zarqon
Well-known member
All of the other stuff happens regardless.
Excellent, then my update means BatBrain is all caught up.
All of the other stuff happens regardless.
This monster is stun immune! That information should be added to batfactors.
Anyone have any ideas for how to calculate the cost of Thunder, Rain, and/or Lightning? We get 3-5 Thunder per adventure and 1 Rain per adventure, but using valueOfAdventure here seems rather steep.
For Lightning, the main use is Lightning Strike. That is the only thing worth using Lightning for since it saves a turn. Even more importantly it burns delay. It should be saved for use in a delay zone.
float hitchance(string id) { // HITCH-nce
if (id == "jiggle") return 1.0;
if (have_equipped($item[operation patriot shield]) && happened($skill[throw shield]) && !happened("shieldcrit")) return 1.0;
[COLOR="#0000CD"][B]if (have_equipped($item[thor's pliers])) return 1.0;[/B][/COLOR]
if(have_equipped($item[Rain-Doh green lantern]) || have_equipped($item[snow mobile])) {
switch (sk) {
case 3003: case 3005: case 3007: case 3008: case 3019: case 3020: case 3023: case 3022:
case 4003: case 4005: case 4009: case 4012: case 4020: case 4022: case 4023: case 4032: case 7099:
case 29: case 31: case 33: case 43: case 37: case 56:
case 28: case 30: case 32: case 42: case 36: case 57:
case 55: case 110:
float max_dmg;
foreach el in d
if(d[el] > max_dmg) max_dmg = d[el];
d[ have_equipped($item[Rain-Doh green lantern])? $element[stench]: $element[cold] ] += max_dmg;
}
}
That strategy is wrong. Just like free runaways, it mostly doesn't matter what monster you use it against, it is -1 turncount regardless. The exception is if it preserves an effect, like +item or Ultrahydrated, in which case it can save slightly more than 1 turn per use.
Free runaways are only worth -1 turncount if you don't need the XP (or the drops/meat). That *probably* doesn't matter if you are running around with 100+ ml. Or maybe it does matter even at 150 ml if you are bloody edge speedy (I am not).
Sure, but that's not especially relevant to the strategy of using them with respect to delay (which is that delay is completely irrelevant to the decision). It just means you want to target lower ML monsters when possible.
Code:float hitchance(string id) { // HITCH-nce if (id == "jiggle") return 1.0; if (have_equipped($item[operation patriot shield]) && happened($skill[throw shield]) && !happened("shieldcrit")) return 1.0; [COLOR="#0000CD"][B]if (have_equipped($item[thor's pliers])) return 1.0;[/B][/COLOR]
What Bale said seemed accurate to me. I don't want WHAM to use rain or lightning. I need to keep some thunder for banishing and maintaining the water level, but I get lazy and it overfills, so WHAM could use that.I appreciate lost and Bale weighing in on the matter and would appreciate even more feedback -- even if it's just a "+1".
Don't forget Red Fox glove or Comic Violence (gremlin juice). You can still fumble with those (and Thor's pliers) so I have a feeling this isn't the right place to add it anyway.