Quick Combat Questions

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  • Anyone know how Pranks acrobatics works? Does it increase your general avoidance based on the skill Avoidance, or does it increase your dexterity, or is it a flat percentage added on top of avoidance/dexterity? Or...
  • I believe it functions as a flat increase to dexterity similar to weaving, something in the order of 6 unmounted and 3 mounted. But I could be remembering incorrectly.
  • 6 unmounted, 3 mounted? What's that mean?
  • +6 dexterity (for the purposes of avoidance) while unmounted
    +3 dexterity (for the purposes of avoidance) while mounted
  • It means that it is quasi an increase of 6 dex if the jester is unmounted and an increase of 3 dex if he's mounted.
  • That sucks. I thought being mounted was the way to go, due to the fact I thought you gained more avoidance when mounted?
  • edited November 2013
    Aladraion said:
    That sucks. I thought being mounted was the way to go, due to the fact I thought you gained more avoidance when mounted?
    You do, but it's not as huge of a difference because of that.

    Just random examples, I don't know the exact numbers, but think of it like:

    if 18 unmounted, 28 mounted, then you get 24 unmounted and 31 mounted.
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  • Ahh I see. So how does Defence in riding work?
  • Ahh I see. Hrm. I have trans avoidance, 16 dexterity, and with acrobatics on + light stepper + rajamala, I never dodge knights anyways. Would buying +3 dexterity artifact be a total waste of money?
  • Defence gives a dodging bonus based on your skill level and the level of your mount, while mounted. At trans, it's the equivalent of +4 dexterity, plus up to another +4 depending on your mount.

    So assuming trans riding, mounted+acrobatics is still better than unmounted+acrobatics, even though acrobatics is reduced while mounted.
  • @Antonius I don't understand the svo.me.disabledtreefunc.occultistthreeaffs = event == "svo disabled class" part of your script mostly because of the differing use of = and ==

    Mind giving a quick rundown of the first part of the pastebin? (I understand the attend trigger but I'm trying to nut out the rest) I'm asking as I really really need something like this for my combat.
    "To thine own self be true."
  • a = b sets a to equal b.
    a == b checks a against b, and returns true or false if they are the same or different.
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  • EldEld
    edited November 2013
    Daeir said:
    Lua's absence of a distinct ternary operator makes me ill sometimes.
    (x and y or z) is functionally equivalent to x?y:z, as long as y is not false or nil.

    Edit: I misread that as "distinct absence of a ternary operator" rather than "absence of a distinct ternary operator", so I guess the complaint is probably just that you have to do it with boolean operations rather than having a separate syntax for it. Meh.
  • Thanks, I understand the difference between = and ==, the question is what does the statement svo.me.disabledtreefunc.occultistthreeaffs = event == "svo disabled class" do? It's not an "if" question, it's following from a "then", so it's not a check. Someone might wanna look at the pastebin to get where I'm coming from.
    "To thine own self be true."
  • Curiously about head damage - once you hit lvl 1 restoration head damage, is the accompanying stupidity applied only once, or does stupidity reapply itself from time to time after curing it(without curing the head break, mind you)?

  • Thanks, I understand the difference between = and ==, the question is what does the statement svo.me.disabledtreefunc.occultistthreeaffs = event == "svo disabled class" do? It's not an "if" question, it's following from a "then", so it's not a check. Someone might wanna look at the pastebin to get where I'm coming from.

    I assume it sets svo.me.disabledtreefunc.occultistthreeaffs to true if event contains the string "svo disabled class" and false otherwise. I dunno what that variable does, exactly, but I assume when you set it to true, it disables the occultistthreeaffs thing (and when you set it to false, it enables it?), which I assume when it's on makes you touch tree whenever you have at least 3 afflictions.

    If my assumptions are correct, basically the whole thing (in kind of a weird and roundabout way?) makes you touch tree whenever you're fighting an occultist and you have at least 3 afflictions.

  • Thanks, I understand the difference between = and ==, the question is what does the statement svo.me.disabledtreefunc.occultistthreeaffs = event == "svo disabled class" do? It's not an "if" question, it's following from a "then", so it's not a check. Someone might wanna look at the pastebin to get where I'm coming from.
    event=="svo disabled class" checks whether the variable called event is set to "svo disabled class" and returns true if it is and false if it isn't. Then that return value is assigned to svo.me.disabledtreefunc.occultistthreeaffs. It's equivalent to:

    if event=="svo disabled class" then
       svo.me.disabledtreefunc.occultistthreeaffs = true
    else
       svo.me.disabledtreefunc.occultistthreeaffs = false
    end

    Since that function gets called on both the "svo enabled class" and "svo disabled class" events, there are two possibilities for what it will do. If svo raises the "svo disabled class" event with "occultist" as the argument, it will set svo.me.disabledtreefunc.occultistthreeaffs = true. If it raises the "svo enabled class" event with "occultist" as the argument, it will set svo.me.disabledtreefunc.occultistthreeaffs = false.

