Page 1 of 2 1 2 LastLast
Results 1 to 10 of 11

Thread: Only unique items contribute to Clowny

  1. #1
    Developer fronobulax's Avatar
    Join Date
    Feb 2009
    Location
    Central Virginia, USA
    Posts
    4,396

    Default Only unique items contribute to Clowny

    This might be something that was introduced when Clowny was introduced for TCRS

    r19290

    balloon helmet, bloody clown pants and 2 big red clown noses equipped. All the individual items show the expected Clowny modifiers (so I don't think this is a TCRS issue). Mafia reports "Clown: 4/4" but attempting "Adventurer, $1.99" fails and tells me I am only 75% Clowny. The wiki says

    Your total Clownosity is determined by adding up the individual Clownosity of each unique item (i.e, dual-wielding clown whips grants 2 Clownosity, not 4) currently being worn:
    If still true, as I expect, then mafia (and the maximizer?) should understand that the second clown nose doesn't increase Clowny.
    Well, thank you.
    Originally Posted by Veracity View Post

  2. #2
    Developer Veracity's Avatar
    Join Date
    Mar 2006
    Location
    The Unseelie Court
    Posts
    11,870

    Default

    Also surgeonosity - which is (still) a numeric modifier. Wiki:

    Occurs with half-size scalpel, head mirror, surgical mask, surgical apron, or bloodied surgical dungarees equipped. Equipping multiple different items increases the chance of the adventure occurring, with an additional 10% chance for each unique item equipped (starting at 0%, capping at 50%).
    "surgeonosity 6 min"

    suggested I equip 2 half-size scalpels, surgical apron, bloodied surgical dungarees, and 3 surgical masks which gave me (supposedly) 7 surgeonosity.

    "surgeonosity" suggested the same thing.

    In run, using only things you have, presumably it would not suggest duplicates.

  3. #3
    Senior Member ckb's Avatar
    Join Date
    Mar 2006
    Posts
    901

    Default

    Just tried my Nemesis script with r19294 in aftercare, with lots of clowny items in inventory.
    'maximize 4 clownosity' equipped 2 clown whips, so I can confirm this is a bug.

  4. #4
    Developer Veracity's Avatar
    Join Date
    Mar 2006
    Location
    The Unseelie Court
    Posts
    11,870

    Default

    Revision 19295 adds a "Uniques" section to modifiers.txt. It looks like this:

    Code:
    Unique	balloon helmet/clown wig/foolscap fool's cap/bloody clown pants/clownskin harness/balloon sword/clown whip/clownskin buckler/big red clown nose/clown shoes/clownskin belt/polka-dot bow tie	Clowniness
    Unique	bloodied surgical dungarees/surgical apron/half-size scalpel/head mirror/surgical mask	Surgeonosity
    I don't use this in the Maximizer, yet, but it's the data that will be needed: if you are maximizing for a Modifier which appears in the "uniques" map, the set of items should be treated as Single Equip.

    I didn't code the Maximizer portion since I have no idea how it works internally. Should be a "simple matter of coding™" but I have other things I want/need to work on first.

    And code that counts Clowniness/Surgeonosity from your equipment should also take this into effect...

  5. #5
    Developer
    Join Date
    Apr 2010
    Posts
    5,123

    Default

    May be challenging, as Maximizer doesn't do it's calculations based on items, but on modifiers. I suspect I know why it used bitmaps . . .

  6. #6
    Senior Member ckb's Avatar
    Join Date
    Mar 2006
    Posts
    901

    Default

    If this is challenging to code correctly, maybe it would be beneficial to treat this the same a 'Single Equip' for now, given that the Clowniness and Surgeoniness is likely way more important that maximizing the enchantments that these items have.

  7. #7
    Developer Veracity's Avatar
    Join Date
    Mar 2006
    Location
    The Unseelie Court
    Posts
    11,870

    Default

    May be challenging, as Maximizer doesn't do it's calculations based on items, but on modifiers. I suspect I know why it used bitmaps . . .
    Originally Posted by Darzil View Post
    How does it deal with Mutexes? I.e. multiple items only one of which can be worn? In some sense, each Unique item is in a Mutex with itself...

    As ckb suggests, perhaps the Maximizer could assume any item that provides "Clowniness" or "Surgeonosity" (which never was a bitmap) is inherently Single Equip.
    Ph'nglui mglw'nafh Cthulhu
    R'lyeh wgah-nagl fhtagn.

  8. #8
    Developer
    Join Date
    Apr 2010
    Posts
    5,123

    Default

    Perhaps as a slight tweak to that, perhaps maximizer should assume that they are single equip, if the maximization includes that term.

    We'd need to do something cute for the side pane display, probably.

  9. #9
    Senior Member
    Join Date
    Apr 2018
    Posts
    301

    Default

    r19295, I assume. Clever solution, Veracity. The “Uniques” approach might also be useful for cleaning up hardcoded item synergies or something.

  10. #10
    Developer Veracity's Avatar
    Join Date
    Mar 2006
    Location
    The Unseelie Court
    Posts
    11,870

    Default

    THanks - although it's not a "solution" yet, since the Maximizer doesn't actually use it yet. It's a tool intended to enable the solution.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •