Massimiliano Marangio

Email: <m.marangio@web.de>

A list of my last characters (I'm a very slow player):

Work in progress:

You may leave a message in the chatter area below.

Chatter

FearofFours: So could I just do player.lev <= ((god_quest.dun_minplev x 3) / 2) to fix BugReport241?

MassimilianoMarangio: Forget what I said (dun_minplev is set to player.lev), I've read dun_mindepth instead... There must be another error...


MayLith: Dumb question #543 (and I know this has been discussed on the forum, but I can't find it): Are Mimicry and Symbiosis compatible? (And I presume that both are knocked out by anything radiating an Antimagic field....)

MassimilianoMarangio: They are compatible (see e.g. /Eonwe), but both are disabled while wearing an item with an Anti-magic shell (e.g. an Amulet of Anti-magic or Deathwrecker). These items increase your saving throw to 95%, but will not disrupt summoning or enemy spells.


MayLith: Re: Spoilers/Magic and Spoilers/Skills: I think the best thing to do is to make Spoilers/Skills echo Documentation/Skills, and re-link the few subpages that have been filled out over in Spoilers/Magic. Opinion??

MassimilianoMarangio: I also think that skill-specific spoilers should go in Spoilers/Skills and keep Spoilers/Magic for spells, mimicry effects, etc.

MayLith: Um.....??? Have a look at Documentation/Skills... it contains magic too. Do we keep Spoilers set up the way it is (different from the Doc), or make them similar? (That's what I was trying to say.)


MayLith: See the question directly above. Plus: When you type 'm' and then '*' to list the magical abilities your character possesses, there are some extra numbers in front of the abilities, such as:

  1. 17) Cast a spell
  2. 20) Use symbiotic powers
  3. 19) Copy a spell

What are those extra numbers? Do they have an actual use, or are they just a leftover from something else??

NeilStevens: Yes, you left ME out, but I'll answer anyway, heh. Those are the internal serial numbers of those actions. Example from ToME 2.3's s_info.txt:

N:53:Prayer 
D:Ability to learn and use spells from the gods schools
D:Spells use the wisdom stat
A:17:Cast a spell
I:1000

You'll notice that the 17 matches up with what's in your example.

MassimilianoMarangio: Neil was faster :-)

MayLith: Not intentionally left out, Neil; sorry. I wrote that not too long after I got home; I was a bit out of it. (Still am, but at least I'm tracking better now. :) )

So here's another question for all three of you: Should those internal serial numbers be removed from the user end product?

FearofFours: No, because you can also use them instead of the letters for ca macro, and they always stay the same regardless of what skills you use, where the letters don't..

Example: The macro:

0          Take a number  
17         number 17
m          magic menu
@          verbose mode
Manathrust cast manathrust

Will cast manathrust, just as leaving out the 0 and replacing the 17 with the letter a would also cast the spell at this time, but would not always work as the order skills appear in the m menu is subject to change

MayLith: Ah hah! FearofFours, thank you. Can you help me remember to get this into the doc someplace? Well, I'll put it on my to-do list, too.

NeilStevens: I advise against documenting this way of macroing. Stick to using @ because it depends on no magic numbers.

MayLith: IMHO, it should either be part of both the game and the documentation, or not part of either. I don't like secret, undocumented ways of doing things (and would rather the way, itself, be removed if that's the case.) Just my $0.02, of course.

BTW, I started this whole discussion because someone asked a question about it over on the forum.

NeilStevens: The only reason the feature is there is that it pre-dates the @ method. Consider the magic numbers "deprecated."

FearofFours: Nothing magic about them IMHO, I thought it was documented to be honest, but on closer inspection it isn't. I say it should go in.


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MassimilianoMarangio (last edited 2004-11-25 11:39:50 by 212)