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Ogeretal
Level: 597
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#arianne IRC log

Index of logs

#arianne IRC Log for 2010-07-31

Timestamps are in server time.

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02:02hudson_arianneProject stendhal_website build (15): STILL FAILING in 1 min 25 sec: http://stendhal.game-host.org/hudson/job/stendhal_website/15/
02:02hudson_arianne* nhnb: stated to work on account creation form
02:02hudson_arianne* nhnb: readded logged in check
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03:48Switchhi
03:48SwitchIs there anyone here?
03:48SwitchByeee!!
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13:21yoriyKymara, i am sorry but seems like i will not join dev meeting - forests burnings destroyed electric station and i will have neither internet nor electricity
13:28-!-yoriy [~Yoriy<(a)>wn2nat45.beelinegprs.ru] has quit [Quit: jmIrc destroyed by the OS]
13:32hendrikurghs.
13:32hendriki hope the fires are under control by now.
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14:06Bluelads4sorry for spamming
14:39CIA-68arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/core/events/achievements/AchievementNotifier.java: added comment
14:41CIA-68arianne_rpg: nhnb * stendhal/src/games/stendhal/tools/updateprop/ (UpdatePropertiesWriter.java UpdatePropUpdater.java): some cleanup
14:44hendrik!hudson schedule stendhal_website
14:44hudson_ariannehendrik: job stendhal_website build scheduled with a quiet period of 5 seconds
14:44CIA-68arianne_rpg: nhnb * stendhal_website/scripts/pharauroa/ (3 files in 2 dirs): don't depend on stendhal configuration file in pharauroa.
14:44hudson_arianneProject stendhal_website build (16): STILL FAILING in 8.4 sec: http://stendhal.game-host.org/hudson/job/stendhal_website/16/
14:49CIA-68arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/core/events/achievements/ (3 files): extract quest achievement creation to factory
14:50hudson_arianneYippie, build fixed!
14:51hudson_arianneProject stendhal_website build (17): FIXED in 1 min 24 sec: http://stendhal.game-host.org/hudson/job/stendhal_website/17/
15:04CIA-68arianne_rpg: nhnb * stendhal_website/scripts/pharauroa/ (client/clientframework.php pharauroa.php): new class client framework
15:04-!-CodeCannon [~Dwidge<(a)>vc-41-14-127-248.umts.vodacom.co.za] has quit [Ping timeout: 240 seconds]
15:06CIA-68arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/core/events/achievements/ (FightingAchievementFactory.java AchievementNotifier.java): add factory for fighting achievements
15:07CIA-68arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/core/events/achievements/ (FightingAchievementFactory.java QuestAchievementFactory.java): add java doc
15:13CIA-68arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/core/events/achievements/ (ExperienceAchievementFactory.java AchievementNotifier.java): add factory for experience achievements
15:14CIA-68arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/core/events/achievements/ExperienceAchievementFactory.java: add java doc
15:21-!-Javy_Dreamer [467af599<(a)>gateway/web/freenode/ip.70.122.245.153] has joined #arianne
15:21Javy_DreamerIn which Marauroa version is the map attribute introduced?
15:22Javy_DreamerI tried in 3.8.5 and I didn't see it as an option (method for the class)
15:27madmetzgerit was introduced with 3.8 Javy_Dreamer
15:27Javy_Dreamerhmmm
15:28Javy_DreamerLast time someone got me a link to its documentation but I forgot it
15:28Javy_Dreamerdo you know it?
15:28madmetzgeryes, i know it
15:28CIA-68arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/core/engine/db/AchievementDAO.java: store description in database
15:28Javy_Dreamercan you provide it?
15:28madmetzgerhttp://stendhalgame.org/wiki/Marauroa_3.8
15:29Javy_Dreamerthx
15:30madmetzgerif you think there are details missing please tell
15:32Javy_Dreamerok
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17:00hendrikkiheru, storyteller made a feature request about the camera being detached from the player object.
