00:18:24 FR combine leech and bloodbane into one item 00:18:36 makes both of them more interesting imo 02:05:26 ??leech 02:05:27 leech[1/1]: The +8 demon blade "Leech" {vamp, rN+ AC-3 EV-3}. Has a guaranteed on-hit vampiric effect! 02:05:29 ??bloodbane 02:05:29 bloodbane[1/1]: Unrandart +8 vorpal demon blade that lets you berserk, makes you angry, and makes you less stealthy. The berserkitis triggers on 9% of attacks. 02:06:20 the +16 vampal demon blade "Leechbane" 02:23:40 the thing is that leech is really really good 02:23:44 because it's better vamp 02:28:47 ??vampiric 02:28:47 vampiric[1/1]: On 60% of non-zero damage hits to natural holiness, not-summoned (includes trj spawns/god wrath/etc) targets without rN, heal 1d(damage) HP. Good gods hate it. You must be full to wield a vampiric weapon unless you are undead, and doing so will reduce your satiation. 02:30:11 The sentence "Good gods hate it." always makes me think of those clickbait ads. 02:30:54 I'm surprised that the % for regular vamp is as high as 60%. 03:11:43 Unstable branch on crawl.beRotato.org updated to: 0.21-a0-338-g36cf2fc (34) 03:31:27 -!- amalloy is now known as amalloy_ 03:33:31 -!- amalloy_ is now known as amalloy 05:30:14 -!- amalloy is now known as amalloy_ 12:18:00 -!- amalloy_ is now known as amalloy 13:04:03 Unstable branch on crawl.akrasiac.org updated to: 0.21-a0-338-g36cf2fc (34) 15:14:10 Parsimony (L17 GnWn) ASSERT((int)Buffer.size() == expanded_keys_left) in 'macro.cc' at line 544 failed. (Snake:3) 15:24:52 !crashlog 15:25:03 17876. Parsimony, XL17 GnWn, T:35444 (milestone): http://crawl.berotato.org/crawl/morgue/Parsimony/crash-Parsimony-20171003-191402.txt 15:30:19 seems less likely to be gn related than the old macro bug 15:32:34 !source _register_expanded_keys 15:32:35 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/macro.cc#L404 15:35:12 !source prompt_for_quantity 15:35:12 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/prompt.cc#L280 15:48:33 well, beats me 16:20:34 it could be related somehow to changes that I made to text input 16:20:52 I can't replicate it yet though, so it's not something simple like that prompt is broken 16:21:32 although ugh testing reveals that I broke ctrl-u 16:21:36 on console 16:24:05 <|amethyst> And webtiles text entry always sends ctrl-u to erase what might have been there before 16:24:05 |amethyst: You have 1 message. Use !messages to read it. 16:24:40 yeah, but I'm pretty sure that works? 16:24:45 <|amethyst> !learn edit regretindex[1] s|.*|https://crawl.develz.org/wiki/doku.php?id=user:regret-index| 16:24:45 regretindex[1/1]: https://crawl.develz.org/wiki/doku.php?id=user:regret-index 16:24:56 <|amethyst> !lm Parsimony crash x=tiles 16:24:57 1. [2017-10-03 19:14:02] [tiles=true] Parsimony the Frost Mage (L17 GnWn of Cheibriados) ASSERT((int)Buffer.size() == expanded keys left) in 'macro.cc' at line 544 failed on turn 35444. (Snake:3) 16:25:07 (ctrl-u works correctly on the buffer, it just doesn't print right) 16:25:17 <|amethyst> ah 16:26:50 so it'll be weird when there's a prefill in a message window, but that almost never happens 16:29:37 I did console first, so I must have broken this with some cleanup later and never went back and tested 17:27:51 "buffer[length = rest] = 0;;" is some borderline @crawlcode there 17:30:50 i'm not thrilled about the assignment-as-subexpression, but there are times when it is idiomatic C. the ;; is what really gets me 17:33:53 it tells a story 17:35:02 haha 17:35:09 why is it double semicolon? 17:35:29 I think it's just sloppiness, afaik that has no impact 17:35:43 <|amethyst> Let's see what git blame says 17:35:49 it's just a line that made me have to check the C standard twice in one line 17:35:51 guess 17:36:12 hopefully whoever wrote that didn't think bourne shell got its ;; from C... 17:36:21 <|amethyst> kilobyte, hm 17:36:30 <|amethyst> looks like bad copy-paste maybe? 