Language: 
To browser these website, it's necessary to store cookies on your computer.
The cookies contain no personal information, they are required for program control.
  the storage of cookies while browsing this website, on Login and Register.

Author Topic:  Thac update  (Read 2913 times)

0 Members and 1 Guest are viewing this topic.

smacky

« Reply #75 on: 06, August 2019, 10:41:04 »
It is possible. Requires a server update to send the info and a ckient update to receive abd display it. Not a huge amount of work but...

smacky

« Reply #76 on: 09, August 2019, 18:46:57 »
Almost done. Just need to describe a couple of macros. I did break down and try on local just so I don't look a total fool if it doesn't work. ;)

It does. I found and fixed another old bug (/create constrained all attrs to -100-100).

Joe

« Reply #77 on: 09, August 2019, 19:11:14 »
Just a note:  /generate caps at 200 which is good because there's really no need to make an item more powerful.  Cheers.
Whoever said "Out of sight, out of mind" never had a spider disappear in their bedroom.

smacky

« Reply #78 on: 11, August 2019, 13:42:56 »
Released to trunk. Hopefully _people_ can updatee mapmaker release.

Can someone try a VC build? ISTR VC had problems with my style of macro so I might need to add a dumbed down version.

myths

« Reply #79 on: 11, August 2019, 16:51:10 »
Hi Smacky,
Most /MM commands do not work for whatever reason so very sadly there is nothing I can do to start the testing. Without sounding stupid what is  VC build? Just for reference once mapmaker gets updated.
At this point I will try to stay in_game as much as I  can and hope RL allows Joe the time to come on and then swap equipment if he has it ready.
Regardless, I am and will begin testing asap - I see the word macro, am I supposed to do something with the macro?
I'm going to fumble the testing....
My retirement approaches...like the Grim Reaper

smacky

« Reply #80 on: 11, August 2019, 17:50:12 »
I'm going to fumble the testing....

hehe Nah.

I'm not entirely sure what may or may not work for MMs rihjyy now (don't tell me -- I'll find out from the code when I rewrite it). But on mapmaker just become a SA.

tHEN USE '/create ITEM thac* [-127-127]'. Where ITTEM is,  ie, cloak, shield, katana, etc. thac* is thac0 or thacm (or both might be interedting). And the range has been discussed a lot.

Examine your item. You get the (fumble/dh) thing. Plus as SA a dump.

Apply it. Do '/dump me' to see your new thac.

Go fightin' to check it works as expected.

Do everything you  can think of to break it. :)

Husavik.

« Reply #81 on: 12, August 2019, 07:54:49 »
Nice, good job, ty for all the work.
I have a good idea of what/how I can test, be sure I'll do if mapmaker is updated. My only possible help in game could be shouting advices ...

Husavik.

« Reply #82 on: 20, August 2019, 10:56:43 »
I just did some quick tests (tks _people_ for mapmaker update  ;)). It mainly works as we intended, but ... I discovered some weird things again.


1) A final thac* 0 for player is not displayed when you "/dump me". Probably not a threat (if thac* is still known to be 0 by the code) but a weird display choice (I can understand it : a stat equal to 0 don't need to be displayed ... it can be discussed !)


2) A threat for SA : beware, when you create an item, thac* stats you put on it is still a non capped sint8 ! If you "/create dress thacm 128", you obtain a "dress thacm -128, never fumble".

Not a problem as long as SA know what they are doing ... but item stats should probably be capped sint16 instead.



3) The biggest surprise/threat I discovered : a weapon has its own secret thac* stat !!
- /dump me  naked :  thacm 5, thac0 85, all is ok.
- /create dagger, examine it :   no thac* is written (normally meaning : they are both 0)
- apply dagger, /dump me : thacm 14, thac0 76  !! Meaning : a dagger has in fact "secret" stats thacm+9 and thac0 -9 !!!
- apply dagger, 4items fumble-30, one item fumble+120, /dump me :  thacm 14, thac0 76 : what we did works, but player recovers his "new default" thacm 14 due to dagger
- worst : /create dagger thacm+120, you obtain a dagger fumble+120 (as expected). Apply dagger and an item fumble-120, /dump me : thacm 14. Conclusion : the +120/-120 works as expected, but the +120 on dagger didn't overwrite the "secret thacm" of dagger.

