00:10:34 !source is_useless_item 00:10:35 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/item-name.cc#L3398 00:25:26 where's the code that chooses a spells' default target 00:35:51 uh 00:36:03 probably in directn.cc 00:37:43 !source direction_chooser::find_default_target_monster 00:37:44 Can't find direction_chooser::find_default_target_monster. 00:37:52 !source direction_chooser::find_default_monster_target 00:37:52 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/directn.cc#L941 00:37:58 alexjurkiewicz: I'd start there 00:38:34 this issue is that the targeter looks for monsters the targeter can effect 00:38:51 which confused monsters can still be confused 00:39:17 since confusion is duration-based and the player is allowed to re-confused monsters 00:41:03 it's a little dicey, changing this 00:41:11 there's a check in bolt::ignores_monster() 00:41:14 that you could modify 00:41:44 but it would be a hack to have a specifial case for one hex, this would have to be something sort of general in some way 00:57:18 -!- Telnaior_ is now known as Telnaior 01:13:51 damn. i was hoping there was standalone logic to find the initial target 01:13:59 and I could just prefer nonconfused monsters 01:15:47 it's not really set up for a lot of straightforward specialization 01:16:03 alexjurkiewicz: you might be able to make a confusion targetter to help with that though 01:16:06 I'd have to look more into it 01:16:26 or maybe more accurately a hex targetter 01:21:38 bolt::ignores_monster might be the right place 01:21:44 but i'm not sure exactly what its function is 01:21:51 does it just ignore monsters in the + target cycling? 01:22:37 nah, it seems to actually affect whether the effect ignores the target 01:24:10 i'm putting this back in the 'too hard' basket 01:24:32 more flexibility for monster targetting for some spells is I think a general wishlist item 01:24:58 it might not actually be too bad to make a nicer hex targeter that would at least default to monsters that don't already have the specific hex 01:25:11 probably subclassing the beam targeter 01:25:35 for hexes and maybe meph 01:26:05 I think apport also needs some better rules, but that would be a another targetter as well 01:26:45 i don't really understand the code around beam 01:27:05 this is not beam.cc code per se 01:27:18 this is the target.cc code that direcnt.cc is based on 01:27:36 neither do I understand target/directn :P 01:28:03 targetter class is ranged things determine what they affect, and the monster finder asks these classes for this info to determine if the monster is a valid target 01:42:10 -!- amalloy_ is now known as amalloy 02:33:40 New branch created: pull/581 (1 commit) 13https://github.com/crawl/crawl/pull/581 02:33:40 03Alex Jurkiewicz02 07https://github.com/crawl/crawl/pull/581 * 0.21-a0-151-g8b75e32: Rework strength damage modifier 10(40 minutes ago, 1 file, 3+ 8-) 13https://github.com/crawl/crawl/commit/8b75e3245f51 02:34:36 hm, i can simplify further 02:34:41 no need to keep the 39 02:38:52 03Alex Jurkiewicz02 07https://github.com/crawl/crawl/pull/581 * 0.21-a0-151-g87a69b5: Rework strength damage modifier 10(46 minutes ago, 1 file, 3+ 9-) 13https://github.com/crawl/crawl/commit/87a69b5413d8 02:48:41 !source item_noise 02:48:41 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/shout.cc#L339 02:54:59 !source noisy 02:55:00 1/2. https://github.com/crawl/crawl/blob/master/crawl-ref/source/shout.cc#L839 02:55:38 is there an item noise rework coming in the future? 