Question: How is BatBrain/WHAM surviving in the wonderful world of random modifiers that is the current challenge path?
If I know the canonical names of the random attributes and how they are delimited in the proxy field I can add support for the vast majority of them.
Expression syntax errors for 'modifier_eval()':
Can't understand bringuprear,24+0.25*193.0+min(10.0,60)+0.0)*1.5
Expected ,, found
Unexpected end of expr
Expected ), found (zlib.ash, line 188)
You're on your own, partner.
if (my_thrall() != $thrall[none] && (have_skill($skill[ravioli shurikens]) || have_skill($skill[cannelloni cannon]) || have_skill($skill[stringozzi serpent])))
fvars["bringuprear"] = 1 + to_int(have_skill($skill[bringing up the rear])); // functions as cap multiplier
else
fvars["bringuprear"] = 1;
While waiting for r72, the self-fix is to do this:Just search for bringuprear and put the else bit afterwards.Code:if (my_thrall() != $thrall[none] && (have_skill($skill[ravioli shurikens]) || have_skill($skill[cannelloni cannon]) || have_skill($skill[stringozzi serpent]))) fvars["bringuprear"] = 1 + to_int(have_skill($skill[bringing up the rear])); // functions as cap multiplier else fvars["bringuprear"] = 1;
last_monster().random_attributes
Returns: aggregate boolean [string]
The trick is that it only works with the last_monster() function. You can't just check the proxy field of a given monster.
enqueue("while hasskill Curse of Weaksauce");
enqueue(get_action($skill[Curse of Weaksauce]));
enqueue("endwhile");
Also wondering how many of these mafia will support in its functions. For example, some of the attributes adjust the monster's meat drop or add item drops. Are those handled in things like meat_drop() or item_drops_array()?
Out of curiosity, has anyone ventured into Jick's skeleton tower during this path? I'm extremely curious to know how/if these modifiers stack.
The support also has the usual disclaimer: it does not include support for calculating adjusted monster stats, so it's recommended that you either have Manuel or don't use BatBrain for this challenge path.
Seems to be 18-22% of max HP (rounded down) elemental damage for the auras, and 20% of max HP for electrified. Rates are for the most part unknown because no effort has been put forth into spading them (and there's really nothing to do but stasis a lot in Fernswarthy's basement).r72 Brings us initial support for random monster attributes.
Still seem to be a fair number of unknowns (how much elemental damage is the "additional" damage? What percentage is "occasionally"?), but this will keep BatBrain from making obvious blunders. For now, I've treated unknown rates as being a fairly aggressive 80%, or 50% if it's a nerf.
That's incorrect. They do get modifiers, but the modifiers don't display as part of the name (the ocrs variable still gets set, though).I've heard that procedurally generated monsters don't get random modifiers.