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  1. Replies
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    With more data in svn, and the addition of...

    With more data in svn, and the addition of lukewarm tea, we also have:


    $ rg '^(47|61|106|107|1200|1201|7032|7033|8195)\t.*\tEPIC\t' | sort
    TCRS_Accordion_Thief_Blender.txt:7033 cup of lukewarm...
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    also, fwiw, the latest update of ketchup|catsup:...

    also, fwiw, the latest update of ketchup|catsup:


    $ rg '^10[67]\t.*\tEPIC\t' | sort
    TCRS_Accordion_Thief_Opossum.txt:106 upside-down ketchup 1 EPIC
    TCRS_Accordion_Thief_Opossum.txt:107 gray...
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    You can just /go gift, even without meatcar......

    You can just /go gift, even without meatcar... Mafia also recognizes that you can just buy the stuff without having access to the beach.

    (just confirmed on a level 1 multi; `acquire mugcake`...
  4. You probably want to use whatif...

    You probably want to use whatif (aka speculate). I usually get lazy and just linearize meat drop from familiars, since it's "close enough" in the regime I care about, though.



    > ash...
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    A few observations: 1) Your configurable...

    A few observations:

    1) Your configurable variables could just as easily be booleans (true / false), which would mean that you don't need fancy switch statements. e.g.


    switch...
  6. Bug Various item-based runaways throw a wrench in the...

    Various item-based runaways throw a wrench in the mix (especially since some have < 100% success rate), with funkslinging: tattered scrap of paper, louder than bomb, green smoke bomb, turds key, ice...
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    New Content I'd be surprised to hear that the drop rate is...

    I'd be surprised to hear that the drop rate is actually on a per-item basis, rather than per-monster or per-zone.
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    Bug AFAIK, the arguments for switching to longs for...

    AFAIK, the arguments for switching to longs for internal representations mostly involve high-level (or wealthy) characters.

    One downside of switching everything to longs will be noticeably...
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    Bug Hm. Even ignoring the AdventureResult -> long...

    Hm. Even ignoring the AdventureResult -> long change, there's a lot of changes caused by changing MP to be a long, as well (especially around skill casting); there's a few changes to Modifiers, as...
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    Bug As I understand it, things that would need to be...

    As I understand it, things that would need to be updated, even for a bandaid fix:
    - how we store the value of max/current hp/mp.
    - where we parse the value (api.php, charsheet.php, charpane.php; I...
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    New Content How are you checking queue state? Time spinner?

    How are you checking queue state? Time spinner?
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    Bug (the main reason I ask is that I vaguely recall...

    (the main reason I ask is that I vaguely recall some weirdness around KoL losing precision at some point, but I don't remember the details. PHP does something along the lines of promoting integer...
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    Bug Do you have...

    Do you have http://kol.coldfront.net/thekolwiki/index.php/Uncertain active? That compounded with lots of HP% effects could potentially explain that.
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    Bug Yeah, that's what I was looking for. That says...

    Yeah, that's what I was looking for. That says your HP is less than 2^31 (which starts with 214748...). Is that accurate?


    "hp":"2147398484",
    ...
    "maxhp":2147399416


    Also a little bit weird...
  15. item_drops_array...

    item_drops_array was the first built-in function (or one of the first) to return an array. There's a code sample on that wiki page that you should hopefully be able to repurpose.

    edit: namely, you...
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    Bug Are there AdventureResults that contain HP or MP?...

    Are there AdventureResults that contain HP or MP? Stats, yes, and Meat, yes, but I don't think that's true for HP / MP.
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    Bug I'd also like to know what...

    I'd also like to know what api.php?what=status&for=testing yields, namely around the max HP readouts. JSON doesn't actually have a long type, although I guess our JSON library is okay with that.
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    Bug (actually, the out of range is returned by...

    (actually, the out of range is returned by StringUtilities.parseInt, which is in turn called by CharPaneRequest.)

    I'm poking around because I'm curious how intrusive a change this'll be, but don't...
  19. Feature - Implemented r19188.

    r19188.
  20. "maximize weapon damage +club" reproduces the...

    "maximize weapon damage +club" reproduces the crash locally with r19183, does not with r19184 (and does generate brimstone bludgeon + stick-knife)..

    I believe the issue is that tests didn't...
  21. Ugh, sorry.

    Ugh, sorry.
  22. Feature r19183 ostensibly fixes the issue where +club...

    r19183 ostensibly fixes the issue where +club (and similar keywords) force the offhand to also be a club. This is also tangential to the original discussion. As mentioned by the dictator, changing...
  23. Feature It looks like a problem is in Evaluator.java,...

    It looks like a problem is in Evaluator.java, namely that we use


    int slot = EquipmentManager.itemIdToEquipmentType( id );
    ...
    case EquipmentManager.WEAPON:
    ...
    if (...
  24. Feature I bet this is testable. @Test public...

    I bet this is testable.



    @Test
    public void clubModifierDoesntAffectOffhand()
    {
    KoLCharacter.addAvailableSkill( "Double-Fisted Skull Smashing" );
    // 5 base + buffed mus....
  25. Feature Maybe "club" should only be considered to be...

    Maybe "club" should only be considered to be valid in the mainhand slot.

    I didn't think it worked as an offhand equip. I guess I can test with a multi + batter up, maybe later.
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