irc.freenode.net (see http://freenode.net for more information) then
Alternatively, you can simply use freenode's webchat service, below. Feel free to change the nick to for example, your player name.
Timestamps are in server time.
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| 02:02 | hudson_arianne | Project stendhal_website build (15): STILL FAILING in 1 min 25 sec: http://stendhal.game-host.org/hudson/job/stendhal_website/15/ |
| 02:02 | hudson_arianne | * nhnb: stated to work on account creation form |
| 02:02 | hudson_arianne | * nhnb: readded logged in check |
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| 03:48 | -!- | Switch [c93324b6<(a)>gateway/web/freenode/ip.201.51.36.182] has joined #arianne |
| 03:48 | Switch | hi |
| 03:48 | Switch | Is there anyone here? |
| 03:48 | Switch | Byeee!! |
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| 13:21 | yoriy | Kymara, 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 |
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| 13:32 | hendrik | urghs. |
| 13:32 | hendrik | i hope the fires are under control by now. |
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| 14:06 | Bluelads4 | sorry for spamming |
| 14:39 | CIA-68 | arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/core/events/achievements/AchievementNotifier.java: added comment |
| 14:41 | CIA-68 | arianne_rpg: nhnb * stendhal/src/games/stendhal/tools/updateprop/ (UpdatePropertiesWriter.java UpdatePropUpdater.java): some cleanup |
| 14:44 | hendrik | !hudson schedule stendhal_website |
| 14:44 | hudson_arianne | hendrik: job stendhal_website build scheduled with a quiet period of 5 seconds |
| 14:44 | CIA-68 | arianne_rpg: nhnb * stendhal_website/scripts/pharauroa/ (3 files in 2 dirs): don't depend on stendhal configuration file in pharauroa. |
| 14:44 | hudson_arianne | Project stendhal_website build (16): STILL FAILING in 8.4 sec: http://stendhal.game-host.org/hudson/job/stendhal_website/16/ |
| 14:49 | CIA-68 | arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/core/events/achievements/ (3 files): extract quest achievement creation to factory |
| 14:50 | hudson_arianne | Yippie, build fixed! |
| 14:51 | hudson_arianne | Project stendhal_website build (17): FIXED in 1 min 24 sec: http://stendhal.game-host.org/hudson/job/stendhal_website/17/ |
| 15:04 | CIA-68 | arianne_rpg: nhnb * stendhal_website/scripts/pharauroa/ (client/clientframework.php pharauroa.php): new class client framework |
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| 15:06 | CIA-68 | arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/core/events/achievements/ (FightingAchievementFactory.java AchievementNotifier.java): add factory for fighting achievements |
| 15:07 | CIA-68 | arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/core/events/achievements/ (FightingAchievementFactory.java QuestAchievementFactory.java): add java doc |
| 15:13 | CIA-68 | arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/core/events/achievements/ (ExperienceAchievementFactory.java AchievementNotifier.java): add factory for experience achievements |
| 15:14 | CIA-68 | arianne_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 |
| 15:21 | Javy_Dreamer | In which Marauroa version is the map attribute introduced? |
| 15:22 | Javy_Dreamer | I tried in 3.8.5 and I didn't see it as an option (method for the class) |
| 15:27 | madmetzger | it was introduced with 3.8 Javy_Dreamer |
| 15:27 | Javy_Dreamer | hmmm |
| 15:28 | Javy_Dreamer | Last time someone got me a link to its documentation but I forgot it |
| 15:28 | Javy_Dreamer | do you know it? |
| 15:28 | madmetzger | yes, i know it |
| 15:28 | CIA-68 | arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/core/engine/db/AchievementDAO.java: store description in database |
| 15:28 | Javy_Dreamer | can you provide it? |
| 15:28 | madmetzger | http://stendhalgame.org/wiki/Marauroa_3.8 |
| 15:29 | Javy_Dreamer | thx |
| 15:30 | madmetzger | if you think there are details missing please tell |
| 15:32 | Javy_Dreamer | ok |
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| 17:00 | hendrik | kiheru, storyteller made a feature request about the camera being detached from the player object. |
| 17:01 | hendrik | would that be possible client side? For example the server could sent an event with a set of coordinates. |
| 17:01 | hendrik | and when the user clicks somewhere or moves, the cam is returned to the player object. |
| 17:03 | CIA-68 | arianne_rpg: nhnb * stendhal_website/scripts/pharauroa/client/clientframework.php: create account |
| 17:08 | storyteller | well, 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 |
| 17:20 | CIA-68 | arianne_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 |
| 17:29 | CIA-68 | arianne_rpg: nhnb * stendhal_website/scripts/pharauroa/client/clientframework.php: added stub for createCharacter() |
| 17:29 | CIA-68 | arianne_rpg: nhnb * stendhal_website/scripts/pharauroa/common/net/message/message-p2s-createcharacter.php: fixed parameters of init() |
| 17:58 | postman-bot | nikomicho rented a sign saying "sell mithril boots msg me!:)" |
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| 20:03 | postman-bot | Administrator 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] |
| 20:03 | kymara | well, it is /storemessage <player> <message> |
| 20:03 | hendrik | urghs. |
| 20:04 | hendrik | i guess player will figure that out. |
| 20:04 | kymara | he does a blank message if you don't give one |
