00:01:27 Floodkiller: my bikeshed vote is to drop strong nose now. item-only detection is confusing imo 00:02:22 bark; nose; low attention is a good mixture of things. my watermark standard is vine stalker which had a lot of stuff going on but has stayed pretty much the same (with one single nerf iirc) since they were added 00:02:34 compare recently added barachim: +los, leap, slow 00:02:50 I'd probably cut fangs before nose 00:18:57 item detection doesn't play nicely with autoexplore 00:19:14 a fair point, though fixable 00:19:18 I assume, anyway 00:19:32 it's useful but mostly only if you manually explore 00:19:52 which is a really bad thing for a feature to be 00:20:15 though right now this problem is masked by Bu being extremely good early-game anyway 00:20:34 so you can ignore it and still have 100% winrate 00:20:44 in theory 00:22:46 it's funny that gn detect items by smell but can't detect them anymore if someone is carrying it 00:23:05 We've got a realist in the channel! Mods! 00:23:07 Well, if detecting X is beneficial in any way, then you want to stop and react whenever you detect an X 00:23:10 unless item detection actually detects carried items too 00:23:27 I don't see how that's really fixable 00:23:36 V E R I S I M I L I T U D E ? ? All these... I will... destroy!! 00:24:02 if it's useful then you're stopping twice for each item (once when you detect it and again when you actually see what the item is) instead of just once like you normally would 00:24:05 if it's not useful then why have 00:24:42 i find it strange that a stone is easier to smell than a jackal 00:24:44 It is better than monster detection since items at least don't move very much 00:25:01 fr: instead of smelling items you smell uniques when you first go down to a new level 00:25:09 that was actually suggested in the initial design stage 00:25:10 "yuck, smells like crazy yiuf" 00:25:12 I forget why that didn't happen 00:25:19 like the exact implementation that hellmonk is suggesting 00:25:31 it encourages you to /? the unique and some players might not know it 00:25:35 I think because it was too interlinked to spoileriness 00:26:23 minmay, I think it's okay to have a situation where autoexplore ignores detected (but not seen) items, but I do see your point about that encouraging manual exploration. I guess HOP rears their ugly head once again 00:26:25 It's also not really pertinent information, there aren't any uniques that are so terrifying you want to skip an entire level instead of at least exploring it until they wake up 00:26:35 give them detect food, new players playing mages will love it!!!! 00:26:36 holy moly guys that was not a serious fr 00:26:48 seriousness is dead. 00:26:59 !lg seriousness !won 00:27:00 No games for seriousness (!won). 00:27:08 dang, a good player 00:27:10 no losses 00:27:14 their strong nose lets them smell the exact amount of damage their attacks do 00:27:15 the only winning move 00:27:29 frankerz BARK frankerz THE frankerz UNIQUES frankerz AWAY frankerz 00:27:40 all damage rolls are shown to gnolls 00:27:49 they can also smell monsters' exact hit points 00:27:56 what minmay said would be good, except for all species all the time 00:28:12 could you give it 8-range detect monsters 00:28:44 !rng remove_gsc don't 00:28:44 The RNG chooses: don't. 00:28:50 fuck you sequell 00:28:54 betrayed... 00:29:00 rigged 00:30:43 the thing is all the intuitive ideas for "keen senses" are basically divinations and those dont work well in crawl at all 00:31:59 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.20-a0-1058-g0491fde (34) 00:33:09 honestly I think fangs and SInv are enough "these are dogs. just want you to make sure you know this is a doggy dog race. dog" 00:33:47 puppers? 00:34:23 do dogs even have good night vision? 00:34:42 lol if you dont give them shoutitis 3 00:34:46 dog SInv in crawl is flavoured as them smelling invisible creatures 00:35:02 and dogs dont have good vision in general 00:35:13 @??hound 00:35:13 hound (08h) | Spd: 15 | HD: 3 | HP: 12-19 | AC/EV: 2/13 | Dam: 6 | see invisible | Res: 06magic(10), 08blind | XP: 42 | Sz: small | Int: animal. 00:35:14 we'd call that SmInvis 00:35:18 remember they used to have "sense invisible" 00:35:37 but minmay if you give them sinv then it becomes harder to remove monster invis from the game 00:35:40 dogs kinda suck at night vision, yeah 00:35:43 they rely heavily on sound/smell 00:35:49 apparently dogs do have night vision though 00:35:51 hellmonk: i don't think that's true 00:35:54 hellmonk: I think they had shoutitis at some point but it was removed 00:36:05 they're not as good at cats, but they're much better than us 00:36:16 nearly everything is better than humans at NV 00:36:21 humans are insanely, insanely reliant on color 00:36:35 how do elves rank in terms of night vision 00:36:45 D&D elves have low-light vision as a racial trait 00:36:53 no I mean, they have a lot of adaptions in their eyes for night vision, most of the same ones as cats 00:36:56 A professor of comparative ophthalmology at the University of Wisconsin-Madison estimates that a dog can see in light that is five times dimmer than what the human eye needs (cats need about one sixth of the light humans need to see in darkness.). 00:37:03 yeah but D&D everything has low-light vision as a racial trait 01:12:34 there are monkeys that have 4 different color receptors in their eyes 01:12:44 not germane to anything, just an interesting fact 01:13:42 do you know any other interesting facts about monkeys? 01:20:26 Unstable branch on crawl.develz.org updated to: 0.20-a0-1058-g0491fde (34) 01:44:38 ah....some types of marmosets can carry a type of hepatitis that can kill you within 48 hours 01:44:56 and some of them are species that we use in labs 01:45:10 so you know, watch out for that if you're ever around lab marmosets 01:54:43 whats a marmoset 01:55:56 !lm * tomb newtomb rune noun=golden s=god,crace,fifteenskills 01:56:30 34 milestones for * (tomb newtomb rune noun=golden): 9x The Shining One (2x Barachi (Fighting,Axes,Crossbows,Armour,Dodging,Invocations,Evocations, Fighting,Long Blades,Armour,Dodging,Invocations,Evocations), 2x Vine Stalker (Fighting,Axes,Armour,Dodging,Shields,Invocations, Fighting,Long Blades,Armour,Dodging,Invocations), Formicid (Fighting,Axes,Armour,Shields,Transmutations,Earth Magic,Invocati... 01:59:17 Windows builds of master branch on crawl.develz.org updated to: 0.20-a0-1058-g0491fde 02:09:42 kramin: https://en.wikipedia.org/wiki/Marmoset 02:10:08 heh, right 02:10:36 cute little monkeys of death 02:33:37 oh good, the minimap's fixed 02:52:29 !cmd !lairendkills 02:52:29 Command: !lairendkills => !lg * title:"Lair End kills ($*)" $* lair-end s=kmap% 02:55:09 !cmd elfendkills !lg * title:"Elf End kills ($*)" $* elf kmap~~elf_hall|nooodl_elf_gasket s=kmap% 02:55:10 Defined command: !elfendkills => !lg * title:"Elf End kills ($*)" $* elf kmap~~elf_hall|nooodl_elf_gasket s=kmap% 02:55:20 Monster database of master branch on crawl.develz.org updated to: 0.20-a0-1058-g0491fde 02:55:21 !elfendkills recent 02:55:23 Elf End kills (recent): 232x elf_hall (11.30%), 136x minmay_elf_hall_hex (6.62%), 136x nooodl_elf_gasket (6.62%), 127x minmay_elf_hall_x (6.19%), 125x minmay_elf_hall_four_x (6.09%), 124x minmay_elf_hall_spiked (6.04%), 118x minmay_elf_hall_quartered_circle (5.75%), 106x minmay_elf_hall_dome (5.16%), 100x minmay_elf_hall_golems (4.87%), 87x grunt_elf_hall_diamonds (4.24%), 82x grunt_elf_hall_branc... 