Dumb questions thread

Have a really dumb question? Ask it here to get help from the experts (or those with too much time on their hands)

Moderator: Moderator

Locked
Message
Author
TopHat
Posts: 2
Joined: Wed Jan 30, 2013 5:22 pm

Re: Dumb questions thread

#781 Post by TopHat »

Even an OoD cap of 15-20 levels above the player doesn't seem that fair - I mean, this Pyromancer was 21 levels above me so only barely outside that range. Maybe the magic-orientated classes could cope with that, but to be entirely honest, if my lv14 Bulwark could beat a lv25 magic user with ranged capabilities, I would be chuffed as anything, and that's only 11 levels above.

Velorien
Archmage
Posts: 360
Joined: Thu Jan 12, 2012 9:09 pm

Re: Dumb questions thread

#782 Post by Velorien »

Playing Doomed, I've noticed that as my Hate goes down during auto-explore, it eventually stabilises somewhere between 10 and 50 - but the number is never the same twice. It doesn't seem to be based on my Willpower or my sustains. What determines it?

Edit: Also, looking at the tooltip for my shadows' Blindside talent (level 5), it reads "With blinding speed you suddenly appear next to a target up to 10 spaces away and attack for 2% damage." Is the tooltip wrong, is the skill bugged, or is the really feeble damage deliberate?

phantomglider
Archmage
Posts: 372
Joined: Fri Jan 20, 2012 12:13 am

Re: Dumb questions thread

#783 Post by phantomglider »

Every time you take damage or gain hate (or probably a couple of other trigger conditions), the game sets your current hate as the "baseline". Your hate gradually degrades to half of the baseline but does not decrease further.

The tooltip is wrong, I'm pretty sure. Shadow blindsides deal decent damage.
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.

wobbly
Archmage
Posts: 400
Joined: Tue Jul 03, 2012 8:35 am

Re: Dumb questions thread

#784 Post by wobbly »

Hey was just wondering if anyone knows a quick & easy trick for converting the range/radius (measured as a circle) into squares on the grid.

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: Dumb questions thread

#785 Post by lukep »

You mean figuring out how far away something is at an angle? I believe that you make a triangle between the two points, and add together the length of the longer side + 1/2 the length of the shorter side (rounded down). http://doom.chaosforge.org/wiki/Distance has a decent explanation (and a picture).
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

tiger_eye
Perspiring Physicist
Posts: 889
Joined: Thu Feb 17, 2011 5:20 am

Re: Dumb questions thread

#786 Post by tiger_eye »

wobbly, can you be a bit more specific in regards to what you are looking for? T-Engine has a lot of utility functions (and options) to help with this, but I'm not sure what it is you want.

*edit*

Perhaps the function "core.fov.circle_grids(x, y, radius, block)" is what you want.

This returns the grids that make up the circle centered at "x" and "y" with radius "radius".

If "block" if false, nil, or omitted, then it will return a complete circle regardless of terrain.

If "block" is true, then it will return a circle similar to FoV--it will be blocked by terrain that blocks movement.

If "block" is a function, it will be called to determine of the given terrain is blocked or not.
darkgod wrote:OMFG tiger eye you are my hero!

wobbly
Archmage
Posts: 400
Joined: Tue Jul 03, 2012 8:35 am

Re: Dumb questions thread

#787 Post by wobbly »

An example: Illuminate has a radius of 9. If my target is directly vertical or horizontal it's easy to see if I'll hit (it's 9 squares away). If it's on an angle it's trickier to count. Even just a picture of what square's on a grid a 9 radius actually hits would probably do the job.

tiger_eye
Perspiring Physicist
Posts: 889
Joined: Thu Feb 17, 2011 5:20 am

Re: Dumb questions thread

#788 Post by tiger_eye »

Ah, k. I have some code at home that i can use to whip up ascii images of fov distance for various FoV shapes. I guess I could post the results on the wiki.

It may be worth thinking about whether it's possible or reasonable to show the AoE of non-targeted talents such as Illuminate.

*edit*

The integer distance in ToME is given by: floor(sqrt(dx^2 + dy^2) + 0.5)
darkgod wrote:OMFG tiger eye you are my hero!

Scytherian
Posts: 2
Joined: Thu Jan 31, 2013 10:05 pm

Re: Dumb questions thread

#789 Post by Scytherian »

Really dumb question. How do I use the portal to the east?

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: Dumb questions thread

#790 Post by lukep »

stand on it, then "use" the orb of many ways that you picked up from the boss's corpse.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

Scytherian
Posts: 2
Joined: Thu Jan 31, 2013 10:05 pm

Re: Dumb questions thread

#791 Post by Scytherian »

Thanks, I noticed that a little bit after I posted that post.

Omega Blue
Thalore
Posts: 190
Joined: Sun Oct 31, 2010 2:50 pm

Re: Dumb questions thread

#792 Post by Omega Blue »

How does luck work? And should I put a ring on that does nothing but increase luck?

Dacke
Cornac
Posts: 35
Joined: Sun Feb 03, 2013 11:31 pm

Re: Dumb questions thread

#793 Post by Dacke »

From the wiki: http://te4.org/wiki/stats-luck
http://te4.org/wiki/stats-luck wrote: Luck gives small bonuses to many combat attributes.

Gains per point:
Accuracy: .40
Defense: .40
Critical hit chance: .30
Physical save: .175
Mental save: .175
Spell save: .175

In addition, each point gives 0.2% chance to not break stealth (same as Unseen Actions), and 0.2% chance to avoid your own AoE effects (similar to Spellcraft).

stinkstink
Spiderkin
Posts: 543
Joined: Sat Feb 11, 2012 1:12 am

Re: Dumb questions thread

#794 Post by stinkstink »

Omega Blue wrote:How does luck work? And should I put a ring on that does nothing but increase luck?
If that ring is the Ring of the Dead, then absolutely. Just for reasons other than luck.

jotwebe
Uruivellas
Posts: 725
Joined: Fri Apr 15, 2011 6:58 am
Location: GMT+1

Re: Dumb questions thread

#795 Post by jotwebe »

wobbly wrote:Hey was just wondering if anyone knows a quick & easy trick for converting the range/radius (measured as a circle) into squares on the grid.
Well a square straight on has a length of 1, so that's easy. Corner-to-corner it's the square root of 2, or something a bit more than 1.4.

So, taking the example of radius 9 illuminate: Divide 9 by 1.4 - that's your diagonal range.
Ghoul never existed, this never happened!

Locked