic baby dragons? 16:16:28 so there are worms, wurms, and now wyrms? 16:23:48 monqy: it can be wurm 16:24:01 there's only lindwurm right now right 16:24:19 as far as I know yes 16:27:01 actually, it appears that wurms and wyrms do differ somewhat 16:27:21 what 16:27:25 the former are from German heraldry, the latter from Old English folklore 16:28:01 the words are cognate, of course 16:34:41 so, my HEAE found a legendary deck of changes in the abyss - do I want to use it? 16:36:04 Has the bug where Trowel lets you out of the Abyss been fixed yet? 16:36:36 there are only two decks which can seriously screw you up: changes and wonders, and for things you can't realistically recover from, only ornate+ 16:36:42 specifically, Shuffle 16:38:03 my MDFi who just ascended managed to get through after it, but I had to toss CPM and use a mere PDA. Still, casting level 9 spells isn't that unfun. 16:38:51 sorear: my idea would be to change the rules for returning from levels, and enable Trowel everywhere 16:39:54 sorear: I'd add a stack, allowing multiple levels of the same type to exist at once. Only actual portals "out" let you pop off the stack. 16:40:06 kilobyte: see napkin's last line. 16:40:56 sorear: yeah, in my idea you'd go into the portal vault but then return to Abyss when you exit. 16:41:25 thanks, kilobyte 16:41:56 the portal you get from Trowel would be an "in", push portal, the exit from it would pop just one level not two 16:43:02 in particular, if you unwield distortion inside that portal, you'd be in the Abyss from a portal vault from the Abyss, forcing you to navigate through the Abyss twice 16:44:08 sorear: just checked, it is currently hacked to make just an altar instead 16:45:49 holy crap, just got 30 mails from the Wiki at once. Someone spammed it with edits. 16:47:33 b0rsuk edited the same page a bunch of times 16:47:43 oh why he did 16:47:50 it looks like he was fixing formatting though 16:48:03 why do you have it email you? 16:48:12 when i'm "slow"ed, is my attack slower than usually too? 16:48:19 *attack speed 16:48:24 all actions 16:48:55 the @-display doesn't reflect that 16:49:10 movement is very slow, but attack is still above average 16:52:37 worth reporting? 16:59:50 probably 17:00:39 -!- galehar has quit [Quit: disconnect] 17:04:36 kilobyte: will it be possible to use a trowel to enter a bazaar from in a bazaar? 17:04:54 kilobyte: will it be possible to be banished from the abyss into the abyss^2 ? 17:05:44 we have to go deeper 17:05:51 The forest wyrm breathes vegetation at you. 17:05:51 _The blast of growth misses you. 17:06:30 sorear: the second case might be too much, but I see no reason for the first to be disallowed 17:08:18 * due actually playing crawl :D 17:08:52 I really should look into developing crawl over ssh. 17:09:53 due: until very recently, I never did any edits locally 17:12:39 i ssh into my desktop, but work on my laptop 17:12:41 in bed :D 17:15:36 well, compiling locally is a pain in the but 17:15:41 but i do like gvim an awful lot 17:16:29 sshfs? 17:16:53 yeah, considering it 17:16:59 that ashenzari altar wity the slow potions needs to go 17:17:04 (or nfs or the like, but that's more hassle to set up) 17:17:13 Chei you mean? 17:17:18 yeah, that one 17:17:36 just used it as a free identification for slowing potions :) 17:19:07 03kilobyte * r203fd98eaca3 10/crawl-ref/source/ (sha256.cc sha256.h): Drop longs from SHA256's interface. 17:19:13 03kilobyte * rea0d24c344f2 10/crawl-ref/source/ (mapdef.cc mapdef.h): Use feature_property_type rather than longs. 17:19:14 03kilobyte * r14c0c7cb771b 10/crawl-ref/source/ (7 files): Fix flag loss on 32 bit due to too short longs. 17:19:15 03kilobyte * r43d942690a7a 10/crawl-ref/source/ (decks.cc l_item.cc quiver.cc random.h): Get rid of some more longs. 17:29:01 ??cheibye bye long long :( 17:29:01 I don't have a page labeled cheibye_bye_long_long_ in my learndb. 