02:55:52 ah, weights make that a bit tricky 02:57:26 reading minmay_elf_hall_dome again reminds me of a story 03:09:56 !lg * map~~gauntlet 03:09:57 2380. Kerbtree the Caller (L4 MuSu of Sif Muna), slain by a kobold on D:3 (okawaru_altar_gauntlet_db) on 2017-04-25 15:05:48, with 94 points after 2921 turns and 0:06:00. 03:10:03 !lg * map~~gauntlet depths 03:10:04 45. GLAY the Executioner (L27 FoFi of Okawaru), blasted by a quicksilver dragon (bolt of dispelling energy) on Depths:5 (evilmike_zot_entry_gauntlet) on 2017-04-25 12:43:59, with 569038 points after 48365 turns and 2:33:55. 03:10:12 !lg * map~~gauntlet*ultimate depths 03:10:12 No games for * (map~~gauntlet*ultimate depths). 03:13:38 -!- amalloy_ is now known as amalloy 03:35:03 !lg * map=minmay_the_grid_ultimate s=kmap 03:35:04 7 games for * (map=minmay_the_grid_ultimate): 2x, minmay_the_grid_ultimate; minmay_the_grid_prize_diamond_cup, minmay_the_grid_ultimate; minmay_the_grid_triangle_9x9_stretched_checkered, minmay_the_grid_ultimate; minmay_the_grid_square_5x5_inverted_slash, minmay_the_grid_ultimate; minmay_the_grid_square_5x5_misaligned, minmay_the_grid_ultimate; minmay_the_grid_prize_four_corners 03:39:32 -!- amalloy is now known as amalloy_ 03:40:20 Ru counter attack procs exhaust you now 03:50:27 wat? 04:31:43 Reflecting bolt of fire off green crystal wall produced a piety gain message x2 13https://crawl.develz.org/mantis/view.php?id=11037 by tasonir 04:44:17 When you strike out at enemies who attack you with your inner power you get exhausted 04:47:14 that's uh....weird 04:47:26 in that it sucks 04:47:57 i don't want to be unable to use my actives because my passive procced 04:50:43 yeah that's dumb 04:50:57 !gitgrep exhaust 04:50:58 %git HEAD^{/} 04:50:58 07advil02 * 0.20-a0-1058-g0491fde: Retroactively add webtiles mouse to the changelog 10(8 hours ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/0491fdee9de3 04:51:04 !gitgrep 1 exhaust 04:51:04 %git HEAD^{/exhaust} 04:51:04 07MarvinPA02 * 0.20-a0-689-g860b9ab: Update some slow/exhaustion comments 10(10 weeks ago, 1 file, 5+ 5-) 13https://github.com/crawl/crawl/commit/860b9abe254f 04:51:10 !gitgrep 2 exhaust 04:51:10 %git HEAD^{/exhaust}^^{/exhaust} 04:51:11 07PleasingFungus02 * 0.20-a0-77-g476458c: Don't allow power leap to jump in place 10(5 months ago, 1 file, 9+ 5-) 13https://github.com/crawl/crawl/commit/476458cb3039 04:52:02 I don't see a commit.. 04:53:11 oh hang on 04:54:12 not sure where the ru commit is 04:54:15 nah nevermind, i don't se how that would happen. 04:54:31 but berserk and a bunch of other things dont use exhuast anymore 04:54:53 see: https://github.com/crawl/crawl/commit/0c1af0aa458e3eeccbcd406900d83762513816ed, https://github.com/crawl/crawl/commit/19bae6a9a3b1cc4c9202bfb410d8a8a3eb6196c4, https://github.com/crawl/crawl/commit/7622305906e7b8cdbeb99f7cec7edc9fc970563e 05:14:48 _z - a bronze leather armour 05:14:52 I still don't understand how this is possible 05:16:01 it's only bronze coloured! 05:23:41 !learn del minmay's useless trivia 05:23:42 Deleted minmay's useless trivia[1/1]: it takes 488 hobgoblins to give as much xp as killing 1 hydra 05:28:37 Exhaustion doesn't expire 13https://crawl.develz.org/mantis/view.php?id=11038 by Sar 05:31:56 hahaha 05:32:07 that sounds like quite the bug 05:32:55 probs related to the commits I linked 05:33:11 earlier 05:34:50 %git 816ed 05:34:50 Could not find commit 816ed (git returned 128) 05:34:56 %git 3816ed 05:34:56 Could not find commit 3816ed (git returned 128) 05:35:14 %git 0c1af0 05:35:14 07MarvinPA02 * 0.20-a0-1053-g0c1af0a: Give DDoor an independent cooldown 10(13 hours ago, 5 files, 11+ 5-) 13https://github.com/crawl/crawl/commit/0c1af0aa458e 05:35:27 %git 19bae6 05:35:27 07MarvinPA02 * 0.20-a0-1055-g19bae6a: Give Berserk an independent cooldown 10(10 weeks ago, 12 files, 27+ 22-) 13https://github.com/crawl/crawl/commit/19bae6a9a3b1 05:35:59 %git 762230 05:35:59 07MarvinPA02 * 0.20-a0-1056-g7622305: Give Recite an independent cooldown 10(9 weeks ago, 5 files, 12+ 5-) 13https://github.com/crawl/crawl/commit/7622305906e7 05:36:09 recite is breath so not that 05:37:11 -!