Starting quiver capacity is random

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Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Starting quiver capacity is random

#1 Post by Zonk »

It should not be, that does not match with starting equipment being fixed. One time I started with capacity 12, the other with 6, which can make quite a difference...
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

Grazz
Cornac
Posts: 30
Joined: Thu Nov 24, 2011 8:57 pm

Re: Starting quiver capacity is random

#2 Post by Grazz »

Short of adding a bit of code to the birther code to fudge the number of arrows to a set value it's probably easier to have a 'special' starter quiver with a fixed amount of arrows in it and have the birther equip that.

E.g.

Code: Select all

newEntity{ base = "BASE_ARROW",
	name = "starter quiver of elm arrows", short_name = "elm",
	level_range = {1, 10},
	require = { stat = { dex=11 }, },
	cost = 2,
	material_level = 1,
	rarity = 0, -- no dropping
	combat = {
		capacity = 12, -- fixed
		dam = resolvers.rngavg(7,12),
		apr = 5,
		physcrit = 1,
		dammod = {dex=0.7, str=0.5},
	},
}
and then

in the birther resolver for anyone that starts with a bow

Code: Select all

{type="ammo", subtype="arrow", name="starter quiver of elm arrows", autoreq=true, ego_chance=-1000},

Hachem_Muche
Uruivellas
Posts: 744
Joined: Thu Nov 18, 2010 6:42 pm

Re: Starting quiver capacity is random

#3 Post by Hachem_Muche »

I think this also highlights a shortcoming of lower tier ammo: The capacity can be quite restrictive (particularly for arrows). How about increasing the minimum capacity as follows:

Code: Select all

	Arrows		Shot
Tier1	5->8		10->13
Tier2	7->9		12->14
Tier3	9->10		14->15
Tier4	11->11		16->16
Tier5	13->13		18->18
And a patch to accomplish this:

Code: Select all

 game/modules/tome/data/general/objects/bows.lua   | 6 +++---
 game/modules/tome/data/general/objects/slings.lua | 6 +++---
 2 files changed, 6 insertions(+), 6 deletions(-)

diff --git a/game/modules/tome/data/general/objects/bows.lua b/game/modules/tome/data/general/objects/bows.lua
index dc0ef86..626daeb 100644
--- a/game/modules/tome/data/general/objects/bows.lua
+++ b/game/modules/tome/data/general/objects/bows.lua
@@ -127,7 +127,7 @@ newEntity{ base = "BASE_ARROW",
 	cost = 2,
 	material_level = 1,
 	combat = {
-		capacity = resolvers.rngavg(5, 15),
+		capacity = resolvers.rngavg(8, 15),
 		dam = resolvers.rngavg(7,12),
 		apr = 5,
 		physcrit = 1,
@@ -142,7 +142,7 @@ newEntity{ base = "BASE_ARROW",
 	cost = 5,
 	material_level = 2,
 	combat = {
-		capacity = resolvers.rngavg(7, 15),
+		capacity = resolvers.rngavg(9, 15),
 		dam = resolvers.rngavg(15,22),
 		apr = 7,
 		physcrit = 1.5,
@@ -157,7 +157,7 @@ newEntity{ base = "BASE_ARROW",
 	cost = 10,
 	material_level = 3,
 	combat = {
-		capacity = resolvers.rngavg(9, 15),
+		capacity = resolvers.rngavg(10, 15),
 		dam = resolvers.rngavg(28,37),
 		apr = 10,
 		physcrit = 2,
diff --git a/game/modules/tome/data/general/objects/slings.lua b/game/modules/tome/data/general/objects/slings.lua
index d56a027..92630ee 100644
--- a/game/modules/tome/data/general/objects/slings.lua
+++ b/game/modules/tome/data/general/objects/slings.lua
@@ -123,7 +123,7 @@ newEntity{ base = "BASE_SHOT",
 	cost = 2,
 	material_level = 1,
 	combat = {
-		capacity = resolvers.rngavg(10, 25),
+		capacity = resolvers.rngavg(13, 25),
 		dam = resolvers.rngavg(7,12),
 		apr = 1,
 		physcrit = 4,
@@ -138,7 +138,7 @@ newEntity{ base = "BASE_SHOT",
 	cost = 5,
 	material_level = 2,
 	combat = {
-		capacity = resolvers.rngavg(12, 25),
+		capacity = resolvers.rngavg(14, 25),
 		dam = resolvers.rngavg(15,22),
 		apr = 2,
 		physcrit = 4.5,
@@ -153,7 +153,7 @@ newEntity{ base = "BASE_SHOT",
 	cost = 10,
 	material_level = 3,
 	combat = {
-		capacity = resolvers.rngavg(14, 25),
+		capacity = resolvers.rngavg(15, 25),
 		dam = resolvers.rngavg(28,37),
 		apr = 3,
 		physcrit = 5,
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

Waladil
Halfling
Posts: 103
Joined: Tue Jan 10, 2012 10:40 pm

Re: Starting quiver capacity is random

#4 Post by Waladil »

FWIW, not all elements of normal starter gear is fixed: Weapons have variable powers, mindstars might be nature or mind-powered, stuff like that.

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: Starting quiver capacity is random

#5 Post by Zonk »

Waladil wrote:FWIW, not all elements of normal starter gear is fixed: Weapons have variable powers, mindstars might be nature or mind-powered, stuff like that.
Really? I...never noticed that actually.
But yes, as there is nothing in the birther tables that places limits on randomness, other than ego_chance = -1000, I think that's what actually happens.
I don't think it has the same significant effect as quiver capacity though. From 6 to 12 is an huge difference...
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

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