17:36:41 <|amethyst> since that same line occurs elsewhere with just one simicolon 17:36:59 yeah, I'm guessing it was just fast typing 17:41:27 i think you can construct a series of weird if/else clauses with dangling elses, such that if you wrapped those around the line in question the ;; would have an impact 17:42:00 <|amethyst> wouldn't have to be weird at all 17:42:18 <|amethyst> an if-else with this line (without {}) as the if body would do it 17:42:25 <|amethyst> if (foo) 17:42:28 <|amethyst> bar;; 17:42:29 <|amethyst> else 17:42:31 <|amethyst> baz; 17:42:41 |amethyst: i was having trouble constructing one where the ;; doesn't turn the `else` into a syntax error 17:42:52 <|amethyst> amalloy: oh, I see 17:43:09 <|amethyst> amalloy: you meant "impact" in the "underhanded C contest" sense :) 17:43:37 yes, kb would never sabotage the codebase by making it fail to compile! he would just heroically insert an extra ;; to keep someone from using if/else wrong 17:44:22 heh 17:44:34 man, as usual double wide characters mess things up for everyone 17:44:58 wide as in two bytes, or display size? 17:45:01 maybe I'll ignore them, the verison that I broke ignored them 17:45:04 display size 17:45:18 really kill to begin needs to calculate the strwidth of the thing it's killing 17:45:35 it's just not very elegant to do 17:45:47 <|amethyst> did it? I remember working on a lot of code to make double-width characters work better, but I might not have handled ctrl-u 17:45:56 <|amethyst> ah, I think it was backspace that I was handling, not ctrl-u 17:46:37 btw I sort of broke those again in the name of making the code cleaner, some of the linewrapping interaction with double-wide chars doesn't work any more 17:47:06 you have to work at it to get it those issues to happen though 17:47:25 I'll fix it eventually, I left a note in the code for that one 17:48:03 <|amethyst> confusingly, Unicode calls those "fullwidth" 17:49:18 <|amethyst> and normal single-width characters are "halfwidth" 17:49:25 <|amethyst> though it tends to use those terms only when there are two different versions, and then only for the "non-default" width 17:49:40 <|amethyst> so you might have halfwidth kana, or fullwidth latin characters 17:51:27 <|amethyst> what's really annoying is that there's not really a good way, particularly in terminal mode, to tell which width a character has 17:51:53 <|amethyst> since wcwidth() is a property of the locale 17:52:02 <|amethyst> but your font might not agree with the locale 17:52:27 <|amethyst> this is sometimes an issue for people using clubs/spades as their trees, and intersect for their arches 17:52:50 <|amethyst> those are single-width according to the GNU foo.UTF-8 locales 17:53:03 <|amethyst> (or you wouldn't be able to use them at all as glyphs) 17:53:23 I'm definitely glad someone worked out the basics of this before I was working with the line_reader code :) 17:53:24 <|amethyst> but in some fonts they are double-width 17:54:15 <|amethyst> advil: btw, next you're going to implement position-anywhere multi-line text boxes, right? 17:54:31 <|amethyst> that sounds "fun" 17:54:40 in console? 17:54:51 <|amethyst> yeah, obviously in webtiles it's trivial 17:55:06 <|amethyst> "obviously"..."trivial" 17:55:40 heh I think it's pretty doable, do we need them for something? 17:56:15 it would be fun in a painful sort of way 17:56:31 <|amethyst> advil: in-game option editing maybe 17:56:41 yeah, reasonable 17:56:55 <|amethyst> of course all this should be usable in a scrollable menu 17:57:15 of course 17:57:24 can our menus currently scroll? 17:57:35 there's so many different kinds, I sort of lose track 17:58:08 fsvo 17:58:08 actually re webtiles, I haven't yet done position-anywhere textboxes 17:58:09 <|amethyst> advil: in formatted_scroller, which is a kind of menu 17:58:11 <|amethyst> "menu" 17:58:34 <|amethyst> this is used for the scrollable help pages for example 17:58:42 I was losing steam and wanted to get something "done"...but I'd still like to do webtiles position-anywhere menus also 17:58:43 ah ok 17:59:11 er, webtiles position-anywhere textboxes 17:59:11 <|amethyst> rewriting Menu from scratch sounds like a worthy challenge too 17:59:27 heh 17:59:28 <|amethyst> maybe I should add that as an Implementable, and tag it "simple" in the hopes of tricking somebody into working on it 18:00:07 <|amethyst> rewriting it might not actually be so bad: re*designing* it is the real problem 18:00:22 oh 18:00:40 yeah, the design is a little hard to figure out sometimes 18:00:48 MarvinPA_: |amethyst: advil: amalloy: https://github.com/crawl/crawl/wiki/0.21-Development-and-Release-Plan#player-ghosts 18:01:04 lasty isn't here, but a bunch of ideas there are his 18:01:23 I cobbled together a description of the major ideas I've heard for ghost reform 18:01:44 since it may not be too much of a project and there may be multiple people willing to work on it 18:02:02 thanks for the writeup 18:02:10 np, feel free to edit if you see mistakes 18:02:26 <|amethyst> gammafunk: I think option 1, normalizing ghosts, would also need something done with spells 18:02:48 |amethyst: I could certainly see this, but depending on how it's done, it could be tricky 18:02:53 how do you decide what are appropriate spells 18:03:06 spells are one of the main think that make hostile player ghosts interesting 18:03:15 for those that believe hostile player ghosts are interesting at all, that is 18:03:17 |amethyst: thinking about it, I don't think I yet know what a gui library for dcss ought to be like. the console/local tiles/webtiles split is a big problem for sanity 18:03:17 Unstable branch on underhound.eu updated to: 0.21-a0-338-g36cf2fc (34) 18:04:00 if hostile player ghosts that you fight are to remain a thing, to some extent they have to remain suitably distinct from other monsters you encounter on the level 18:04:27 so you don't want to be too agressive with culling spells, although certainly you can still do some things for sanity 18:04:34 <|amethyst> gammafunk: right, but I mean removing weapon brands and debuffing defenses/speed seems like it would "trivialize" melee ghosts 18:05:11 potentially if done too much, but the proposals there give a few options 18:05:21 I actually am not sure what Lasty recommended about speed 18:05:34 he said "normalize speed values, possibly to 12" 18:05:42 maybe he meant all ghosts should be speed 12 :o 18:06:09 as far as defenses go, you can have high AC/EV without it being like "eresh levels of evasion and antaeus levels of AC" 18:06:38 since monster don't have AC/EV values that are all that high, but yeah the whole thing is a kind of balancing act 18:06:46 <|amethyst> hm, looking further down the list, I think "Make Ghosts Harmless" should instead be "Remove Ghosts" 18:07:09 <|amethyst> If they do nothing but provide flavour, they don't have much reason to exist, potentially when that does nothing about the worst downsides 18:07:11 as for weapon egos, I think disto and chaos are just a bad things to encounter frequenly 18:07:21 you mean for offensive player names and such? 18:07:24 <|amethyst> yeah 18:07:36 yeah, one thing I didn't put in this list is the possibility of name filters for registration 18:07:52 perhaps it wouldn't be all that difficult to implement in webtiles, but I guess there are existing account names 18:07:56 and maybe it's not a battle worth fighting 18:08:17 but it's notable that things like the lobby listing and irc bots have the exact same problem 18:08:30 those are optional features, of course 18:08:40 <|amethyst> yeah, but I feel like it's worse if they appear "in-game" 18:08:41 |amethyst: oh, one thought I had if we either go with the harmless approach or the vault approach 18:08:53 |amethyst: we could maybe then justify an RC option to disable ghosts? 18:09:21 if we make it so that generation rates don't depend on player deaths 18:09:37 then having players disable ghost creation in their games seems like it's less of a problem 18:09:46 maybe that doesn't even require the harmless/vault approach 18:10:12 <|amethyst> my concern about RC options is whether there are situations where you'd want to change the option in the middle of the game 18:10:22 <|amethyst> if there are, the interface for doing that is really bad 18:10:29 hrm, we could make it an option that only had effect at game start? 