    I assume the ultimate effect of that is to toggle whether having three affs (maybe just from the Cadmus set) is a reason to touch tree.
  • Oh wow I totally understand now. Thanks @Eld and @Nim your explanations are perfect.
    "To thine own self be true."
  • Since you guys obviously know a bit of code, mind explaining 

    1. function numEntries(theTable)
    2.         local count = 0
    3.         for _ in pairs(theTable)        do
    4.                 count = count + 1
    5.         end
    6.         return count

    So I can get a complete grasp of this entire snippet?
    "To thine own self be true."
  • NimNim
    edited November 2013

    In short, it returns the number of entries in a given table.

    If you want a line-by-line explanation, I could do that, but the longer version is just that it goes through every key/value pair in the given table, increasing a local variable named "count" by 1 for each key/value pair, and returns the final value of that variable. Also, in that loop, it does, in fact, store the key in a variable (I assume also local, but I forget how for loops work in Lua regarding scope!) called _, but doesn't actually use that variable.

    By the way, Lua tables mostly consist of key/value pairs. They're a bit more complicated than that (since they have meta-tables and stuff), but that's the basic gist of it. Even if you just use them as arrays with numbers, those numbers function as the keys.

    It's later used to in the occultistthreeaffs code, which technically doesn't check if you have at least 3 afflictions, but instead checks to see if there're at least 3 key/value pairs in svo.affl. I assume the two functionally mean the same thing, though!

  • Daeir said:

    Lua's absence of a distinct ternary operator makes me ill sometimes.

    Was a bit weird at first but I'm used to the a and b or c construct now so it's not such a huge issue.

    Even if Lua had a ternary operator I wouldn't have used it for that part of the script, though.
  • In case you're more familiar with it, that numEntries() function does exactly the same thing as Mudlet's table.size() function. As Nim says, it just counts the number of values in the table.
  • Synbios said:
    Curiously about head damage - once you hit lvl 1 restoration head damage, is the accompanying stupidity applied only once, or does stupidity reapply itself from time to time after curing it(without curing the head break, mind you)?
    Only once.
  • Eld said:

    In case you're more familiar with it, that numEntries() function does exactly the same thing as Mudlet's table.size() function. As Nim says, it just counts the number of values in the table.

    Well that would have made things easier! I was looking through Lua docs and I couldn't find anything reliable to return the number of entries in a table so I just wrote my own, didn't think to check the Mudlet documentation.
  • Antonius said:
    In case you're more familiar with it, that numEntries() function does exactly the same thing as Mudlet's table.size() function. As Nim says, it just counts the number of values in the table.
    Well that would have made things easier! I was looking through Lua docs and I couldn't find anything reliable to return the number of entries in a table so I just wrote my own, didn't think to check the Mudlet documentation.
    Well, mudlet's implementation is identical (except that it returns 0 if the argument passed evaluates false), so nothing lost, really. I've done the same thing on several occasions.
  • Does anyone have data on the chance of BM infusions afflicting the target?

    A long time ago, it seemed like fire infusions had a ridiculously low chance of working, and everything else was at around 1/2, but I never really collected a ton of data on it.

  • ShirszaeShirszae Santo Domingo
    So, I am writing a story for the bardics. And one of the characters is a knight. But I have never played a knight myself, even if I have certainly observed some in action. Anyway, I was wondering if someone could post or send me in a message or whatever, the ab help files for the impale, arc, cleave and disembowel skills in chivalry?

    I'd greatly appreciate it!

    And you won't understand the cause of your grief...


    ...But you'll always follow the voices beneath.

  • Syntax: IMPALE <adventurer>
            WITHDRAW BLADE

    This wicked ability may be used when your hapless victim has fallen to the ground and lies there, helpless. With it, you will drive your sword into his body, causing regular damage as long as he is on the sword. Further, while impaled, he will find himself unable to move, though you too will be unable to move.

    Each broken leg your victim suffers from will extend the length of time it will take him to escape your blade.

    Syntax: ARC

    By swinging your sword in a controlled arc, you will be able to damage everyone in the room with your sword.

    Syntax: CLEAVE <someone you don't like>

    If you are wielding a sword in your hand, you may try to cleave someone's body asunder. Your opponent does not have to be in the room with you when you begin a cleave, but by the time you get the second cleave-related message, he must be in the room, or the cleave will be stopped. If you do successfully cleave your opponent, you will so destroy his body that there will be nothing left for anyone to immolate.

    (In-game Cleave is identical to Behead for the first two messages, it's only the final one that differs.)

    Syntax: DISEMBOWEL <adventurer>

    Once you have impaled someone, you may disembowel them, ripping open their bloated bellies, and causing immense damage.

    Thos suffering from internal bleeding will take more damage from this attack.
  • You should get the disembowel deathsight. It's the best deathsight, ever. EVER.
  • Is somersault affected by broken legs the same way as tumbling is? I think tumbling with two broken legs is roughly 4-5 seconds.

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