- Rjs- is now known as Rjs 05:39:20 um 05:41:42 looks to me like exhaust recovery got replaced by berserk recovery in the berserk commit 05:41:47 instead of copied 05:41:58 you should recover both 05:42:29 - dec_exhaust_player(delay); 05:42:30 + dec_berserk_recovery_player(delay); 05:49:19 what do you think, gammafunk ? 05:49:35 !bug 11038 05:49:36 https://crawl.develz.org/mantis/view.php?id=11038 05:49:44 %git 19bae6 05:49:44 07MarvinPA02 * 0.20-a0-1055-g19bae6a: Give Berserk an independent cooldown 10(10 weeks ago, 12 files, 27+ 22-) 13https://github.com/crawl/crawl/commit/19bae6a9a3b1 05:50:40 says 10 weeks but I think it must have been commited to some other branch then and only recently merged 05:50:45 not sure 05:51:51 how does a git commit become older than its parent lol 05:55:32 03MarvinPA02 {GitHub} 07* 0.20-a0-1059-gb0a1de4: Fix Exhaustion not expiring (#11038) 10(6 seconds ago, 1 file, 2+ 1-) 13https://github.com/crawl/crawl/commit/b0a1de42263b 06:00:49 ok mpa fixed it 06:01:15 wait is that all that was the issue 06:09:37 Unstable branch on crawl.jorgrun.rocks updated to: 0.20-a0-1059-gb0a1de4 (34) 06:10:15 oh it just ties into the normal duration system instead of being a special case 07:46:03 %git 0491fdee9de38303c5546982a417f51e58159cf3 07:46:03 07advil02 * 0.20-a0-1058-g0491fde: Retroactively add webtiles mouse to the changelog 10(11 hours ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/0491fdee9de3 07:47:14 oops, i was about to ask whether the default value was actually changed to true, but then i remembered it always was true 07:47:19 except in the one release branch 07:47:20 so nvm 08:51:22 wheals: yeah, that wasn't a very nuanced description of what happened, I just wanted to make sure something ended up in the release changelog 08:51:37 I guess it was probably in a 0.19-a changelog somewhere 08:51:49 i added it pretty late, so i don't think it ever was 09:16:45 Yo 09:16:57 Wu Tang Clan question 09:17:28 if you do the move attack while slowed, it gives me this message: You spin to attack the wraith, but your attack speed is too slow for a blow to land. 09:17:35 that doesn't seem right 09:19:38 spin attack must have a delay threshold to work 09:19:56 probably if your attack delay is >1 it doesn't work 09:20:14 to prevent it being strictly better than normal attacking in those cases 09:20:24 I'm not sure though 09:20:25 it took me 15 aut to move, and I attack at 0.8 09:20:36 times 1.5 is uh 09:20:40 12 aut 09:20:41 not when slowed 09:20:46 12 aut when slowed 09:20:56 yeah, >10 09:21:04 although 09:21:11 it took me 15 to move 09:21:13 it should check attack delay vs move delay 09:21:15 yeah 09:21:18 so I dunno 09:21:24 that sounds like a bug to me 09:21:32 have to wait for an actual dev :) 09:21:38 could be bug 09:21:47 it's either a bug or a feature 09:24:35 !source _wu_jian_number_of_attacks 09:24:35 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/god-passive.cc#L1587 09:26:06 according to the comment it's basically div_rand_round(15, 12), which is fairly likely to be 0 09:26:38 hm 09:26:45 well no that can't be riight 09:26:47 *right 09:27:49 (that shouldn't be likely to be 0) 09:31:57 the fact that it came up 0 for number of attacks at all means something is wrong, right 09:37:18 well, I don't know this code at all so I'm not sure what's going on 09:37:39 Who programmed it? 09:37:47 people 09:37:52 no idea :-) 09:38:10 some combination of SteelNeuron, and others 09:38:18 if you're really curious you can use git blame to figure it out 09:38:32 !seen SteelNeuron 09:38:32 I last saw SteelNeuron at Mon Apr 24 07:23:23 2017 UTC (2d 6h 15m 9s ago) quitting, saying 'Quit: Page closed'. 