18:10:36 <|amethyst> yeah, that would work 18:11:13 <|amethyst> My suggestion: 18:11:15 <|amethyst> remove normal ghosts 18:11:37 <|amethyst> instead, after you get the orb, you have the option to avoid the orb run and instead take stairs to a new realm 18:11:45 <|amethyst> where you fight "ghosts" of winning players 18:12:00 03advil02 07* 0.21-a0-339-ge64e265: Return kill-to-begin to its previous state 10(7 minutes ago, 1 file, 10+ 6-) 13https://github.com/crawl/crawl/commit/e64e265beb41 18:12:10 <|amethyst> in exchange for a bonus to score maybe, or a 16th rune or something 18:12:12 <|amethyst> or maybe just in exchange for not having to orb run 18:12:56 <|amethyst> and we could have some fall-back ghosts if there aren't enough winning players yet, or even to be mixed in with those if there are 18:13:02 that's a pretty radical change to introduce in terms of gameplay impact 18:13:32 <|amethyst> I think the radical part is removing normal ghosts 18:13:36 ghostsprint 18:13:41 it sounds like it's trying to solve a problem with the orb run and ghosts 18:13:42 <|amethyst> the other part only affects "extended" 18:13:57 but forcing people who don't like the orb run to fight ghosts doesn't seem like a good approach 18:14:42 it's an interesting take, but part of the fun of seeing ghosts (for those who find that fun) 18:15:06 is "oh look here's an amalloy ghost. Yeah, chei worshiper, that figures!" 18:15:27 that and getting the "fighting somethign different from the normal branch monster" thing 18:15:34 *something 18:15:41 <|amethyst> I think the former is only fun for people who are heavily involved in the metagame 18:15:54 <|amethyst> 90% of players don't know who amalloy is I bet 18:16:01 well it's not about metagame really; my example has nothing to do with that 18:16:15 maybe we should make them choose between food and ghosts at game start 18:16:16 it's just "hey here's a player I recognize, now I fight them!" 18:16:20 haha 18:17:23 |amethyst: it sounds like you're mostly in the 'remove ghosts' camp, which is fine, but I don't think your proposal will really make anyone on the various sides very happy 18:17:24 <|amethyst> I'm not exactly in the remove ghosts camp, but 18:17:38 I might be wrong I guess, it's almost the sort of thing we'd have to survey to know for sure 18:17:46 <|amethyst> the more I think about, the more I find it hard to justify their existence from a balance and game-design perspective 18:18:19 <|amethyst> since we have for some time been moving away from "flavour" being a reason to keep something in the game 18:18:50 no it's not a balance thing at all I feel; I think it's mostly a 'social' feature, although some ghosts fights are alright when the ghosts aren't too extreme 18:18:51 <|amethyst> gammafunk: my suggestion was based on an old suggestion of mine for post-orb, but there you fought devs instead of ghosts 18:19:20 at least I've heard a bunch of people express sentiments like what I've expressed: "ghosts are not too bad to fight when they don't have insane properties" 18:19:25 yeah, but that was a sprint idea! 18:19:29 <|amethyst> if it's not a balance thing, why would the first option be to change balance features of the ghost to make them less like the player 18:19:38 at least the version that grunt and I talked about was, your idea wasn't for sprint I guess 18:19:42 <|amethyst> e.g. making spriggan ghosts not faster than naga ghosts 18:19:52 <|amethyst> that seems like a purely balance concern 18:21:15 <|amethyst> harmless ghosts keep the social part, but they're not really interesting in-game after you've heard all the possible messages a few time 18:21:28 ghosts having a cap on speed I don't think is any major balance concern 18:21:42 <|amethyst> Why do it, then? 18:21:44 it's more of a "how annoying is this monster to fight given that it has a lot of HP, good EV" etc 18:21:45 most of the time I think it's more that fast ghosts are super annoying 18:21:49 ye 18:21:50 s 18:21:55 <|amethyst> ah, annoyance