Edit : or maybe is it the strange thac* feature you did imagine for low levels from 1 to 10 ? (my tester is level 1, I need to learn how to upgrade it ;D)
Yes it seems it is, I now understand your posts on the subject  :-[ Forget my point 3, pfewww :-)

« Last Edit: 20, August 2019, 11:11:50 by Husavik. »

smacky

« Reply #83 on: 20, August 2019, 18:10:11 »
1) A final thac* 0 for player is not displayed when you "/dump me". Probably not a threat (if thac* is still known to be 0 by the code) but a weird display choice (I can understand it : a stat equal to 0 don't need to be displayed ... it can be discussed !)

That's how object dumps work: compare a (player in this case) to b (an empty obj where everything is 0). If any attribute of a is diff from b, print it, if both are the same (so 0), don't.

Quote
2) A threat for SA : beware, when you create an item, thac* stats you put on it is still a non capped sint8 ! If you "/create dress thacm 128", you obtain a "dress thacm -128, never fumble".

Not a problem as long as SA know what they are doing ... but item stats should probably be capped sint16 instead.

That's exactly why /create is SA: it's a really powerful command with very little error checking -- so a major source  of ongoing bugs (and bug floods). So it is really only for people who do know what they're doing.

Which in short is why we now have the ''safer' GM /generate too (although now both commands are flawed...).

Anyway the specific problem you mention is ultimately a problem much deeper in the code.

Quote
Edit : or maybe is it the strange thac* feature you did imagine for low levels from 1 to 10 ? (my tester is level 1, I need to learn how to upgrade it ;D)
Yes it seems it is, I now understand your posts on the subject  :-[ Forget my point 3, pfewww :-)



You got it. I'm happy to remove that again. I think maybe it id confusing and doesn't really add anything.

smacky

« Reply #84 on: 20, August 2019, 18:21:14 »
Iforgot to say

Code: [Select]
~Category~: System

~Syntax~: /setskill
~Description~:
   Gives the usage for setskill, and lists all skill numbers.

~Syntax~: /setskill <who> <skill nr> <level>
~Description~:
   Sets <skill nr> to <level> for <who>.
   If <who> does not have the skill, they learn it.
   If <level> is set to 0, player will loose the skill.

Also '/setskill  <who>' highlights the skills who does have.

smacky

« Reply #85 on: 25, August 2019, 11:36:12 »
So is this it then?

If so, I'll:

1) Remove the thac tweaks for weapon skills < 10. But leave thwm for hth skills (altho currently no hth skills actually use thac but its for future).

2) Leave the similar but opposing tweaks formobs.

3) Interim to main.

smacky

« Reply #86 on: 26, August 2019, 13:04:52 »
Just committed (interim d). Reboot whenever. Well, add those fancy items first.

smacky

« Reply #87 on: 21, October 2019, 19:19:56 »
Errm... So it's been nearly 2 months. Did it work? Did eberyone lose interest? I notice myy client still reports 0.10.8-c so has noone even rebooted, or is something else broken?

Husavik.

« Reply #88 on: 24, October 2019, 18:38:41 »
Omg two months  .... It's pretty my own fault : I became suddenly very busy in RL at bad moment. Moreover, I guess Joe is waiting for my test results, and on my side I was more or less waiting to meet Joe in game sufficiently to discuss a bit, and for some reason we didn't meet more than some minutes during those last 2 months ... :o

That being said, I didn't lose any interest. As far as I could test (I'm not very good in that, eg I got some trouble with setskill command), I seems to me everything is working good, exactly as we expected. I'm ready to discuss with Joe about what we have to do to implement it on priest gear (it's pretty simple now all hard work is done) ;)

_people_

« Reply #89 on: 26, October 2019, 04:11:09 »
Hmm... The server has definitely been rebooted/crashed several times since this thread was last active. But looking at the server, the executable was last built on March 6. The log directory lists the reboot script log as not having been updated since March 3rd. And what's more, build/server/src/include/global.h lists DAI_VERSION_INTERIM as "d".

I've just re-run the START.sh script, we'll see if that fixes the issue. The ol' ON/OFF switch fixes most problems. :)

EDIT: OK, looks like it's being reported as 0.10.8-d now. Please test now as the changes weren't actually made on Main until just now. :)
« Last Edit: 26, October 2019, 04:14:10 by _people_ »
-- _people_ :)

Tags:
 

Related Topics

  Subject / Started by Replies Last post
32 Replies
3062 Views
Last post 13, April 2005, 23:32:50
by Psy
7 Replies
2118 Views
Last post 09, August 2007, 21:00:55
by Daryk
16 Replies
2485 Views
Last post 16, December 2008, 03:11:29
by Ellwoodblues
46 Replies
16386 Views
Last post 02, September 2008, 14:03:50
by zaurbock
2 Replies
1124 Views
Last post 25, September 2010, 23:26:55
by FLANDRY