There are plenty of interesting explanations for that. Dropping your buffed moxie to be closer to 95 would have given a solid comparison.
There are plenty of interesting explanations for that. Dropping your buffed moxie to be closer to 95 would have given a solid comparison.
Encounter: Clancy
Round 0: Theraze loses initiative!
You lose 18 hit points
ATT: 150 (6% × 22.22, death in 77)
DEF: 165 (8.59% × 2.18, win in 505)
HP: 505, Value: 328.13 μ, RES: 0
Round 1: Theraze executes a macro!
Round 1: Theraze casts SLICE!
Round 2: clancy takes 153 damage.
Round 2: clancy drops 19 attack power.
You lose 30 hit points
ATT: 131 (6% × 19.41, death in 62)
DEF: 165 (8.59% × 2.18, win in 352)
HP: 352, Value: 328.13 μ, RES: 0
Round 2: Theraze executes a macro!
Round 2: Theraze casts SLICE!
Round 3: clancy takes 156 damage.
Round 3: clancy drops 16 attack power.
You lose 27 hit points
ATT: 115 (6% × 17.04, death in 45)
DEF: 165 (8.59% × 2.18, win in 196)
HP: 196, Value: 328.13 μ, RES: 0
Round 3: Theraze executes a macro!
Round 3: Theraze casts SLICE!
Round 4: clancy takes 159 damage.
Round 4: clancy drops 15 attack power.
You lose 24 hit points
ATT: 100 (6% × 14.81, death in 21)
DEF: 165 (8.59% × 2.18, win in 37)
HP: 37, Value: 328.13 μ, RES: 0
I found the error for line 241-ish
I started anew, new download from everything in a new folder but I still got the error.
Went to line 241 and saw it was about elemental form.
MyLittleConsumer.ash had me eat spooky wards
I shrugged off the elemental form and BatBrain works again!
so, I guess there is a coding error where it handles elemental forms.
if (eform != $element[none]) { // if you have an elemental form, all damage to the monster is of that element
foreach el,dm in res.dmg {
if (el == eform) continue;
res.dmg[eform] += dm;
res.dmg[el] = 0;
}
if (res.dmg[$element[none]] > 0) { res.dmg[eform] += res.dmg[$element[none]]; res.dmg[$element[none]] = 0; }
}
spread empty;
spread copy = merge(res.dmg, empty);
if (eform != $element[none]) { // if you have an elemental form, all damage to the monster is of that element
foreach el,dm in res.dmg {
if (el == eform) continue;
copy[eform] += dm;
copy[el] = 0;
}
if (copy[$element[none]] > 0) { copy[eform] += copy[$element[none]]; copy[$element[none]] = 0; }
}
res.dmg = merge(copy, empty);
0 skill jiggle
"attack" for AoJ is also added to the same blacklist and that appear to be not working perfectly either
First I've heard of it. Deets, please. It's working for me -- attack is consistently absent from opts[].
If you get Clancy figured out in time, we can also add that fix to version cute mouse. Otherwise, it might have to wait until version ˁ˚ᴥ˚ˀ .
Version Naked Flying Anime Kitty plox?
Ooooo! Non-ascii!version ˁ˚ᴥ˚ˀ
96 MOxie:
Encounter: Clancy
Round 0: winterbay loses initiative!
Round 1: clancy takes 9 damage.
You lose 40 hit points
Round 1: winterbay casts CURDLE!
Round 2: clancy takes 36 damage.
You lose 32 hit points
Round 2: winterbay casts CURDLE!
Round 3: clancy takes 36 damage.
You lose 32 hit points
Round 3: winterbay casts CURDLE!
Round 4: clancy takes 36 damage.
You lose 37 hit points
Round 4: winterbay jiggles the Staff of the Staff of Life
Round 5: You jiggle the staff. A massive cloud of flour spews forth from it, totally enveloping you. When the cloud clears, it becomes apparent that the flour has filled in all of the gaps in your skin, bone, and muscles left by your injuries. You feel great!Your opponent coughs, comically emitting a little puff of flour.
Round 5: You gain 141 hit points.
Round 5: winterbay casts CURDLE!
Round 6: clancy takes 36 damage.
You lose 35 hit points
Round 6: winterbay casts CURDLE!
Round 7: clancy takes 36 damage.
You lose 33 hit points
Round 7: winterbay casts CURDLE!
Round 8: clancy takes 36 damage.
You lose 40 hit points
Round 8: winterbay casts CURDLE!
Round 9: clancy takes 36 damage.
You lose 42 hit points
Round 9: winterbay casts CURDLE!
Round 10: clancy takes 36 damage.