17:01hendrikwould that be possible client side? For example the server could sent an event with a set of coordinates.
17:01hendrikand when the user clicks somewhere or moves, the cam is returned to the player object.
17:03CIA-68arianne_rpg: nhnb * stendhal_website/scripts/pharauroa/client/clientframework.php: create account
17:08storytellerwell, yes, if this is possible it would be nice :)
17:12-!-CodeCannon [~Dwidge<(a)>vc-41-18-65-201.umts.vodacom.co.za] has joined #arianne
17:20CIA-68arianne_rpg: nhnb * stendhal_website/scripts/pharauroa/client/clientframework.php: factored method sendMessage out of createAccount
17:23-!-plassy [~quassel<(a)>ip-90-186-238-192.web.vodafone.de] has joined #arianne
17:29CIA-68arianne_rpg: nhnb * stendhal_website/scripts/pharauroa/client/clientframework.php: added stub for createCharacter()
17:29CIA-68arianne_rpg: nhnb * stendhal_website/scripts/pharauroa/common/net/message/message-p2s-createcharacter.php: fixed parameters of init()
17:58postman-botnikomicho rented a sign saying "sell mithril boots msg me!:)"
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20:03postman-botAdministrator SHOUTS: Hi, postman will take a break for the next hour or so. You can use /storemessage <player> in the mean time.
20:03-!-postman-bot [~postman<(a)>85.214.157.120] has quit [Remote host closed the connection]
20:03kymarawell, it is /storemessage <player> <message>
20:03hendrikurghs.
20:04hendriki guess player will figure that out.
20:04kymarahe does a blank message if you don't give one
20:04Bluelads4:D a new unwanted riddle :D
20:04kymarayou see it already in /help and when you right click to leave a message for a buddy
20:05kymara(you have to type in the message same as before)
20:16CIA-68arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/maps/quests/ElfPrincess.java: add a time limit to the quest (fixes #2949443)
20:17CIA-68arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/core/engine/db/AchievementDAO.java: fix a syntax error in the prepared statement
20:17CIA-68arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/core/events/achievements/QuestAchievementFactory.java: add an achievement for the elf princess quest
20:19CIA-68arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/core/events/achievements/QuestAchievementFactory.java: fix title of achievement based on suggestion from wiki
20:21madmetzgeri have changed the elf princess quest to count completions and added a time limit for repetitions
20:21madmetzgerplease test the quest
20:28-!-postman-bot [~postman<(a)>85.214.157.120] has joined #arianne
20:28-!-postman-bot [~postman<(a)>85.214.157.120] has quit [Remote host closed the connection]
20:28kymaramadmetzger: thanks, please add it to the stendhal testing page on the wiki and you can remove the stuff for 0.86 testing
20:28-!-postman-bot [~postman<(a)>85.214.157.120] has joined #arianne
20:29madmetzgerkymara, i've done that already :)
20:29madmetzgeri set the time limit to 5 minutes, i think that's okay for now
20:29kymaraoh sorry i checked recent change san di didn't see it at the top; you did achievements stuff too
20:30kymara5 minutes is fine.
20:30kymarashe moves after that time iirc
20:31madmetzgerno problem, i moved implemented achievements from the ideas page to the 'normal' achievements page
20:36CIA-68arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/maps/quests/ElfPrincess.java: extracted delay to a constant
20:55CIA-68arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/ (2 files in 2 dirs): added achievement for ultimate collector quest
20:56hendrikpostman is working, but he takes about 3 minutes after login until a message is delivered
20:57kymarahe doesn't actually deliver them though does he?
20:57kymarai mean, when we were still using old postman, messages sent with /storemessage did work. but now even they are affected.
20:57hendrikno, the bot is not sending the messages anymore.
20:58kymaraso updating the postman jar should not have affected that.
20:59kymarai can't remember, if after the release it was also true that it took a long time to get messages but i don't think it was.
20:59kymarai can try checklogs
20:59hendrikwhat logs?