rather than difficulty 18:21:58 though annoying can be dangerous (if they have bad spells or disto) 18:22:16 yeah, annoying vs difficult can be a bit of a grey area, but for a monster you can ultimately kill with stairs 18:22:36 esp if we did things like move the min. ghost depth to e.g. 10 18:22:50 I like the xp banding ideas for depth, I'm not sure why we don't do that really 18:22:54 btw I think I mentioned this to gf already but I found this description of the Demon ghost system very interesting: https://crawl.develz.org/tavern/viewtopic.php?p=320976#p320977 18:23:50 assuming that link worked 18:24:11 yeah it worked 18:24:28 some of it is like your vault/grave proposal (which I guess was inspired by this) 18:24:32 yeah 18:24:38 normalizing for player level is maybe interesting, but possibly hard to do 18:24:56 <|amethyst> Hm 18:24:59 I feel like that's maybe not too much of a concern though 18:25:02 well, if we only spawn ghosts +-3xl or something 18:25:05 if you release ghost from a grave 18:25:14 <|amethyst> if you're going to normalise for something I'd normalise for dungeon level rather than player level 18:25:15 you can just leave the ghost if it's e.g. xl20 firestormer 18:25:21 yeah, the grave idea means we could actually make dangerous stuff 18:25:24 and come back to fight it if you care to 18:25:28 |amethyst: one of the balance complaints is orbrun ghosts 18:25:40 I don't know how frequent or real that is, but that's a thing people say at least 18:25:47 also portal ghosts 18:25:50 losing the orbrun to a bad ghost? 18:26:02 <|amethyst> advil: right, and an orbrun D:3 ghost would be balanced down to be comparable to normal D:3 ghosts 18:26:02 ghosts from an orbsplat I think 18:26:04 I've not heard that one, seems like it would be ...not common 18:26:07 oh 18:26:08 haha 18:26:12 yeah, ok, that makes sense 18:26:41 <|amethyst> balancing on player level means you're encouraged to dive so that the level gets generated while you're still at low XL 18:26:56 <|amethyst> (of course, we have things to discourage that) 18:26:59 hrm, yeah maybe so 18:27:06 well, right 18:27:13 I guess it depends a bit on what the final ghost system looks like 18:27:24 if it's a little vault with an item in it, you get a ghost guarding that with a lower XL 18:27:32 I'm not opposed to people diving more actually! 18:27:32 but that also seems like not actually a real strat 18:27:35 sure 18:27:50 like how do you know you'll get the ghost vault thing 18:27:56 for the ghost vault, I agree that we wouldn't need to do any banding like thi 18:27:56 and yeah the level is very dangerous for you now and you don't know what the reward will be etc 18:27:57 s 18:28:02 <|amethyst> I mean, currently we frown upon making level or item gen depend on the player 18:28:13 |amethyst: well the item would not depend on the player 18:28:23 the item I was thinking of was just like "one star_item" or w/e 18:28:26 <|amethyst> e.g. "hard" vs "easy" versions of vaults depend on the depth, not on the player's XL 18:28:32 the loot pile could depend on the vault depth 18:28:41 but yeah if you use XL of player, potentially the generated ghost is easier 18:28:47 also with ghost vaults, we might remove the stair movement restriction 18:28:55 yeah advil 18:29:00 how do you define "depend on the dungeon level" btw? 18:29:09 in terms of a player ghost 18:29:18 the ghost had to have entered the level for the first time? 18:29:24 even that wouldn't quite do it 18:29:31 they might have been shafted and never revisited 18:29:37 <|amethyst> gammafunk: e.g. you could set the HD to (absdepth) rather than setting it to (player's XL) 18:29:47 true 18:29:51 I guess that might be enough 18:29:57 lower melee accuracy and spell damage 18:30:08 <|amethyst> you'd need other tweaks probably to the spell list 18:30:08 maybe the ghost monster could depend a bit better on HD for damage or something, not sure 18:30:14 yeah 18:30:44 well it's clear that if we do want to keep fighting hostile ghosts a thing it's not completely trivial even if we agree what we want