You lose 32 hit points
137 Moxie (alla andra stats samma):
Encounter: Clancy
Round 0: winterbay loses initiative!
Round 1: clancy takes 10 damage.
You lose 32 hit points
Round 1: winterbay casts CURDLE!
Round 2: clancy takes 36 damage.
You lose 36 hit points
Round 2: winterbay casts CURDLE!
Round 3: clancy takes 36 damage.
You lose 25 hit points
Round 3: winterbay casts CURDLE!
Round 4: clancy takes 36 damage.
You lose 28 hit points
Round 4: winterbay uses the gauze garter!
You gain 95 hit points
You lose 22 hit points
Round 5: winterbay jiggles the Staff of the Cream of the Cream
Round 6: You jiggle the staff, but all that comes out of it is a spray of freezing milk. That's disappointing. But hey, at least it dealt 18 damage.
Round 6: clancy takes 18 damage.
You lose 35 hit points
Round 6: winterbay casts CURDLE!
Round 7: clancy takes 36 damage.
You lose 28 hit points
Round 7: winterbay uses the gauze garter!
You gain 119 hit points
You lose 25 hit points
Round 8: winterbay casts CURDLE!
Round 9: clancy takes 36 damage.
You lose 23 hit points
Round 9: winterbay casts CURDLE!
Round 10: clancy takes 36 damage.
You lose 35 hit points
Round 10: winterbay casts CURDLE!
Round 11: clancy takes 36 damage.
You lose 36 hit points
Round 11: winterbay casts GRILL!
Round 12: clancy takes 336 damage.
Round 12: winterbay wins the fight!
You gain 3 hit points
You gain 3 Mana Points
You gain 14 Beefiness
You gain 20 Magicalness
You gain 10 Chutzpah
Changing it to "skill jiggle 0" will also not have the desired effect, since "skill jiggle" is also not a valid macro command. Try blacklisting "jiggle".
advevent to_event(string id, spread dmg, spread pdmg, string special, int howmanyrounds) {
int aoe = 1;
advevent res;
res.id = id;
res.rounds = howmanyrounds;
matcher bittles = create_matcher("([a-z!]+?) (.+?)(?:$|, )",special);
while (bittles.find()) switch (bittles.group(1)) {
case "att": res.att = aoe*eval(bittles.group(2),fvars); break;
case "def": res.def = aoe*eval(bittles.group(2),fvars); break;
case "stun": res.stun = eval(bittles.group(2),fvars); break;
case "mp": if (my_class() == $class[zombie master]) continue;
res.mp = eval(bittles.group(2),fvars); break;
case "meat": res.meat = eval(bittles.group(2),fvars); break;
case "item": string[int] its = split_string(bittles.group(2),"; "); float v;
foreach n,it in its {
if (contains_text(id,"enthroned") && $ints[3450,4469,1445,1446,1447,1448] contains to_int(to_item(it)) && stolen contains to_item(it)) { v=0; break; }
v += item_val(to_item(it));
} res.meat += v/count(its); break;
case "aoe": aoe = min(howmanyfoes,to_int(bittles.group(2))); break;
case "monster": boolean[monster] mlist; foreach n,mst in split_string(bittles.group(2),"\\|")
mlist[to_monster(mst)] = true; if (!(mlist contains m)) return new advevent; break;
case "notmonster": boolean[monster] mlist2; foreach n,mst in split_string(bittles.group(2),"\\|")
mlist2[to_monster(mst)] = true; if (mlist2 contains m) return new advevent; break;
case "phylum": if (m.phylum != to_phylum(bittles.group(2))) return new advevent; break;
case "stats": string[int] sts = split_string(bittles.group(2),"\\|");
foreach n,st in sts res.stats[to_class((n+1)*2).primestat] = eval(st,fvars); break;
case "!!": res.note = bittles.group(2); break;
}
res.endscombat = special.contains_text("endscombat");
res.dmg = factor(dmg,aoe);
if (eform != $element[none]) { // if you have an elemental form, all damage to the monster is of that element
float tmp = res.dmg[eForm];
element[int] toEmpty;
foreach el,dm in res.dmg {
if (el == eform) continue;
toEmpty[count(toEmpty)] = el;
tmp += dm;
}
res.dmg[eForm] = tmp;
foreach eKey in toEmpty {
res.dmg[toEmpty[eKey]] = 0;
}
if (res.dmg[$element[none]] > 0) { res.dmg[eform] += res.dmg[$element[none]]; res.dmg[$element[none]] = 0; }
}
res.pdmg = factor(pdmg,1.0);
return res;
}
Interesting choice of words.the current code gives an error about editing a map's contents within foreach.
So I made the following change, which basically uses a couple of temporary variables to get around this mafia limitation.