17:30:12 victory dancing is so annoying 17:30:30 what's victory dancing? 17:30:59 spamming spells for exp 17:31:35 remove the starting exp 17:31:35 not necessarily spells but just training something 17:35:50 03kilobyte * rbe916192b48e 10/crawl-ref/source/dat/descript/ability.txt: Add missing descriptions for Ashenzari's abilities. 17:35:51 ASSERT(summon_type == 0 || (abj >= 1 && abj <= 6) || mt == MONS_BALL_LIGHTNING || mt == MONS_ORB_OF_DESTRUCTION || summon_type == SPELL_STICKS_TO_SNAKES) in 'mgen_data.h' at line 148 failed. 17:35:55 yaaay 17:36:14 hah 17:36:25 yes, that one's very bitey 17:36:40 why are you using summon_type? 17:37:26 what I have to make the plants is: 17:37:28 create_monster( 17:37:28 mgen_data(mon, SAME_ATTITUDE(mons), 17:37:28 mons, 0, spell_cast, *ri, 17:37:30 MHITNOT, 0, god)); 17:37:45 okay, create_monster is mostly used for summoned monsters 17:38:00 you either need to add whatever spell you'er using into that assert in mgen_data 17:38:12 or just have 0 for spell_cast. 17:38:16 -!- edlothiol has joined ##crawl-dev 17:38:18 or -1 or whatever 17:39:50 0 worked :) 17:48:41 wow - a trove wants a "+4 plate mail of cold resistance" to let me in? :-O 17:49:31 think i have the forest wyrm breath almost working 17:51:34 Napkin: it'll be in a shop somewhere 17:57:17 fedhas should send forest wyrms for wrath. :D 17:57:58 well, it's not like you visit forests much 17:58:06 Merfolk bootmelding boots of lev gives bad messages. (https://crawl.develz.org/mantis/view.php?id=3334) by Kyrris 18:04:32 kilobyte: forest wyrms bring the forest with them 18:04:48 oh? the trove actually checks that? 18:04:50 cool! 18:10:11 hmm... not currently up to figuring out how to do pass through for monsters, sadly :( 18:10:43 "pass through"? 18:22:33 hey 18:22:39 does anyone know what module we use for curses on windows? 18:22:41 ncursesw? 18:22:56 Napkin: yes, it checks the stash tracker. 18:23:13 Trove won't accept partially identified wand (https://crawl.develz.org/mantis/view.php?id=3335) by Nobody 18:23:21 due: Windows API directly 18:23:57 SomeFunctionA in master, SomeFunctionW on the Unicode branch 18:24:30 ... oh. 18:24:56 Crawl doesn't use curses; we have a Windows API emulation module that uses curses for us 18:24:57 Is there some sort of curses->Windows API translation layer? 18:25:08 well, actually Borland Turbo C for DOS API 18:25:57 Hm. 18:28:52 indeed, I purged a good deal of unused functions, but the common interface still looks mostly like Borland stuff 18:29:51 sorear: like fedhasites: they can move through plants without harming them 18:31:50 Eronarn: there's a deep assumption in Crawl that every cell can have at most one monster 18:32:00 look at all the code that does mgrd[x][y] 18:33:58 sorear: yes, that's why i realized it wouldn't be something feasible for tonight :) i was thinking something like remove the old monster and bring it back later when it's off that tile 18:34:43 that sounds problematic 18:35:22 TGWi: welcome to crawl 18:35:48 like, you can't just pretend a monster isn't there as long as a swarm is because monsters sometimes like to do interesting things 18:36:07 TGWi: this is for forest wyrms, not swarms 18:36:20 forest wyrms moving through plants? 18:36:23 yeah 18:36:32 same thing but with plants then 18:36:39 oklobs, mushrooms 18:36:50 unless you mean vanilla plants 18:37:07 toadstools, fungi, plants, bushes (and i might drop it to just toadstools) 18:37:17 really I wouldn't have said anything if I read two lines more of scrollback 18:37:17 no oklobs or wandering mushrooms 18:37:39 heck, i might just have it leave a trail of plants behind it when it moves, and also breathe plants 18:37:56 and just trample the ones in front of it 18:38:12 plants everywhere 18:38:30 it's already in a pretty good state, anyhow, the plant breath ability is pretty neat 18:49:07 potions of experience at xl27: should they give some exp to the pool, or be marked as useless? 18:49:15 currently they do nothing 18:49:33 kilobyte: the former 18:50:04 should they put exp in the pool for players below xl27 too, then? 18:50:46 they have a large weight in Ziggurats, to 18:51:09 MarvinPA: yeah, that's why I'm pondering the other alternative to not have them too good 18:51:09 for people who do zigs at low XLs 18:51:25 well they're absurdly rare outside of zigs anyway 18:51:37 except in bailey loot, but bailey loot is silly 18:52:55 just have it put XP in pool, 1000 in pool per XL you end up at sounds fine 18:53:07 or 500 if you want to be stingy 18:53:28 -!- coolio_mc has quit [Read error: Connection reset by peer] 18:58:24 -!- Nash has joined ##crawl-dev 19:05:03 -!- Nash has quit [Ping timeout: 240 seconds] 19:08:05 Eronarn: +1 to trampling 19:09:42 -!- Nash has joined ##crawl-dev 19:18:26 -!- edlothiol has quit [Ping timeout: 240 seconds] 19:22:03 lol@acquirement: the -5 pair of gloves of the Mutiny {Int+1 Curse} 19:22:21 mutinous scroll! 19:53:51 03kilobyte * r5661543d6fe2 10/crawl-ref/source/ (7 files): Gather statistical data about monster tiers. 19:57:46 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 20:01:49 03kilobyte * rcdb8f9122874 10/crawl-ref/source/it_use2.cc: Make potions of experience give some xp for skills as well. 20:06:36 -!- Nash has quit [Ping timeout: 276 seconds] 20:09:12 -!- syllogism has quit [] 20:10:48 -!- Nash has joined ##crawl-dev 20:11:50 03due * r59c0b7cfb744 10/crawl-ref/source/dat/des/variable/altar.des: Remove potions of slowing from 1 Cheibriados altar vault. 20:11:52 03due * rbe28a35a3fa7 10/crawl-ref/source/dat/clua/lm_trove.lua: Resolve #3335: state that unidentified items are unacceptable. 20:15:36 -!- GrimmSweeper has joined ##crawl-dev 20:29:26 -!- Nash has quit [Ping timeout: 240 seconds] 20:34:45 -!- Nash has joined ##crawl-dev 20:43:55 Allies know mimics on sight. (https://crawl.develz.org/mantis/view.php?id=3336) by Kyrris 21:13:19 -!- upsy has quit [Quit: Leaving] 21:18:58 compare: 21:19:00 @??yak 21:19:01 yak (07Y) | Speed: 10 | HD: 7 | Health: 24-52 | AC/EV: 4/7 | Damage: 18 | Res: 06magic(28) | XP: 204. 21:19:02 @??efreet 21:19:02 efreet (05R) | Speed: 10 | HD: 7 | Health: 27-53 | AC/EV: 10/5 | Damage: 12 | Flags: 05demonic, lev, !sil | Res: 06magic(28), 04fire+++, 03poison, 04rot, 13neg+++, 13torm | Vul: 12cold, 08holy++ | XP: 336 | Sp: b.fire (3d15), fireball (3d15). 21:19:54 the fireballs hurt. 21:20:28 pretty sure the fireballs are more than +130 XP worth of hurt 21:22:05 the xp system doesn't understand ranged combat balance very well 21:22:16 it assumes that melee threat is a good proxy 21:24:08 Dark Tunnel crash on entry (https://crawl.develz.org/mantis/view.php?id=3337) by Szanth 21:52:41 It also doesn't account for AC much (if at all) 21:52:55 Or a lot of stuff, really :P 21:53:48 Rather hard to do right, though. I could probably take another run through the list and work on another xp tweak patch if people want me to, though I haven't played at all for several months now... 21:54:12 -!- TGWi1 has joined ##crawl-dev 21:55:26 -!- TGWi has quit [Ping timeout: 240 seconds] 21:56:36 -!- TGWi1 is now known as TGWiglaf 21:59:18 Butterflies can be plain white (https://crawl.develz.org/mantis/view.php?id=3338) by casmith789 21:59:52 casmith789: nitpicky, but megabats are lightgrey, not white 22:00:18 they are exactly the same colour 22:00:25 what 22:00:42 randarts are white, bats are lightgrey 22:00:59 ice dragons are white, skeletal dragons are lightgrey 22:01:09 @??megabat 22:01:10 megabat (15b) | Speed: 30 | HD: 1 | Health: 2-5 | AC/EV: 1/14 | Damage: 1 | Flags: sense invisible, fly | Res: 06magic(1) | XP: 1. 