21:00hendriki don't understand the cause.
21:00hendriksince the message are flagged as delivered, it means that ReadMessagesOnLogin is executed.
21:00hendrikand the transaction is completed.
21:01hendrikthere is no pending turn listener, so onTurnReached() has to have been executed, too.
21:01hendrikbut that method is calling sendPrivateMessage.
21:01hendrikwhich should sent the message right away.
21:01hendrikit cannot be blocking because we would get turn overflows as it is executed within the turn loop.
21:02hendrikthe issue cannot be with a missed modified() because /msg hendrik does work while waiting.
21:03kymarawell, are all turn notifiers working as fast as expected?
21:04kymarai guess that we would have noticed if they were all slow by a factor of, hm, 3*60
21:05kymarai would say:
21:05kymarasince the message are flagged as delivered, it means that GetPostmanMessagesCommand
21:05kymarais executed
21:05kymarabut it does not mean that DBCommandQueue.get().getOneResult(GetPostmanMessagesCommand.class, handle); is ready.
21:05kymarado you see what i mean?
21:06hendrikyes, but then there would be a turn listener for ReadMessageonLogin.
21:06hendrik[21:05] <Gamblos> You have 60 seconds left.
21:06hendrik[21:05] <Gamblos> You have 50 seconds left.
21:06hendrik[21:05] <Gamblos> You have 40 seconds left.
21:06kymarathere is a 1 turn turn notifier
21:06kymarain ReadMessageonLogin
21:06kymarabut if DBCommandQueue.get().getOneResult(GetPostmanMessagesCommand.class, handle) was null it will keep going
21:07kymarawith a TurnNotifier.get().notifyInTurns(0, this) - is that a bit odd?
21:07hendrikno
21:07hendrikthat's fine.
21:08kymarabut still that is also a possibel delay?
21:08hendrikyes
21:09hendrikbut that means that nobody could login during that time.
21:09-!-nobun [5ff8f43d<(a)>gateway/web/freenode/ip.95.248.244.61] has joined #arianne
21:09kymarahttp://pastebin.com/SLFC0vWc
21:10kymaraI want to test, I updated my server a bit earlier, it's got these errors.
21:10kymaramadmetzger: do you know if there's anything I am supposed to have done?
21:11hendrikError while saving new achievement Ados' Hoarder
21:11madmetzgeri thought i fixed that one
21:11kymarayes, I think that maybe that quote is a bad idea or shoudl be escaped
21:11hendrikis he related to bobby?
21:11kymarawho is bobby?
21:11kymaraah
21:11*kymara giggles
21:12*hendrik giggles.
21:14madmetzgeri don't get that exception
21:16kymaramaybe you fixed it too recently, i updated when i started up, maybe an hour ago.
21:16kymarawas it recent?
21:18madmetzger20:17 < CIA-68> arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/core/engine/db/AchievementDAO.java: fix a syntax error in the prepared statement
21:18kymaraokay.
21:18madmetzgerit was about an hour ago, so it seems to be possible that you didn't get that change
21:23hendrikmadmetzger, could you have a look at https://sourceforge.net/tracker/?func=detail&aid=3037632&group_id=1111&atid=973767
21:23hendrikI think that is similar to what you did for the migration test.
21:24madmetzgeryes, that looks similar
21:24madmetzgeri can have a try on that
21:24hendrikthat would be really cool.
21:25hendrikI am going to put lots of debug messages into ReadMessagesOnLogin and with that script we could enabled and disabled as needed.
21:25madmetzgerokay, i'll try that script. i think it should be possible to do what you want there
21:28hendrikaaaah, i found it.
21:29kymarahehe do it anyway though mad as I think it would be cool too :)
21:29hendrikTurnNotifier is using a HashSet.
21:29kymarawhat was it hendrik?
21:29kiheruhendrik: I suppose it would be possible to have the client show different coordinates than normally. iirc the screen position is updated when the player coordinates change, but if the player does not move then similar thing could be triggered by some event
21:30hendrikkiheru, i think that would be cool for show fights inside a fenced area.