02:57:49 i wanted to make elec brand less clearly the best 02:58:16 I was thinking either capping the bonus damage to (some multiple of) base damage, or making it noisy 02:59:07 maybe i should add noise to vanilla in a PR 02:59:07 could also just reduce the bonus damage a few points 02:59:16 so its no longer the best on large-ish weapons 02:59:57 i was trying not to affect how good it is on large weapons, but you're probably right, it's still very competitive there too 03:00:42 well it depends, is the intent to hit elec dagger / elec whip really hard in particular or to reduce the brand strength overall on every weapon 03:02:02 originally, I was thinking to reduce the dominance of elec on dagger/whip in particular. But after this conversation I think I'd like to make it weaker across all weapon classes 03:03:47 well for elec to not be dominant on dagger / whip you'd definitely have to cap the damage, but then it just turns into a weird almost-multiplicative-but-not-quite brand I think 03:04:22 on dagger/whips, I think it's fine for elec to remain the best brand, I just want it to be slightly less the best 03:04:33 Making it noisy will affect pretty much only stabbing which isn't a popular gamestyle already. 03:05:16 hmm, not sure how much you'd have to reduce the dam before it becomes comparable to drain/earlygame venom 03:05:27 what about spellcasters who want a high damage weapon without much skill training early game? 03:05:51 a dagger with a few points of skill gives you 0.8aut swings to apply electrocution 03:06:11 well spellcasters are usually gonna bust it out for popcorn, so they will probably kite stuff further than before or just not melee and press 5 some more 03:06:25 that's fair 03:07:56 l8r 03:26:55 -!- amalloy is now known as amalloy_ 05:03:09 I'm not sure noise on elec works; either it's audible out of los, in which case it's really bad (think mid-piety qazlal), or it's only audible within los, in which case it nerfs the one special case of attacking sleeping monsters in a crowd and otherwise doesn't matter too much 05:05:53 I guess it doesn't have to be as bad as mid-piety qazlal, some high damage attacks are already in the yellow 05:14:00 What if it arced in water and did poor damage to flying monsters?! 11:32:02 -!- Kranix_ is now known as Kranix 12:49:44 -!- amalloy_ is now known as amalloy 12:54:59 gammafunk: imo take our cues from pokemon and make it do extra damage to water *and* flying 12:56:34 incidentally, TIL google search understands about pokemon. i searched for "pokemon electric" and there's a onebox thing listing various properties of electric type pokemon, and a scrollable list of all known electric type pokemon 15:51:56 -!- mikee__ is now known as mikee_ 18:41:57 -!- Kranix_ is now known as Kranix 18:48:27 -!- bhaak_ is now known as bhaak 19:32:21 -!- gammafun1 is now known as gammafunk 20:14:04 -!- checkers is now known as alexjurkiewicz 20:25:13 -!- amalloy is now known as amalloy_ 20:51:14 Big weapons look usable for small species in ice form 13https://crawl.develz.org/mantis/view.php?id=11163 by Yermak 20:58:42 -!- amalloy_ is now known as amalloy 21:08:38 -!- sedition_ is now known as sedition 21:40:12 -!- Menche_ is now known as Menche 22:44:14 hellmonk: there are stats in the PR now (I edited the comment a few times if you are already reading) 22:44:23 oh, cool 22:44:37 will look at it in a sec, trying to add power dependence for dmsl/rmsl atm 22:44:57 all g no rush. happy to get further stats if you dislike the arbitrary parameters I used 23:42:09 alexjurkiewicz: what strength did you use for this fsim data 23:48:27 also the power went out and jacked up my build file, feels extremely bad man 23:50:48 guess I get to define new version numbers 23:53:46 hellmonk: hufi xl1 str 23:53:55 ok 23:53:57 !stats hufi 23:54:29 good point, higher str should make elec relatively worse, as the damage multiplier from str only affects the base damage 23:54:39 yeah, multiplicative brands are going to do more damage at higher str 23:54:43 Starting stats for HuFi: Str 16 Int 8 Dex 12. Stat gain: sid/4 23:54:44 while elec damage stays constant 23:55:08 that's pretty high str tbh. I could run it again at like 10str to simulate book start 23:55:28 btw, I never enjoyed playing mages in vanilla, but I now prefer them to melee in hellcrawl! nice work 23:55:45 ty 23:57:06 -!- GiantOwl is now known as Kalir 23:59:01 I guess you are probably right that elec is still comparatively too good 23:59:24 tbh it might be nice to rework weapon brands altogether but thats a whole 'nother project