09:39:00 last time I heard of SteelNeuron he was really angry that people were changing his ideas for Wu Tang Clan 09:40:48 I think that was sort of worked out 09:41:21 but I'm not sure of the details 09:42:46 I think his expectations about how crawl development works were somewhat mismatched with the facts 09:43:21 rip Pakellas, btw 09:46:01 hmm I'm making some wrong assumption about how this code works 09:47:15 as your attack speed approaches the movement delay, the odds of not making an attack increase (which seems like the right behavior actually) 09:48:41 that seems bizaare 09:48:44 bizarre 09:48:54 how so? 09:49:11 if your attack takes longer than the movement time, you won't have time to do your whirlwind :-) 09:51:02 You should make a number of attacks equal to the number of attacks you can squeeze in there with a random chance to do an additional attack based on the amount of "unused" time (which isn't real) and your attack speed 09:51:28 like for my unarmed combat, I attack at 0.7 and move at 1.0 09:52:00 I should always get one attack, and then a 3/7 chance for a second one, right? 09:52:37 or if I had 27 skill, I should always get exactly two attacks 09:53:03 movement always takes movement delay time 09:53:16 the question is, do you have enough time to squeeze a whirlwind into that time? 09:53:45 I'm not sure what you're saying 09:54:06 are you suggesting that whirlwind should not attempt to be equivalent to bump attacking 09:54:15 it isn't (and shouldn't be) 09:54:22 oh 09:54:30 since movement is always going to use the movement delay, attacking will use the attack delay 09:54:31 I should probably stop using it against single targets 09:54:51 this is also for the jump attack 09:54:53 in some configurations they do come out similar timing-wise 09:55:36 it is possible to do more than one attack while moving, but it is much more random 09:55:58 yes, I frequently get two attacks with wu tang 09:56:34 if your attack delay is half of the movement delay, you'll do it a good portion of the time, but the extra time is just unused 09:57:49 bump attacking is always efficiently packed because the player turn takes exactly as long as the attack delay rolled for that attack 09:57:53 yse 10:00:20 the way I read the code it is intended to average out to the same thing as tabbing over many attacks 10:00:48 so it may not be worth worrying about -- but individual attacks will behave very differently 10:01:05 (I'm not 100% on whether it accomplishes the goal over being equivalent to tabbing over the long run) 10:01:58 I'm not seeing why I should ever fail to make a whirlwind attack if my attack speed < movement speed 10:04:03 one thing you can't see in the interface is the actual attack delay roll 10:04:19 <|amethyst> I'm confused by this "we square move_delay here" 10:04:31 in my testing I see attacks land all the time when attack speed > movement speed actually 10:04:41 or no wait 10:04:49 but sometimes they don't 10:04:51 movement speed < attack speed 10:05:00 or uh 10:05:08 movement delay > attack delay 10:05:14 I had the words wrong but the arrow right 10:05:29 <|amethyst> it claims "attack_delay is multiplied by move_delay / BASELINE_DELAY" 10:05:32 <|amethyst> but that doesn't make sense 10:05:33 |amethyst: yeah, I have no idea if the code is really doing what is intended 10:05:52 <|amethyst> I think SteelNeuron wasn't aware that "speed" and "move delay" are not the same thing 10:06:39 <|amethyst> oh, I see, player::attack_delay uses you.time_taken 10:06:42 <|amethyst> ugh 10:06:46 possibly...I suspect