21:30nobunA little question... char level affects something other than hit points? for example: atk power is related only to skill x weapon or level have some influence?
21:30hendriklike the spring party we had.
21:30kymaranobun, level has a lot of influence.
21:30hendriklevel has influance on attack and defence.
21:30nobunhow?
21:30kymaranobun, please listen to the soldiers in ados barracks.
21:31nobunI listened them
21:31nobunbut they don't explain exactly how
21:31kymarait has an effect in the same way that attack skill has
21:31kiherualso take a look how the strongest attacker/defender are sorted in the hall of fame
21:31kymaraboth are used to calculate how much damage you make when you hit
21:31kymaraand so is the weapon attack
21:32nobunfor example... I see atk = x * y... where x is skill and y is weapon
21:32nobunlevel how is calculated^
21:32nobun?
21:32kymarayes, looking at the hall of fame is a good idea. If you have a look at http://arianne.sourceforge.net/?arianne_url=content/news&all=100 (long page, this is all news items) and scroll down or search to Stendhal 0.70: Rules of War you also see some notes.
21:38CIA-68arianne_rpg: nhnb * marauroa/src/marauroa/server/game/db/CharacterDAO.java: added new method getCanonicalName which will return the correct upper/lowercase spelling
21:38CIA-68arianne_rpg: nhnb * stendhal_website/scripts/pharauroa/common/net/message/message-s2c-invalidmessage.php: ported message s2c invalidmessage
21:39CIA-68arianne_rpg: nhnb * stendhal_website/scripts/pharauroa/common/net/message/message-s2c-connectnack.php: ported message s2c connectnack
21:39CIA-68arianne_rpg: nhnb * stendhal_website/scripts/pharauroa/ (common/net/message-factory.php pharauroa.php): registered new messages
21:40nobunI readed all but I am unable to find usefull infos, sorry... I have a "math" approach
21:40nobunsaying that "level has influence to atk and def" is not enough clear
21:41hendriknot atk and def but attack and defines calculation in battle.
21:41hendrikif you want the exact formular, please find it in the source code.
21:41nobunwhat file?
21:42hendriksomewhere below src/games/stendhal/server
21:42nobunok thank for the filter
21:42kymaranobun did you look at the hall of fame?
21:42nobunyep
21:42kymarabest attacker is based on Based on atk*(1+0.03*level)
21:43nobunI saw that there are all 597 level players
21:43nobunand in single infos...
21:43kymaraso you can see the formula, although that is a bit of an approximation
21:43nobun... you can see the skill
21:43kymarayes, but kiheri said, look at how the strongest attacker/defender are sorted in the hall of fame
21:43nobunbut not the "effective vaule"
21:43kymaraand it says: Based on atk*(1+0.03*level)
21:44nobunok that "1" what it is exactly?
21:44kymara1 is a number
21:44nobunok
21:44nobunso
21:44nobuntaking an example
21:44nobunif atk is15x8
21:44kymarathe majority of the damage code is in games.stendhal.server.entity.RPEntity
21:44kymarait's pretty complex.
21:44nobunvalue is (15*8) + 1 + (lv * 0.03) ?
21:45kiheruno
21:45kymarai think it's multiplicative, but you can look up the exact code now
21:45nobunok I will take a look
21:45kymaramaxAttack = sourceAtk * weaponComponent * (1 + LEVEL_ATK * effectiveAttackerLevel) * speedEffect;
21:46kiheruroughly a multiplication. then there are the weight effects. and hitting probability
21:46kymarabut you;ll need to look up those defintiions and see what is actually done with the maxAttack.
21:47nobunok so, more or less lv is a multiply (not exact, but to have an approssimation)...
21:47nobunhmm
21:48nobunhow about to make a formula to calculate the fine atk, def for any level (not only lev 40?)