22:01:15 @??skeletal dragon 22:01:16 unknown monster: "skeletal dragon" 22:01:18 bats are grey, randart bats are lightgrey 22:01:20 ice dragons are bold white, randarts are bold white 22:01:21 erm 22:01:21 @??bone dragon 22:01:21 bone dragon (15D) | Speed: 8 | HD: 20 | Health: 193-272 | AC/EV: 20/4 | Damage: 30, 20, 20 | Flags: 07undead, evil, sense invisible, fly | Res: 06magic(106), 05fire, 02cold, 10elec++, 03poison, 12drown, 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 2352. 22:01:25 randart bats are white 22:01:46 butterflies are white and megabats are light grey sure but the bold ones are easy to tell apart 22:02:05 the colour names are lightgrey and white though 22:02:27 is there another place in the game non bold white is used? 22:02:51 bolding depends on some odd settings 22:03:19 in the game engine the colors are 0-15 (BLACK - WHITE) 22:03:26 no bolding involved 22:03:46 the curses compatibility layer in libunix.cc turns them into 0-7 and bold 0-7 22:03:58 well my point is non bold white and non bold lightgrey (if they are different) are extremely hard to tell apart 22:04:04 most PC curses implementations implement "bold" as +8 color 22:04:22 you're not using terms in a way that has meaning 22:04:34 there is no such thing as non bold white 22:04:37 so how about that telling apart cyan and blue zs 22:04:45 what's a blue z? 22:04:47 when you talk about "white" and "lightgrey", you are in the world of 0-15 22:04:55 not bold + 0-7 22:05:03 nothing right now TGWiglaf 22:05:07 white is 7, lightgrey is 15 22:05:14 darkgrey is 8, curiously 22:05:33 -!- valrus_ has quit [Remote host closed the connection] 22:05:34 what's "bold" blue? 22:05:39 lightblue? 22:05:44 yes 22:05:45 is that a thing? 22:05:54 there's lightblue and blue and cyan and lightcyan? 22:05:58 lightblue = storm dragon 22:06:04 blue = steam dragon 22:06:11 lightcyan = QSD 22:06:17 cyan = iron dragon 22:06:24 @??storm dragon 22:06:24 storm dragon (12D) | Speed: 11 | HD: 14 | Health: 83-123 | AC/EV: 13/10 | Damage: 25, 15, 15 | Flags: fly, !sil | Res: 06magic(93), 02cold, 11elec+++ | XP: 2991 | Sp: b.lightning (3d19). 22:06:26 @??iron dragon 22:06:27 iron dragon (10D) | Speed: 8 | HD: 18 | Health: 101-133 | AC/EV: 20/6 | Damage: 25, 25, 25 | Flags: sense invisible, !sil | Res: 06magic(168), 05fire, 02cold, 03poison | Chunks: 07contaminated | XP: 2320 | Sp: metal splinters (3d30). 22:06:30 this is ridiculous 22:06:36 brown/yellow sort of break the wonderful naming scheme 22:06:54 "barf" and "lightbarf" 22:07:33 -!- valrus_ has joined ##crawl-dev 22:07:39 as for "other uses of lightgrey" - almost all the game text is lightgrey 22:07:55 @?? megabat 22:07:55 megabat (15b) | Speed: 30 | HD: 1 | Health: 2-5 | AC/EV: 1/14 | Damage: 1 | Flags: sense invisible, fly | Res: 06magic(1) | XP: 1. 22:08:07 @?? ant larva 22:08:08 ant larva (15a) | Speed: 6 | HD: 2 | Health: 6-16 | AC/EV: 2/6 | Damage: 5 | Res: 06magic(8) | Vul: 09poison | Chunks: 09poisonous | XP: 1. 22:08:08 are gloves lightblue? 22:08:13 yes 22:08:17 and boots are blue 22:08:23 are you sure lightblue isn't the same as cyan? 22:08:29 yes 22:08:36 my world is shattered 22:08:36 shields are cyan 22:08:43 ring mail is lightcyan 22:08:44 TGWiglaf: this is what i meant by telling apart zs 22:08:53 telling apart zs is easy 22:08:55 were you not here for this conversation? 22:09:02 I can tell cyan from lightcyan 22:09:06 @?? white draconian 22:09:06 white draconian (16d) | Speed: 10 | HD: 14 | Health: 81-114 | AC/EV: 9/10 | Damage: 20 | Flags: cold-blooded, !sil | Res: 06magic(37), 02cold | Chunks: 07contaminated | XP: 1598 | Sp: cold breath (3d18). 22:09:07 that's short vs long blades 22:09:12 bolts are lightblue? 22:09:14 @?? pale draconian 22:09:14 pale draconian (10d) | Speed: 10 | HD: 14 | Health: 81-114 | AC/EV: 9/14 | Damage: 20 | Flags: cold-blooded, !sil | Res: 06magic(37) | Chunks: 07contaminated | XP: 1598 | Sp: steam ball (3d18). 