this was optimized by testing 10:06:52 it's behaving pretty reasonably on a test char 10:07:04 Yes except in the case of slowing 10:07:08 for me 10:07:11 I'm testing on a slowed char :-) 10:07:15 oh nice 10:09:14 with 1.2 move, and 1.5 attack, I got 5/10 whirlwind attacks to land 10:09:25 um 10:09:31 how did you get 1.2 move 10:09:37 slowed felid 10:09:43 it's just the wjc test character I have lying around 10:10:09 I didn't realize felids got centaurmove 10:16:30 I actually suspect this is attacking too often when the char is slowed 10:19:40 |amethyst: I don't understand what this is doing at all 10:20:37 I don't think it's factoring in slowing 10:21:15 have you tried attacking faster than your movespeed 10:21:32 yeah 10:21:44 it's incorporating slowing into attack speed but not move speed 10:25:50 so yeah, you were noticing something real -- it's better than it should be if attack < move, and worse than it should be if attack > move 10:28:07 I don't know how attack speed works well enough to fix it before I have to run though 10:33:36 |amethyst: should this be using "(player_speed() * player_movement_speed()) / 10"? 10:35:36 or something similar 13:25:13 Unstable branch on crawl.akrasiac.org updated to: 0.20-a0-1059-gb0a1de4 (34) 13:37:04 -!- amalloy_ is now known as amalloy 14:28:21 kramin: late response, commits can be older than their parent if, for example, you write them offline then rebase them on master before pushing- and someone else committed and pushed before you did 14:38:21 WJC ability serpent's lash leaves you permanently exhausted 13https://crawl.develz.org/mantis/view.php?id=11039 by bananaken 14:41:54 03MarvinPA02 07* 0.20-a0-1060-g3bd9c97: Update some cooldown status descriptions 10(4 minutes ago, 2 files, 7+ 5-) 13https://github.com/crawl/crawl/commit/3bd9c97a5630 15:09:22 Unstable branch on crawl.jorgrun.rocks updated to: 0.20-a0-1060-g3bd9c97 (34) 15:33:06 Welcome to Guam's Antique Weapon Shoppe! What would you like to do? 15:33:07 minmay: You have 1 message. Use !messages to read it. 15:33:17 what did I tell you guys about referencing real world locations??!?!? 15:33:18 !messages 15:33:19 (1/1) ZChris13 said (4h 5m 33s ago): dragon form and statue form need their damage formulas updated in the LearnDB and this commit has your name attached 15:33:30 hehehe 15:58:29 hellse (L17 GrFi) ASSERT(valid_agent) in 'monster.cc' at line 4508 failed. (D (Sprint)) 16:39:42 -!- amalloy is now known as amalloy_ 16:43:10 !lg . s=god 16:43:11 248 games for nikheizen: 110x, 27x Xom, 12x Makhleb, 10x Nemelex Xobeh, 10x Okawaru, 9x Trog, 8x Ashenzari, 7x Sif Muna, 6x Vehumet, 5x Zin, 5x Fedhas, 5x Kikubaaqudgha, 4x Ru, 4x Gozag, 3x Hepliaklqana, 3x Beogh, 3x Dithmenos, 3x Wu Jian, 3x Cheibriados, 2x The Shining One, 2x Pakellas, 2x Qazlal, 2x Jiyva, Yredelemnul, Uskayaw, Lugonu 17:04:32 !crashlog 17:04:33 17185. PublicChat, XL1 TrCK, T:1 (milestone): https://webzook.net/soup/morgue/0.19/PublicChat/crash-PublicChat-20170426-200001.txt 17:04:47 !crashlog hellse 17:04:48 2. hellse, XL20 HaBe, T:42479 (milestone): http://crawl.berotato.org/crawl/morgue/hellse/crash-hellse-20161011-045047.txt 17:04:56 !crashlog sprint hellse 17:04:56 No keyword 'hellse' 17:05:00 !crashlog sprint 17:05:02 No milestones for sprint (crash). 