21:48nobun(I meant the skills)
21:50CIA-68arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/script/Log4J.java: add a script to change the log level for certain loggers at runtime (fixes #3037632)
21:50madmetzgerthere you are hendrik :D
21:50hendrikcool, thanks a lot.
21:51madmetzgeryw
21:51madmetzgerwasn't that difficult, log4j has a nice api :)
21:51kymaranobun: you can read the formulae in games.stendhal.server.entity.RPEntity.damageDone
21:52kymarathough that's still not a 'final' answer as there are also calculations for likelihood of even hitting etc, but i think it's closest to what you want to know.
21:52kymaracan you read java?
21:53nobunhmm not so much... I have an experience of C++ however
21:53kymarai think you'll be fine, then. and i pasted the line there for maxAttack.
21:53nobunI am now reading the point you are saying, trying to interpret it
21:53kiherujava should be perfectly readable then
21:54nobunhmm ... work in progress... xD
21:55kymarayou can see from that line why we used atk*(1+0.03*level) as the rough guide to who is the best attacker.
21:55CIA-68arianne_rpg: nhnb * stendhal/src/games/stendhal/server/core/events/TurnListenerDecorator.java: created a new class TurnListenerDecorator which allows to put add turn listeners multiple times (#3037636)
21:55CIA-68arianne_rpg: nhnb VERSION_00_RELEASE_86_REVISION_01 * stendhal/src/games/stendhal/server/core/events/TurnListenerDecorator.java: created a new class TurnListenerDecorator which allows to put add turn listeners multiple times (#3037636)
21:58kymarathe weapon component and speed effect both depend on weapon so what is left is sourceAtk * (1 + LEVEL_ATK * effectiveAttackerLevel) which is roughly, atk*(1+0.03*level)
21:59kymarareally i guess it's atk*(1+003*(level +5)) but we were just using that formula for a comparison against other plaeyrs so the +5 hardly matters.
21:59kiheruthe damage code has its reasons to be somewhat complicated. it needs to make heavy and light weapons advantageous in different situations, *and* it needed to be fit to existing player stats and items
21:59nobunhmm
22:00nobunvery complex to understand from outside, infact
22:00kymarais it needed that you understand it?
22:00kymarayou need to know that attack skill and level are both important (well rounded is the example)
22:00kymaraand the hall of fame even gives you an approximate formula.
22:00nobunit should better, but I don't want to bother too much xD
22:00kymarayou can keep asking questions if there's something you dont' understand
22:01nobunmore than a question... a suggestion
22:01kymarabut if you want a final formula for all situations that's tricky because weapons and opponent level is used.
22:01kymarayou have a formula already for a basic approximation.
22:01nobunyep but parameters are not clear
22:02kymarawhat is not clear?
22:02nobunfor example... speedeffect
22:02nobunis rate?
22:02kymarathat's defiend in the code.
22:02nobunsearching...
22:02kymaraline 495 down
22:03kymaraas i said the method is damageDone .
22:03kymaraand i said,speedEffect depends on weapon so you would not use it for any formula that is weapon independent.
22:03CIA-68arianne_rpg: nhnb * stendhal/src/games/stendhal/server/ (6 files in 4 dirs): use TurnListenerDecorator where required
22:04nobunhmm
22:05nobunthere are a lot of parameters that should be analyzed
22:05kymarawhat are you trying to work out?
22:05nobunI think it is not possible to understand all in a single night xD
22:05nobunI am only curious and math-approach man xD
22:06nobunhowever if I can say my suggestion...
22:06kymarawhat is the aim, i mean.
22:06kymarado you want to understand just how level and attack affect the damage done?
22:06kymarabecause that is easy.
22:07nobunny reasno reason... perhaps curiosity? sadness? perhaps all those things? xD
22:07nobunhowever my suggestion is...
22:07kymarano, i ask not the reason. i ask the desired outcome.