22:09:16 yes 22:09:18 and darts are cyan? 22:09:21 yes 22:09:23 aha! 22:09:43 @?? elf 22:09:43 elf (05e) | Speed: 10 | HD: 11 | Health: 9-63 | AC/EV: 2/14 | Damage: 10 | Res: 06magic(28) | Chunks: 07contaminated | XP: 363. 22:09:44 (FR: actually call them 0 through 15) 22:09:59 TGWiglaf: I can never remember whether red is 1 or 4 22:10:22 it's a binary code - "IRGB" or "IBGR" 22:10:32 I = 8 = Intensity, Red, Green, Blue 22:11:53 this layout was set by the CGA hardware, which used a couple of resistors to map R = 2/3 intensity and I = +1/3 to everything 22:12:18 so I=1, R=G=B=0 (darkgrey) -> 1/3 all, I=0, R=G=B=1 (lightgrey) -> 2/3 all 22:12:49 exception: I=0, R=G=1, B=0 was special cased to 2/3 red, 1/3 green, 0 blue (brown) 22:20:01 03kilobyte * r7e02490e5fc4 10/crawl-ref/source/ (27 files in 3 dirs): Merge branch 'recite' 22:20:05 03kilobyte * r452f3b7cdb44 10/crawl-ref/source/ (abl-show.cc abl-show.h delay.cc): Fix a broken useless lookup. 22:20:35 (7e02490) Woah! 22:20:43 yay recite 22:21:20 reciiiite :D 22:21:42 :DDDDDDDDDDDDDDDDDd 22:21:44 kilobyte: <3 22:22:07 (27 files in 3 dirs) 22:22:08 lol 22:22:32 it might be pretty broken but for a couple of days neither me nor dolorous added new fixes, so I guess there's a chance it won't implode the whole universe 22:23:10 universe doesn't seem to be imploding yet. 22:23:19 sorear: it'd not on cdo yet, duh 22:23:31 it'd? 22:24:26 's 22:24:26 oops 22:24:47 someone should update cdo 22:24:53 also, kilobyte: one random question, did you look at the wizmode stuff i had in there? i don't know if those functions work properly in non-wizmode builds, not sure if i tested that 22:24:59 and/or if you already replaced them with the proper ones 22:25:43 Does anyone build non-wizmode anymore? 22:26:45 sometimes i build wizard, sometimes i build debug wizard 22:26:47 variety!! 22:27:05 why would someone build non-wizmode? 22:27:13 someone who isn't cdo 22:27:20 TGWiglaf: to make sure it works for non-wizmode so it can go on CDO 22:33:08 Unstable branch on CDO updated to: 0.8.0-a0-4910-g452f3b7 (32) 22:35:18 (Who did that?) 22:44:53 Which functions? 22:45:36 sorear: Probably automatic. 22:45:49 due: wizmode marker stuff that i did for the imprison metal walls 22:46:01 also, yay, MarvinPA already found a bug with recite 22:46:10 Eronarn: sprunge the patch? 22:46:15 * due <-- marker genius 22:46:24 i removed the 'was recited against' timer, but it needs to be there ot make sure stuff is not recited against more than once per recite attempt 22:46:30 it just needs to be a lot shorter than i had it before 22:48:56 due: http://pastebin.com/Jw2XcMZb 22:49:01 hopefully what i intended to do there is clear 22:49:26 the problem is that before, if imprison made rock walls adjacent to existing ones, the old ones would be dug - this was bad, but would have been *bad* with metal walls 22:49:41 thus, i placed markers where walls were made, and use those markers to bring down metal walls 22:50:31 i couldn't figure out teh syntax for the non-wizmode markers though 22:50:33 That should be three patche s;) 22:51:27 hm 22:51:36 okayline 44 22:51:49 actually that whole thing needs to be refactored 22:51:57 you're loading the markers quite a few times when you could get it down to just one 22:52:46 oh ew ew ew ew EW. 22:53:11 Yeah, no, do not do it that way. You need to create a new marker type. 22:53:35 Eronarn: Are you happy for me to apply that patch in the recite branch? 