17:05:08 !crashlog hellse sprint 17:05:10 1. hellse, XL17 GrFi, T:4960 (milestone): http://crawl.berotato.org/crawl/morgue/hellse/crash-hellse-20170426-195819.txt 17:06:09 oh 17:08:44 why is crawl so complicated 17:20:00 03advil02 07* 0.20-a0-1061-gbbf974c: Handle damage with genuinely no agent when injury mirror is up 10(65 seconds ago, 1 file, 4+ 3-) 13https://github.com/crawl/crawl/commit/bbf974cdfa57 17:21:06 that'll make it harder to find cases where injury mirror is incorrectly underapplied, which is what I was hoping that assert would get, but oh well 17:31:10 !source _wu_jian_number_of_attacks 17:31:10 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/god-passive.cc#L1587 17:43:29 // XXX: this is supposed to compensate for DUR_SLOW/DUR_FAST, but behaves 17:43:29 // incorrectly if attacking while moving/etc (as with WJC) 17:43:47 so it does 17:43:53 wish I'd spotted that comment earlier 17:47:16 10:06 |amethyst: oh, I see, player::attack_delay uses you.time_taken 17:47:20 finally caught up to that 17:47:22 ugh 17:47:27 why on earth does it do that 18:06:13 can someone tell me if it's a terrible, terrible idea to use an unwind_var to just reset you.time_taken to get that attack delay roll? 18:06:42 rather than messing with attack_delay() 18:08:26 I'd imagine a better approach would be to examine player action speed? 18:08:39 in attack_delay, I mean 18:09:06 that *seems* like it's a better idea but I'm wary of changing that without understand why it's doing what it's doing in the first place 18:09:16 instead of looking at you.time_taken, I mean 18:09:20 yeah 18:09:24 Unstable branch on crawl.jorgrun.rocks updated to: 0.20-a0-1061-gbbf974c (34) 18:09:36 in the obvious cases I traced through the code and that's fine 18:09:56 you.time_taken is just player_speed() 18:10:21 but I was figuring that there are all sorts of insane corner cases that might come up 18:10:35 hrm, what about like naga movement with wu 18:10:47 hmm 18:11:06 I was testing with a felid and that part seems ok 18:13:58 hmm, clearly the right solution is to add "ASSERT(you.time_taken == player_speed())" into attack_delay and see what CPO/CJR say :D 18:15:48 Unstable branch on underhound.eu updated to: 0.20-a0-1061-gbbf974c (34) 18:16:00 although more realistically I could try doing that and run the tests 18:19:54 advil: have you looked at _wu_jian_number_of_attacks() 18:20:00 yeah 18:20:08 that's what needs to be fixed in the end 18:21:13 nice function name 18:21:59 I think what it should be doing instead of the slightly insane thing it does now is basically (player_movement_speed() * player_speed() / (attack_delay() * 10)) 18:22:31 but the problem is that attack_delay gives a different answer on turns where the player is moving, because of dependence on you.time_taken 18:23:06 it appears that what's there now is trying to work around this with a heuristic that I don't fully understand 18:27:24 advil: well, it's just reversing the math 18:28:03 ish 18:28:05 player::attack_delay is done as (calculated delay from weapon + non-haste/slow factors) * you.time_taken / 10 18:29:19 so he multiplies that by 10 to remove the denominator, leaving him with (caculated delay) * you.time_taken 18:29:43 one thing it doesn't incorporate is player speed, unless I'm missing something 18:29:44 so he can just make a ratio of move_delay^2 and that to see how many attacks he should be doing 18:29:55 you.time_taken should have that 18:30:08 if I'm understanding these comments correctly 18:30:16 that's what the comment in ::attack_delay is about 18:30:50 and the comment in that number_of_attacks() function as well 18:31:42 he says attack_delay is multiplied by move_delay / 10 but that's from his perspective 18:31:53 since you.time_taken is based on a movement in the case of a wu martial action 18:32:15 for a melee attack it wouldn't be 18:32:37 so I assume you.time_taken under a wu matrial attack is coming from movement, hence his comment in the number_of_attacks() function 18:33:01 it is all pretty confusing 18:33:16 if my Phantasmal Warrior slaps a high MR enemy, will I be able to hit them with hexes; does the af work on mons? 18:34:19 @??phantasmal warrior 18:34:20 phantasmal warrior (09W) | Spd: 10 | HD: 9 | HP: 40-58 | AC/EV: 12/10 | Dam: 3912(vuln) | 07undead, 10doors, fighter, evil, see invisible, fly, unbreathing | Res: 06magic(80), 02cold, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm, 04napalm | Vul: 08holy | XP: 638 | Sp: blink close [06!sil] | Sz: Medium | Int: human. 