22:07nobunnothing special
22:07kiherubasically a slow weapon is good against strong enemies. I don't try to get exact with that when playing even though I wrote the code in question
22:07nobunI only trying to understand better
22:08kymaranobun: then, the code comemnts in damageDone are pretty helpful
22:09nobunsuggestion: In Ados Barracks let the "trainer" to inform you about the optimal skills for your level instead of having only the parameter for lev 40 xD
22:10kymarathat is not supposed to be optimal.
22:10nobunso... you say hi "hi. Your level is xx and your skills should be yy. You are doing right / you have trained too much / You have collected too mux xp than training)
22:10kymaraThey are just extreme examples.
22:10nobuneh eh
22:10nobunit is hard to know the progress after ;)
22:10kymaraThere is no such thing as 'too much xp during training'
22:10CIA-68arianne_rpg: nhnb VERSION_00_RELEASE_86_REVISION_01 * stendhal/src/games/stendhal/server/ (5 files in 4 dirs): use TurnListenerDecorator where required (fixes #3037636)
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22:11kymarait's more that it's possibel not a good use of your time.
22:11kymarabecause you could have been both levelling up and increasing yout atk/def skills.
22:11kymara*your
22:11nobun:)
22:12kymarai don't think we have any such recommendations: 'you should have these skills'
22:12nobunfor example I know that my skills are a little low (26, 27 for level 39)
22:12kymarabut he does advise you about your weapons, to let you know what you can hit well with it
22:12kymarahow do you know they are low?
22:12nobunyep that is very usefull infact
22:12nobunif suggested for lev 40 are 30,30 .... xD
22:13kymarait didn't make that suggestion, sorry that you have got misled by that
22:13kymarathey were comparative examples.
22:13nobunyep
22:13kymarathey were just a bunch of figures selected from the air
22:13nobunbut you have an idea about good skills for lev 40
22:13kymarathe lowest level guy there has higher stats than all the rest
22:14kymarathe highest level one has the lowest stats
22:14kymarai have not sat down to work out their comparitive damage ability.
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22:14nobunhmm
22:16nobunI am searching the "right way to play" (training or however taking a look to the stats is somewhat boring xD)
22:16kymarawoo, but he did have the best overall damage ability
22:16kymarahurrah
22:16kymarawell, can't we use the formula i've pasted in about 5 times now?
22:16kiheruit's suggested to have as high level and stats as possible :-)
22:16kymaraatk*(1+0.03*level)
22:16kymararight, kiheru. maximise both
22:17kymarasuper trainer : 40 * (1 + 0.03 x 20)
22:17kymaraxp hunter : 20 * (1 + 0.03 x 60)
22:18kymarawell rounded : 30 * ( 1 + 0.03 x 40)
22:18kymaraso helpfully i used two types of notation for mulitply :P anyway i think the numbers were sth like 64, 56, 66 or so.
22:18kymarabut you can check.
22:19nobunclear ^^
22:20kymaraand at level 39 with attack 26 you can now have a look around and see, whether improving one attack level or one xp level helps you more, and think about how much time each may take, etc etc.
22:20kymarajust remember if you play normally and hit your own creatures (not like xp hunter) then you improve your atk at the same time.
22:21nobuneh eh... the fact is that I play "mixed" xp hunter and training
22:21kiheruand it's usually easier to gain levels than atk levels
22:21nobunI see it
22:22nobunatk is very hard to gain
22:22nobunsometimes I hit creatures by nude hands... but after a bit is a little boring xD
22:22kiheruthe aim has been that the most effective way to play would be the natural one. wander around and fight
22:22nobuneh eh you are right...
22:23nobunbut I am unable to say now to a "battle party" with friends xD
22:23nobunto say no *
22:23kymaranobun: hitting creatures with no weapon to gain attack faster seems wrong.
22:23kymarathat's rate 5.
22:23nobunin that case I must act as a super trained (becouse I am the lowest level player xD)
22:23nobunhmm
22:24kymarause a weak fast weapon like a simple dagger or knife say
22:24nobunthank for info
22:24kymarawhat rate did you think it would be? faster than anything with a weapon?
