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user:loggy:misc [2023/06/22 19:39]
loggy lure/seduction
user:loggy:misc [2023/12/12 13:05] (current)
loggy digging for the apostasy bug
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   * ??Transformation??'s yellow text is nearly right. The checks really are 20% + misfortune scale to fail. Succeeding the first gives a good result. Upon failing the first check there is then a second identical check, succeeding this gives you a bad result (and feebleminds you if the new form is not mindless). Failing both checks kills you.   * ??Transformation??'s yellow text is nearly right. The checks really are 20% + misfortune scale to fail. Succeeding the first gives a good result. Upon failing the first check there is then a second identical check, succeeding this gives you a bad result (and feebleminds you if the new form is not mindless). Failing both checks kills you.
 +  * A bad result that is mindless lowers your paths to F4A4W4E4S3D4N3B4 if any of them were higher than that
 +  * Even when you fail both and die, you still get transformed into something, which feebleminds you or applies the path limiting above anyway.
 +  * %%The chance of getting a pathboost in percent is (can't push you above X10) is ((10 - drain scale) * attuned percentage * 10)/100. Magic scales count for negative drain. Attuned values are a chassis attribute, for instance cave drakes have 50% earth attuned.%%
  
   * Spell interruption chance in percent is interruptdamage + 25 + (damage*100)/maxhp. Interruptdamage is from effect 129 only. Combat casters and mindless/slave vessels are halved, both conditions will half twice, rounding down after each.   * Spell interruption chance in percent is interruptdamage + 25 + (damage*100)/maxhp. Interruptdamage is from effect 129 only. Combat casters and mindless/slave vessels are halved, both conditions will half twice, rounding down after each.
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   * Seduction: two map commander orders (72, seduction; 58: corruptor) do this.   * Seduction: two map commander orders (72, seduction; 58: corruptor) do this.
     * Get a commander to target. This looks properly randomised (builds a list on the stack and then picks one randomly). This respects Scale Walls. Sneaking commanders are not valid targets, as many players probably know from experience.     * Get a commander to target. This looks properly randomised (builds a list on the stack and then picks one randomly). This respects Scale Walls. Sneaking commanders are not valid targets, as many players probably know from experience.
-    * If dream seduction, penbase = 13 + (pen bonus from items, bless etc), moralebase = 10+    * If dream seduction, penbase = 13 + (pen bonus from items, bless etc), moralebase = <value of dream seduction>
     * If nondream seduction (overwrites dream if you give a unit both), penbase = 99, moralebase = <value of seduction ability>     * If nondream seduction (overwrites dream if you give a unit both), penbase = 99, moralebase = <value of seduction ability>
     * If the unit is female (including via cat charm):     * If the unit is female (including via cat charm):
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   * Regular assassination: does what it says. I can't see any surprises here.   * Regular assassination: does what it says. I can't see any surprises here.
   * Seduction/regular assassinations are 50% to add what I assume is the the nighttime darkness terrain flag.   * Seduction/regular assassinations are 50% to add what I assume is the the nighttime darkness terrain flag.
 +  * Looks like Jorogumo's lure can be used anywhere that isn't a waste.
 +
 +  * A side's "max" hp calc (this is only for adjusting the saved value of "how much hp did my side start with", the actual work just does the hp calcs with modifications as below for slaves/pd) goes like this:
 +
 +      Get real total
 +      Get tempflag1 total - I added a note saying retinue gets this flag, but pd does NOT (it's tempflag3)
 +      "Permanent" total = real - tempflag1
 +      if "permanent" total <= tempflag1 total, templflag1 total = "permanent" total
 +      Actual total of the calc = permanent + tempflag1 total
 +   * This is really confusing, but it's maybe the basis of the one commander and their retinue line?
 +     * 1x 10hp guy, 100hp of retinue
 +       * real=110
 +       * tempflag1 = 100
 +       * permanent = 10
 +       * The conditionis true, so tempflag1=10
 +       * actual total = 20
 +   * pd (temp flag=3) contribute hp/4 rounded up
 +   * slaves contribute hp/2 rounded up
 +
 +Blastsquare (and the apostasy bug)
 +  * A = size points in square + open 2d6
 +  * A gets 999 added if battle enchant/timestop or the spell has ignore shields spec value
 +  * If spell doesn't have the nonmagical spec, add 2 more to A
 +  * %%B = (2 - victim fatigue/20 rounded down) + open 2d6%%
 +  * Get your shield defence/parry value, and double it.
 +  * If spec has either "flail spec" 4 or AN 128, shield defence/parry value = 0.
 +  * Calc effective shield prot: fetch the value, if spec has AP, halve it, if spell is AN or ignores shields then this is zero.
 +  * If spec has neither flail spec 4 or AN 128, and the victim is standing on a fort wall
 +    * If shield defence/parry was less than 10, set it to 10.
 +    * If shield prot was less than 30, set it to 30. Then, if the effect was AP, half it. (this seemingly introduces an order of operations bug - if you have a prot 36 shield vs AP, you'll use the wall bonus instead despite it being worse)
 +  * If you have air shield, there's a value% chance to add 100 to B.
 +  * If A < B, the victim avoids all damage.
 +  * If A < (B + the shield's parry value), you hit the shield.
  
 FIXME look at what sets the assassination flag, very likely there is a bug in the spells that don't use it (which will cause casting AI to not have the reduced buff preference) FIXME look at what sets the assassination flag, very likely there is a bug in the spells that don't use it (which will cause casting AI to not have the reduced buff preference)
user/loggy/misc.1687462794.txt.gz ยท Last modified: 2023/06/22 19:39 by loggy