Feature - Implemented September IotM - Steam-Powered Cheerleader

Fluxxdog

Active member
Code:
Unknown item found: KoLHS Pep Squad Box (6411, 956862893)
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6411 KoLHS Pep Squad Box 956862893 crate.gif grow t 0
# KoLHS Pep Squad Box
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New familiar: "Steam-Powered Cheerleader" (158) @ cheerleader.gif

Using 1 box of Familiar Jacks...
Unknown item found: school spirit socket set (6660, 600702041)
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6660 school spirit socket set 600702041 gnomebox.gif familiar t,d 75
# school spirit socket set: Keeps more steam in
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You acquire an item: school spirit socket set
From the description:
Increases item drops from monsters
Weakens enemies
Is especially effective when she's full of steam
 

Bale

Minion
This is actually easiest IotM to implement in quite some time. Those last few months have been really troublesome if this is the easy one! The exact numbers are approximate still, but we can still begin some planning. According to cannonfire40...

cannonfire40 said:
Initial spading today in /challenge suggests this:

Phases are 25 turns each, double length if equipped with the familiar equipment.

Phase 1: 1.4xbarnacle, 1.4-1.5xfairy

Phase 2: 1.3xbarnacle, 1.3-1.375xfairy

Phase 3: 1.2xbarnacle, 1.2-1.25xfairy

Phase 4: 1.1xbarnacle, 1.1-1.125xfairy.

The rest of the day: 1xbarnacle, 1xfairy.

Fairy bonuses are xeffectiveness, not xweight. We're not clear if the initial bonus is 1.5x or 1.4x, but the messages are VERY clear that the next phase is 3/4 of the first, the next is 1/2 of the first, etc etc. ("Mr Skullhead does the Electric Slide at about one-quarter speed.").

Given this information, I hope someone will implement a "steam counter" which begins at 100.0 meaning 100% pressure. At the end of each combat the counter is reduced by 1 without the familiar gear, or by 0.5 if the school spirit socket set is equipped.

We can also be pretty darn certain that the familiar is 1xbarrrnacle and 1x fairy when steam is at 0%. Effectiveness is reduced at steam levels 75, 50, 25 and 0. The rest is probably worth coding since only the exact value of the multipliers is in doubt and they would be easily changed.
 
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Darzil

Developer
Once more messages are captured we can also sanity check the steam level, possibly with the delevel message, as it's at the start of combat, but maybe fairy message, as it's every combat. We can also tell when the level drops, as you get a message "X emits an especially large puff of steam."

New effects :

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1357 Strong Spirit strboost.gif 2d013e8a356dbd1f6580b9ebcaa70e5c
Strong Spirit Muscle: +15
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1358 Wise Spirit realbrain.gif cd88a4e702df1c7216320210656b9e10
Wise Spirit Mysticality: +15
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1359 Frisky Spirit fast.gif 831efd5122695b7f3eb4c7e232d6677c
Frisky Spirit Moxie: +15
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1360 Inappropriate Spirit wink.gif 7f752bb0e9fe64db18cbeea684620064
Inappropriate Spirit Sleaze Damage: +20, Sleaze Spell Damage: +20
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1361 Fiery Spirit fire.gif f788b27c7141363b355ea9da0e0cd4ba
Fiery Spirit Hot Damage: +20, Hot Spell Damage: +20
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1362 Cool Spirit snowflake.gif 5ebd2e3cb33eb70f5393e618592da3e4
Cool Spirit Cold Damage: +20, Cold Spell Damage: +20
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1363 Resilient Spirit wallshield.gif 400b6f9f2059b58527c510b69686cf62
Resilient Spirit Damage Reduction: 15, Damage Absorption: +50
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lostcalpolydude

Developer
Staff member
12545 adds those effects and properly tracks the item drop bonus, assuming it starts at 1.4 and steam is lost only when you win fights. _cheerleaderSteam is used to track its steam, starting from 100. Once the exact item drop bonus and decay conditions are confirmed, this can be closed.
 

lostcalpolydude

Developer
Staff member
The decay rate was twice as fast as it should be in 12545, so in 12546 _cheerleaderSteam starts at 200 instead.
 

Bale

Minion
The decay rate was twice as fast as it should be in 12545, so in 12546 _cheerleaderSteam starts at 200 instead.

That's why I suggested that it drop by .5/1 instead of 1/2. I really liked the idea that _cheerleaderSteam was the current percent of steam. OH well. Thank you a lot!
 
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lostcalpolydude

Developer
Staff member
I have a feeling something weird would happen if I tried using non-integer values. Maybe it would be fine, but it would probably take an extra half hour for me to be sure that nothing would go wrong.
 

Bale

Minion
Well, it works so I'm happy it works.

You should probably add steam level to the familiar information. (Like how the grinder says "x pies, y/z parts" and the happy medium says "x siphons") I'd recommend that you dumb it down to floor(_cheerleaderSteam/2)+ "% steam".
 

Lilac

Member
Or maybe just the current effectiveness tier and the turns until that tier runs out, since (as per cannon's data) it looks like steam level within each tier doesn't matter? Expecting people to remember that 25% = new tier isn't too bad, but...
 

Theraze

Active member
Turns until that tier runs out is bad though, because if someone gets a tiny bowler hat in run or something else similar and happens to wear it and they're enough of a newbie that remembering steam is too difficult, they're not likely to be the people who pay attention to the fact that their turns remaining just halved. Whereas the steam counter is a less mutable counter... you still have the same amount of steam regardless of what you're wearing. It's just that it goes away faster when you don't wear the right gear.
 
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