22:24nobunbut with a simple dagger (I use it usually) vaste very fast an animal too xD
22:24kymarayes, ok. but a lowlevel animal may not even have hurt you.
22:25kymaraso you wont' gain any attack points from that battle.
22:25nobunI noted that was strangely slow... now I have an explaination xD
22:25nobuneh eh kymara... not exact
22:25nobunwolf can hit me, even if weak
22:25kymaraattack points only increment when the enemy hurt you. so for trainign with players you have to get hurt by them regularly enough.
22:25kymaraok, good.
22:26nobun:)
22:26nobunbut wolfs hits me too rarely so I usually hit by nude hands creatures like lions or bears
22:27nobunbut, as you say... slow and boring xD
22:27kymararight, so you did see what i meant.
22:27nobunyep
22:27nobunI noted it recently
22:27kymarahendrik: what is wrong with HashSet?
22:27nobunthank for your time, kymara and hendrik
22:27kymaraand kiheru, nobun.
22:28nobunand hikeru... sorry for forgotting xD
22:28hendrikkiheru more than me.
22:28nobunI have a bad memory for names xD
22:28kymaramemory? does your irc client show only the last 2 lines of logs? :D
22:28hendrikkymara, the problem is that I had the wrong assumption that calling TurnNotifier.get().notifyInTurns(this, 0) x times will invoke the onTurnReached method x times.
22:32nobunI say I have BAD memory, kymara xD
22:32nobunso the answer is probably... yes, or something similar :P
22:36kymarahendrik i'm still sceptical
22:36kymaraso, before you thought the behaviour was, if it's null check again in 0 turns (same turn?)
22:37hendrikno 0 means next turn.
22:37kymaraok
22:37kymaraso on the turn after next (from the notify in turns with a '1') it would check if command is null
22:38kymaraand it was so it says ok check next turn again
22:38hendrikyes
22:38kymaraand the next turn it was still null
22:38kymaraso it says ok check next turn again, etc etc?
22:38kymarawas the expected behaviour?
22:38hendrikyes
22:38kymarawhy didn't that happen?
22:39hendrikthat did happen.
22:39kymaradid it almost pre-evaluate or something?
22:39kymarai was thinking if that didn't happen how did it everget an answer
22:39hendriklet me give a different example.
22:39hendrikplayer A logs in.
22:40hendrika ReadMessages turn listener is started to collect the result next turn.
22:40hendrikplayer B logs in.
22:40hendrika ReadMessages turn listener is started to collect the result next turn.
22:40hendriknext turn
22:40hendrika ReadMessage turn listener collects one result.
22:41hendrikshould happen: a ReadMessage turn listener collects one result.
22:41hendrikbut because wie did not instantiate multiple ReadMessages objects, both ReadMessages TurnListener are equal (even the same)
22:42hendrikwie -> we.
22:42hendrikso only one is called.
22:42hendriksometime later player C logs in.
22:43hendrika ReadMessages turn listener is started to collect the result next turn.
22:43hendriknext turn
22:43hendrika ReadMessage turn listener collects one result.
22:43hendrikfor player B.
22:45hendrikkymara, does that make sense?
22:45nobuna little question... I find a strange thing... perhaps a bug?
22:46nobunA player attacked me in red area (normal) but I traveled my char in green area (up to semos) and he continued to perform his attack also in green area
22:46kymarayes hendrik
22:46hendriknobun, that is by intent.
22:47nobunah ok
22:47nobunbut unqou is my second char (lv 7 only xD)
22:47hendriki don't know why from the back of my head, but i know there was some reason.
22:47hendrikkymara, this bug is not as worse as the getAllResults ones.
22:47kymaranot as bad as they were, you mean?
22:48nobunsorry hendrik... as I said... I have bad memory for names so I don't realize was you :)
22:48nobunso why I escaped xD
22:48hendrikyes.
22:49kymarahendrik: thats fine
22:51kymarahendrik what do you plan to use getCanonicalName for? are you working on those two reported by story?