22:54:05 i don't even know if the imprison patch did make it into the recite branch as there; if it did, feel free to fix it 22:55:10 i would if i knew how but it's faster to learn by watching someone else do it anyways 22:55:30 well 22:55:37 if you check out mapmark.h 22:55:49 basically duplicate the malign gateway code... 22:56:40 yeah, i looked at a lot of the gateway code, but i didn't realize that i'd have to make my own marker type 22:56:49 i thought there was a generic one that could be used 22:56:59 well, you can 22:57:18 just a plain map_marker would do. 22:57:36 yeah, that's what i tried; i couldn't get it to work for whatever reason though 22:57:41 but it's better to create a subclassed one 22:57:49 it has different syntax than the wiz ones and i couldn't figure out how to use it properly 22:57:56 though i also didn't spend that much time on this 22:57:59 right :) 22:59:12 (on the not wanting to spend much time on this front, i think forest wyrms v1 will be ready tomorrow!) 23:02:43 sorear, kilobyte, which files should I look at for the windows api stuff that does the non-curses interface? 23:03:09 libwin32.cc or some file with a similar name 23:08:28 danke 23:09:40 Recite uses the wrong pronouns (https://crawl.develz.org/mantis/view.php?id=3339) by MarvintheParanoidAndroid 23:10:26 Meh. 23:10:36 Need to convert random_monster_colour into varargs. 23:11:36 03due * rf674ec57536c 10/crawl-ref/ (5 files in 4 dirs): Further vampire mosquito tweaks (Sunfall). 23:15:34 due: please make them get only one attack with both disease and vamp :( 23:15:41 status quo bothers me 23:17:42 "meh" 23:18:27 @?? jellyfish 23:18:27 jellyfish (10J) | Speed: 10 | HD: 4 | Health: 13-32 | AC/EV: 0/5 | Damage: 104(poison, drain strength), 1 | Res: 06magic(16), 03poison, 12drown | Chunks: 09poisonous | XP: 60. 23:18:55 AF_POISON_STR is handled by some lines of code that basically noone ever exercises 23:19:20 I'd rather see a generic way to handle "extra effects" that allows >1 23:20:20 sorear: how do wights and such do it? 23:20:22 -!- valrus_ has quit [Remote host closed the connection] 23:20:25 they can hit you for freezing + drain 23:20:29 if they have a freezing weapon 23:20:51 do jellyfish actually damage people? 23:21:56 I got poisoned by one once I think 23:22:24 wouldn't they only have a one in your AC chance to do anything? 23:22:36 something like that 23:25:52 -!- valrus has quit [Ping timeout: 264 seconds] 23:26:08 oh hey 23:26:15 now that disturbance code is being worked on 23:26:36 flying, invisible jellyfish! 23:27:03 (not actually invisible, just you can't see them until you get very close) 23:29:46 -!- cw_ has quit [Remote host closed the connection] 23:43:14 TGWiglaf: I think I got the poison + drain st effect, once 23:43:34 my point being that it's practically irrelevant but bloaty to implement 23:43:45 I think my opinion here is implied but jellyfish should get buffed 23:43:50 wights do it because branding and attack flavors are different! 23:43:55 TGWiglaf: +1 23:44:14 TGWiglaf: hellyfish 23:44:22 yes 23:45:20 -!- ZChris13 has joined ##crawl-dev 23:48:01 sorear: I'd rather just be able to AND attack flavours together. 23:48:01 -!- ortoslon has joined ##crawl-dev 23:48:11 sorear: Actually that seems like the sanest and quickest way to do it! 23:48:15 due: I don't have a 256 bit computer 23:48:23 also you mean OR 23:48:30 oh 23:48:32 yes, that 23:48:45 why would you need a 256 bit computer to and them mtogether? 23:49:08 because I'm pretty sure we have more than 64 attack flavors 23:49:16 yes, but we can nuke half of them! 23:49:27 muahahaha good point :> 23:49:36 All the poison_str/etc ones go away 23:49:42 and you just AF_POISON|AF_DRAIN_STR 23:49:58 We have 35 attack flavours at the minute. 23:50:12 It would drop to 31 if we nuke the AF_POISON_STAT, etc. 23:50:58 If we need more than 32 in the future we could have FixedBitVector<...> 23:51:28 hm 23:51:32 that actually sounds kind of sane 23:51:40 though painful 23:52:18 in the long run we were going to move the mob list into lua 23:55:40 i think there was some minor issues in getting the definitions back into C++... though it should just be a matter of a "get_mon_definition("monster name")" that goes into the Lua VM and finds the relevant stuff. 23:55:46 Er, s/should/could/