Massimiliano Marangio
Email: <m.marangio@web.de>
A list of my last characters (I'm a very slow player):
/Tinuviel, ToME 2.2.7 Dark Elf Warper, worshipping Yavanna
/Eonwe, ToME 2.3.0 Maia Axemaster
/Dendros, ToME 2.3.0 Ent Druid
/Randomcomp ToME 2.2.7 Random Character for the Competition
Work in progress:
/debug.txt A (corrected) description of the debug commands.
/k_info.txt A description of the item format in ToME 2.x, based on the Vanilla file.
/BlackGate Port the new map from ToME 3.0.0 to ToME 2.3.0 or later
/Spoilers A notepad for various *spoilers*, to be added to the wiki.
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:
- 17) Cast a spell
- 20) Use symbiotic powers
- 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?
NeilStevens: I was just joking.
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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