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Thread: Dark Gyffte

  1. #31
    Developer Veracity's Avatar
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    Revision 19123.

    I just noticed those blood skills use HP, not MP.

  2. #32
    Developer Veracity's Avatar
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    Revision 19124 does that

  3. #33
    Developer Veracity's Avatar
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    Code:
    # Dark Gyffte
    bloodstick	COOK	blood bag	wad of dough
    actual blood sausage	COOK	blood bag	batgut
    actual blood sausage	COOK	blood bag	ratgut
    blood snowcone	COOK	blood bag	plain snowcone
    blood roll-up	COOK	blood bag	blackberry
    blood-soaked sponge cake	COOK	blood bag	gauze garter
    blood-soaked sponge cake	COOK	blood bag	filthy poultice
    bottle of Sanguiovese	MIX	blood bag	fermenting powder
    mulled blood	MIX	blood bag	spices
    Red Russian	MIX	blood bag	glass of goat's milk
    dusty bottle of blood	MIX	blood bag	dusty bottle of Merlot
    dusty bottle of blood	MIX	blood bag	dusty bottle of Port
    dusty bottle of blood	MIX	blood bag	dusty bottle of Pinot Noir
    dusty bottle of blood	MIX	blood bag	dusty bottle of Zinfandel
    dusty bottle of blood	MIX	blood bag	dusty bottle of Marsala
    dusty bottle of blood	MIX	blood bag	dusty bottle of Muscat
    vampagne	MIX	blood bag	Monstar energy beverage
    vampagne	MIX	blood bag	carbonated soy milk
    Yeah. This would be a great time to figure out how to have multiple recipes for a concoction.
    There is built-in code to support {catsup, ketchup}.
    If I recall, sort of kludgey, but perhaps we could adapt it here.
    Although {ratgut, batgut} are not otherwise interchangeable.
    Ph'nglui mglw'nafh Cthulhu
    R'lyeh wgah-nagl fhtagn.

  4. #34
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    There's also support for *umbrella -> gatorskin, as well as various cola and beer recipes.

    I don't think this switch statement scales, though:
    Code:
                    for ( int i = 0; i < ingredients.length; ++i )
                    {
                            switch ( ingredients[ i ].getItemId() )
                            {
                            case ItemPool.SCHLITZ:
                            case ItemPool.WILLER:
                                    ingredients[ i ] = ConcoctionDatabase.getBetterIngredient(
                                            ItemPool.SCHLITZ, ItemPool.WILLER, availableIngredients );
                                    break;
    
                            case ItemPool.KETCHUP:
                            case ItemPool.CATSUP:
                                    ingredients[ i ] = ConcoctionDatabase.getBetterIngredient(
                                            ItemPool.KETCHUP, ItemPool.CATSUP, availableIngredients );
                                    break;
    
                            case ItemPool.DYSPEPSI_COLA:
                            case ItemPool.CLOACA_COLA:
                                    ingredients[ i ] = ConcoctionDatabase.getBetterIngredient(
                                            ItemPool.DYSPEPSI_COLA, ItemPool.CLOACA_COLA, availableIngredients );
                                    break;
    
                            case ItemPool.TITANIUM_UMBRELLA:
                            case ItemPool.GOATSKIN_UMBRELLA:
                                    ingredients[ i ] = ConcoctionDatabase.getBetterIngredient(
                                            ItemPool.TITANIUM_UMBRELLA, ItemPool.GOATSKIN_UMBRELLA, availableIngredients );
                                    break;
                            }
                    }
    It looks like the core logic is in getBetterIngredient, which (in brief) compares the available counts of A and B; if they're equal, uses mall price as a tiebreaker.

  5. #35
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    And yeah, as you point out, some of the new recipes involve ingredients that aren't otherwise interchangeable (blackberry / plain snowcone seems to be the other one).

    One shortcoming of the current code as I read it is that it'll only use one item or the other. If you have, say, 50 of each kind of beer and want to make 100 green beers, I expect that it'll buy 50 of whichever is cheaper in the mall. That might just be an acceptable tradeoff.

    If I were to design this from scratch, instead of passing around a single ingredients list, I'd use the full set of possible recipes, although that might get computationally expensive quickly.

    (incidentally, it seems that the recipes for humpty dumplings, loaf of soda bread, and warbear hoverbelt appear twice verbatim in concoctions.txt.)

  6. #36
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    Items with multiple creation mechanisms, per concoctions.txt:
    Code:
    [2325]Staff of Ed
    actual blood sausage
    blood-soaked sponge cake
    bloody beer
    cold wad
    crappy Mer-kin mask
    dripping meat crossbow
    dripping meat staff
    dripping meat sword
    dusty bottle of blood
    gatorskin umbrella
    green beer
    hot wad
    Humpty Dumplings
    loaf of soda bread
    magical baguette
    makeshift SCUBA gear
    meatloaf helmet
    pebblebr&auml;u
    plain pizza
    pr0n cocktail
    rocky road ice cream
    rum and cola
    sleaze wad
    spooky wad
    standard-issue cupcake
    stench wad
    sticky meat kilt
    vampagne
    vial of amber slime
    vial of brown slime
    vial of chartreuse slime
    vial of green slime
    vial of indigo slime
    vial of orange slime
    vial of purple slime
    vial of teal slime
    vial of vermilion slime
    vial of violet slime
    whiskey and cola
    Of these: we have... duplicates (madness bakery stuff, and a few others listed previously), mutually exclusive (often based off quest items, e.g. crappy merkin mask), multiple creation mechanisms (e.g. malus / wad transmutation), slime potions (which we probably want to keep separate), and substitutions. Duplicates can be removed; separate creation mechanisms probably can be ignored; mutually exclusive doesn't really matter.

  7. #37
    Senior Member ckb's Avatar
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    It would be helpful to track the monster currently "sniffed" with the use of the skill 'Perceive Soul'

  8. #38
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    Has the effect been spaded? +3 copies with no rejection like most other Avatar paths?

  9. #39
    Senior Member ckb's Avatar
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    Has the effect been spaded? +3 copies with no rejection like most other Avatar paths?
    Originally Posted by Darzil View Post
    I don't know... Mostly I am hoping that the tracked monster would be set so I know if I need to cast is over again.
    That is, set a property perceiveSoulMonster=$monster[something]

  10. #40
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    Does it stick around after rollover? Does it have a duration?

    (These are both pretty easy to check. Sniff + banish in a zone with conditional monsters, look for tumbleweeds.)

    IMO there's a base level of spading that needs to happen for any source of queue manipulation, especially if it's not tracked via an effect.

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