to some degree 18:31:21 <|amethyst> to clarify: I don't mind tuning or not tuning ghost power in some way 18:31:41 <|amethyst> what I care about is that, if we do tune it, it should be based on depth rather than on the current (living) player's XL 18:31:51 <|amethyst> since we try hard to avoid caring about the latter everywhere else 18:31:57 sure, that seems fine to me 18:32:34 mikee's ghost ally idea is kind of cute but I'm not sure it's workable 18:33:03 however like |amethyst's crazy orb idea it was creative 18:33:11 obv all these ideas that don't make it should all go into next april 1st 18:33:44 advil was like "hey why don't we put them in a vault" and I was like "omg! a vault! best idea ever!" 18:34:04 :) 18:34:31 |amethyst: is that r-i writeup something that just happened? 18:36:48 I recall there being a different r-i "rant" page in the past, so it seems like it got edited 18:38:17 ah 18:38:19 my doku dev team profile 18:38:21 Did not implement jump-attack, did implement Asterion, Lehudib wizlab, other vaults. 18:39:03 I'm not sure if we want to try to move most of that content to the github wiki 18:39:14 it's nice to be able to make pages in markdown and I think the UI is probably better overall 18:39:30 no timeouts when editing a page is nice, for one 18:39:43 yeah, I think it's better to just port things as needed for the main things you'd use a wiki for 18:40:31 I also sort of wondered if the github project thing was worth using? I should look more into what it can do 18:42:09 I guess it's another way to do release plans / checklists? 18:42:13 I haven't looked at it before 18:42:17 seems to be trello-ish 18:42:50 for actual editing/commenting it might be a bit better than using a wiki page, I'll have to see 19:07:28 github projects is similar to trello and similar to gitlab issue board 19:07:39 I've used the two latter ones a fair amount 19:08:07 GH projects are new to me though but it looks a bit more flexible than GL issue boards 19:08:20 less tightly integrated with issues and milestone 19:08:21 s 19:08:43 and the ability to have several separate project views 19:08:49 which does seem useful 19:09:20 Unstable branch on crawl.jorgrun.rocks updated to: 0.21-a0-339-ge64e265 (34) 19:11:58 -!- amalloy is now known as amalloy_ 20:14:08 !crashlog 20:14:11 17881. gjx2, XL25 MiFi, T:45493 (milestone): https://webzook.net/soup/morgue/trunk/gjx2/crash-gjx2-20171003-200001.txt 20:14:42 !crashlog Parsimony 20:14:43 1. Parsimony, XL17 GnWn, T:35444 (milestone): http://crawl.berotato.org/crawl/morgue/Parsimony/crash-Parsimony-20171003-191402.txt 20:17:31 macro_buf_add is a really bad way to do what that function is doing 20:17:57 it's fairly broken in webtiles actually 20:21:24 I guess that crash might happen if you have a macro that does ; 20:21:31 + some other stuff 21:03:27 03advil02 07* 0.21-a0-340-g325bad4: Fix prompt_for_quantity on webtiles 10(4 minutes ago, 4 files, 15+ 9-) 13https://github.com/crawl/crawl/commit/325bad4d08f3 21:06:53 that commit will eliminate that crash since the code path isn't there, but I'm still not entirely sure what caused the crash 21:35:23 I think traps/stabbing are still being set to TRAINING_ENABLED 21:35:41 ah 21:35:45 that would be a problem 21:35:56 I didn't look carefully at the other fixes done wrt training 21:36:15 also in the save transfer code it does it unconditionally 21:36:34 but I figured maybe the morgue skill dump code did some other kind of listing 21:37:02 it's something I can look into tomorrow maybe but of course if you see a fix advil, please feel free to do so 21:37:03 it just checks you.train 21:37:10 I think it's a quick fix 21:37:21 do you know if sacrificed skills need to be set to TRAINING_ENABLED for gnolls? 21:38:03 I don't see how; you.train is translated into values for you.training for the actual xp distribution 21:38:19 actually, is can_train accurate for gnolls? 21:38:44 I think can_train is uncoditionally 1 or unconditionally 0? 