22:51kiheruthe permission to attack is checked only when the attack starts. otherwise it would need to be checked all the time
22:51nobunhmm
22:51hendrikkymara, yes that was the idea.
22:51nobunso a player cannot escape from attack when reaching green area?
22:52kymarahendrik: can i check your plans?
22:52kymaraI had thought about them too and had started to have a look (but done no coding, so it's okay)
22:52kymarahendrik: i think you shouldn't *have* to use the correct case
22:53kymarabut whenever you add a buddy then it should check if they are already in list (regardless of case)
22:53hendriki want to replace CheckCharacterExistsCommand with GetCanonicalCharacterNamecommand.
22:53kymaraand also when you add them, the correct case should be written on list
22:53hendrikyes.
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22:54kymaraok and GetCanonicalCharacterNameCommand will return null if character doesn't exist?
22:54hendrikyes
22:55kymaraokay, you may continue :P
22:55kiherujust walking to green is not enough. it could make escaping easier, but it would also make abuse easier (the escaping player could have well started the conflict)
22:55kymarait reminds me of that warning in server logs which isn't really a warning though
22:56kymarayou know, when people have made a character called blah but login with Blah, it happily logs them in but marauroa still sends a warning (i think it's marauroa)
22:57hendrikyes
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23:02kymarais it right or do we leave it in as marauroa shoudl have the option to allow case sensitive characters
23:06CIA-68arianne_rpg: kymara * stendhal/src/games/stendhal/server/entity/Entity.java: zone.toString() starts with "zone" hence got : Entity added while in another zone zone IRPZone.ID in a logger warning, fixed the warning.
23:10CIA-68arianne_rpg: kiheru * stendhal/src/games/stendhal/client/entity/ (Entity.java Gate.java IEntity.java User.java): made isUser public
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23:11CIA-68arianne_rpg: kiheru * stendhal/src/games/stendhal/client/gui/wt/EntityContainer.java: Use isUser rather than trying to compare entity IDs, because that works reliably even when drawing is done in different thread
23:16nobunhendrik... please don't hit until kill level... my character unqou don't want to die xD
23:16nobungive me the time to restore
23:16nobunI'm glad to help with testing, but don't kill xD
23:16kymaranobun: why do you think hendrik is hitting you?
23:17nobuntesting?
23:17kymarawhen he said:'That was by intent' he was referring to the possible bug you reported.
23:17nobunhmm
23:17kymarahendrik isn't online.
23:17nobunhmm
23:18kymaraand if he was he is not the kind to attack you.
23:18nobuntrots isn't hendrik?
23:18nobunI understood this in this chat
23:18kymarauh, I don't think so.
23:18nobunah
23:18nobunso I will see who is trots
23:18kymaraNo, you noted, that a player can attack you when you are outside protection,and when you run in, he is still attacking.
23:19nobunyep
23:19kymaraand hendrik said: That is by intent. and that he couldnt remember the reaosn but thought there was one.
23:19nobunwas trot
23:19kymaraand kiheru later gave the reason.
23:19nobunah ok
23:19nobunI misunderstood a thing
23:19nobunnow all clear
23:20nobunso the final answer is "don't trust to trots with unqou" xD
23:20kymarato be clear: if anyone here is going to refer to themself in game and they are not using the same character name, they'd make it obvious.
23:20kymaraand you asked about a possible bug in behaviour so i think it's natural that you got an answer about the behaviour
23:20kymarabut i'm glad you understand now
23:22nobunyep
23:22nobunmy misunderstanding was about another thing...
23:23nobun... I understand (badly) that the character who attacked me was hendrik for testing and that the intent of the attack was that xD
23:23nobunso why I asked after "sorry for escape"
23:26nobuneh eh perhaps is all due to my bad english xD
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23:27kiherumost of the testing is done at the test server (or locally), unless checking if a bug affects the release as well
23:36kymaranobun: huh? yes, i thought that was what you misunderstood.
23:43nobun^^

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