18:34:31 yes 18:34:55 I think I'm still missing something, because player_movement_speed is different than player_speed 18:35:54 yeah, player_speed is just the overal action speed, isn't it? 18:36:18 yeah, used as a multiplier for attacking 18:36:39 but you.time_taken is literally the final aut that the player action takes, regardless of how what kind of action 18:37:04 and player::attack_delay() is using you.time_taken as its multiplier 18:37:05 player_speed doesn't factor into you.time_taken for movement 18:37:29 only for attacking -- but to calculate the attack speed you need it from somewhere 18:37:31 nikheizen: you'll get a message the first time the phantasmal applies that vuln attack ("magical defenses are stripped away"...) 18:38:09 oh that's wrong 18:38:49 the other reason why I'm pretty certain that what this is doing is incorrect is that this morning I was just testing it out by seeing what 10 whirlwinds looked like at various movement speeds / attack delays 18:39:36 subsequent attacks will stack the MR vuln, but you don't get further messages, it seems 18:40:13 i see 18:44:23 ugh now I'm doing algebra on paper 18:47:52 I may well have done this wrong but I think that what's there doesn't succesfully reverse it, it ends up with player_speed in the wrong place 18:48:47 -!- Fixer_ is now known as Fixer 19:01:48 advil: at least you didn't have to do calculus! 19:02:09 heh 19:03:34 New branch created: pull/527 (1 commit) 13https://github.com/crawl/crawl/pull/527 19:03:34 03argonaut02 07https://github.com/crawl/crawl/pull/527 * 0.20-a0-1061-g7c0fef4: (Re)Add the Reaver background. Reavers are focused on magical offense and physical defense and start with a buckler and a new book - the book of Brimstone. The spell set is loosely based on the Fire/Earth reaver from the wiki. The extra starting strength should allow them an easier transition to heavier armour than a conjurer or earth elementalist and the buckler is unique to the casting backgrounds. 10(8 minutes ago, 9 files, 42+ 10-) 13https://github.com/crawl/crawl/commit/7c0fef4e3cc9 19:04:34 the day I'm forced to um 19:12:27 um 19:36:07 03advil02 07* 0.20-a0-1062-g7b787ac: Calculate the number of WJC movement attacks correctly (ZChris13) 10(28 minutes ago, 2 files, 18+ 10-) 13https://github.com/crawl/crawl/commit/7b787acd9b73 19:45:31 that looks like a fun background 19:46:03 harness the insane power of magma bolt 19:48:20 !lg * 19:48:39 7177930. EminenceFront the Chopper (L6 FoMo), blasted by Dowan (puff of frost) on D:4 on 2017-04-26 23:48:04, with 249 points after 4045 turns and 0:14:34. 19:48:41 it seems a bit redundant from playing FE and choosing str on level up 19:55:07 &versions 19:55:24 CAO: 0.20-a0-1059-gb0a1de4, CBRO: 0.20-a0-1058-g0491fde, CDO: 0.20-a0-1058-g0491fde, CJR: 0.20-a0-1061-gbbf974c, CPO: 0.20-a0-1061-gbbf974c, CUE: 0.20-a0-1061-gbbf974c, CWZ: 0.20-a0-1000-g0e8f6bb, CXC: 0.20-a0-1058-g0491fde, LLD: 0.20-a0-1021-gcba205c317 20:09:23 Unstable branch on crawl.jorgrun.rocks updated to: 0.20-a0-1062-g7b787ac (34) 20:38:07 -!- widmowy_jack is now known as wijack 21:31:35 AlexThePrettyGood (L7 FeMo) (D (Sprint)) 21:32:36 !crashlog AlexThePrettyGood sprint 21:32:38 1. AlexThePrettyGood, XL7 FeMo, T:546 (milestone): http://crawl.akrasiac.org/rawdata/AlexThePrettyGood/crash-AlexThePrettyGood-20170427-013133.txt 21:37:01 -!- amalloy_ is now known as amalloy 22:25:53 -!- Enthusiasm_ is now known as Enthusiasm 22:34:25 -!- amalloy is now known as amalloy_ 22:38:20 -!- yesno__ is now known as yesno