21:39:01 !source init_train 21:39:02 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/skills.cc#L599 21:39:03 so I guess it wouldn't be; I'd really have to go back and look at the code 21:39:10 the issue is that the else clause there triggers 21:39:31 and then everything is set to TRAINING_ENABLED unconditionally 21:39:45 yeah, I think can_train is always 0 for gnolls 21:39:50 for all skills 21:40:09 ah ok 21:40:25 yeah, there should probably be a check for the skill being "usable" or however that is called 21:40:52 I guess for autotraining there's an additional check done somewhere in the calculation for you.training? 21:41:04 yeah, must be 21:41:04 since it seems that this would be a problem for non-gnolls with autotraining on 21:41:40 hrm, that is a bit odd, since I believe you.train is directly used for skilling menus 21:41:47 for the enable/focus hotkeys 21:42:06 I must have hated this code a lot, I've already forgotten how most of it works :( 21:42:15 maybe I just only barely understood it enough in the first place 21:43:02 the skill menu also checks is_useless_skill I think 21:43:23 yeah, this stuff is all a mess 21:51:24 !lg * won ru -log 21:51:25 1593. GordonOverkill, XL27 MiAM, T:70919: https://underhound.eu:81/crawl/morgue/GordonOverkill/morgue-GordonOverkill-20171003-105759.txt 21:58:13 %git fc3775ba1767baeebefa2986fbf026009fc02cde 21:58:13 07elliptic02 * 0.21-a0-324-gfc3775b: Don't train Stabbing and Traps on gnolls. 10(3 days ago, 1 file, 5+ 2-) 13https://github.com/crawl/crawl/commit/fc3775ba1767 22:00:31 right, that's all that fix was; that was actually causing XP to go into stabbing/traps 22:00:41 and it would still show as 0.0 because of the -99 apt 22:00:53 03advil02 07* 0.21-a0-341-g5efb6f4: Actually disable traps+stabbing for gnolls 10(6 minutes ago, 1 file, 10+ 2-) 13https://github.com/crawl/crawl/commit/5efb6f4854c2 22:01:16 yeah, I don't think the actual training is going wrong, elliptic's commit fixed that 22:01:51 hm I hope that doesn't mess up the percentage calculation 22:06:02 ugh I think it did 22:06:29 we were so busy complaining about monster AI code and beam.cc 22:06:38 ...we never noticed skills.cc until it was too late... 22:09:22 Unstable branch on crawl.jorgrun.rocks updated to: 0.21-a0-340-g325bad4 (34) 22:11:35 thpugh I had to hit every possible sac to move it to 4% 23:03:18 %git 246b9df9e082f87749dadd949d56ae20c9522895 23:03:18 07elliptic02 * 0.21-a0-325-g246b9df: More gnoll skill code tweaks. 10(3 days ago, 1 file, 60+ 10-) 13https://github.com/crawl/crawl/commit/246b9df9e082 23:04:03 oh heh he didn't update the display of percentages I guess 23:04:09 no wonder I'm so confused 23:07:10 -!- n| is now known as crawl-oldfogy 23:07:30 -!- crawl-oldfogy is now known as n1 23:09:29 Unstable branch on crawl.jorgrun.rocks updated to: 0.21-a0-341-g5efb6f4 (34) 23:15:20 -!- ProzacElf is now known as fool 23:15:21 advil: oh, display of percentages meaning 4% for each skill or whatever? yeah, I didn't think about that at all (probably because it isn't very useful) 23:15:37 -!- fool is now known as heirophant 23:15:50 yeah, I was just using it to see if I got things right 23:16:08 -!- heirophant is now known as n| 23:16:19 -!- n| is now known as Guest22912 23:16:22 you have to sac I think that 6 skills before it actually changes 23:16:25 thanks for looking into the issues with those skills still showing up in morgues 23:16:41 changes on the m screen that is 23:16:42 np 23:16:46 -!- Guest22912 is now known as Prozacelf 23:17:23 I understand how the actual training code works now but the rest of skills.cc is still opaque to me 23:17:34 -!- Prozacelf is now known as ProzacElf 23:25:45 it's impressively convoluted 23:43:42 03advil02 07* 0.21-a0-342-g97c3cd8: checkwhite 10(5 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/97c3cd8f437b 23:43:42 03advil02 07* 0.21-a0-343-gb326f1e: Disable traps & stabbing in a slightly different way 10(4 minutes ago, 2 files, 43+ 19-) 13https://github.com/crawl/crawl/commit/b326f1e70d45 23:52:33 03advil02 07* 0.21-a0-344-g2144152: Actually save a header file 10(54 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/214415253db3