| 20:04 | Bluelads4 | :D a new unwanted riddle :D |
| 20:04 | kymara | you see it already in /help and when you right click to leave a message for a buddy |
| 20:05 | kymara | (you have to type in the message same as before) |
| 20:16 | CIA-68 | arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/maps/quests/ElfPrincess.java: add a time limit to the quest (fixes #2949443) |
| 20:17 | CIA-68 | arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/core/engine/db/AchievementDAO.java: fix a syntax error in the prepared statement |
| 20:17 | CIA-68 | arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/core/events/achievements/QuestAchievementFactory.java: add an achievement for the elf princess quest |
| 20:19 | CIA-68 | arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/core/events/achievements/QuestAchievementFactory.java: fix title of achievement based on suggestion from wiki |
| 20:21 | madmetzger | i have changed the elf princess quest to count completions and added a time limit for repetitions |
| 20:21 | madmetzger | please test the quest |
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| 20:28 | kymara | madmetzger: 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 |
| 20:29 | madmetzger | kymara, i've done that already :) |
| 20:29 | madmetzger | i set the time limit to 5 minutes, i think that's okay for now |
| 20:29 | kymara | oh sorry i checked recent change san di didn't see it at the top; you did achievements stuff too |
| 20:30 | kymara | 5 minutes is fine. |
| 20:30 | kymara | she moves after that time iirc |
| 20:31 | madmetzger | no problem, i moved implemented achievements from the ideas page to the 'normal' achievements page |
| 20:36 | CIA-68 | arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/maps/quests/ElfPrincess.java: extracted delay to a constant |
| 20:55 | CIA-68 | arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/ (2 files in 2 dirs): added achievement for ultimate collector quest |
| 20:56 | hendrik | postman is working, but he takes about 3 minutes after login until a message is delivered |
| 20:57 | kymara | he doesn't actually deliver them though does he? |
| 20:57 | kymara | i mean, when we were still using old postman, messages sent with /storemessage did work. but now even they are affected. |
| 20:57 | hendrik | no, the bot is not sending the messages anymore. |
| 20:58 | kymara | so updating the postman jar should not have affected that. |
| 20:59 | kymara | i 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. |
| 20:59 | kymara | i can try checklogs |
| 20:59 | hendrik | what logs? |
| 21:00 | hendrik | i don't understand the cause. |
| 21:00 | hendrik | since the message are flagged as delivered, it means that ReadMessagesOnLogin is executed. |
| 21:00 | hendrik | and the transaction is completed. |
| 21:01 | hendrik | there is no pending turn listener, so onTurnReached() has to have been executed, too. |
| 21:01 | hendrik | but that method is calling sendPrivateMessage. |
| 21:01 | hendrik | which should sent the message right away. |
| 21:01 | hendrik | it cannot be blocking because we would get turn overflows as it is executed within the turn loop. |
| 21:02 | hendrik | the issue cannot be with a missed modified() because /msg hendrik does work while waiting. |
| 21:03 | kymara | well, are all turn notifiers working as fast as expected? |
| 21:04 | kymara | i guess that we would have noticed if they were all slow by a factor of, hm, 3*60 |
| 21:05 | kymara | i would say: |
| 21:05 | kymara | since the message are flagged as delivered, it means that GetPostmanMessagesCommand |
| 21:05 | kymara | is executed |
| 21:05 | kymara | but it does not mean that DBCommandQueue.get().getOneResult(GetPostmanMessagesCommand.class, handle); is ready. |
| 21:05 | kymara | do you see what i mean? |
| 21:06 | hendrik | yes, but then there would be a turn listener for ReadMessageonLogin. |
| 21:06 | hendrik | [21:05] <Gamblos> You have 60 seconds left. |
| 21:06 | hendrik | [21:05] <Gamblos> You have 50 seconds left. |
| 21:06 | hendrik | [21:05] <Gamblos> You have 40 seconds left. |
| 21:06 | kymara | there is a 1 turn turn notifier |
| 21:06 | kymara | in ReadMessageonLogin |
| 21:06 | kymara | but if DBCommandQueue.get().getOneResult(GetPostmanMessagesCommand.class, handle) was null it will keep going |
| 21:07 | kymara | with a TurnNotifier.get().notifyInTurns(0, this) - is that a bit odd? |
| 21:07 | hendrik | no |
| 21:07 | hendrik | that's fine. |
| 21:08 | kymara | but still that is also a possibel delay? |
| 21:08 | hendrik | yes |
| 21:09 | hendrik | but 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 |
| 21:09 | kymara | http://pastebin.com/SLFC0vWc |
| 21:10 | kymara | I want to test, I updated my server a bit earlier, it's got these errors. |
| 21:10 | kymara | madmetzger: do you know if there's anything I am supposed to have done? |
| 21:11 | hendrik | Error while saving new achievement Ados' Hoarder |
| 21:11 | madmetzger | i thought i fixed that one |
| 21:11 | kymara | yes, I think that maybe that quote is a bad idea or shoudl be escaped |
| 21:11 | hendrik | is he related to bobby? |
| 21:11 | kymara | who is bobby? |
| 21:11 | kymara | ah |
| 21:11 | * | kymara giggles |
| 21:12 | * | hendrik giggles. |
| 21:14 | madmetzger | i don't get that exception |
| 21:16 | kymara | maybe you fixed it too recently, i updated when i started up, maybe an hour ago. |
| 21:16 | kymara | was it recent? |
| 21:18 | madmetzger | 20:17 < CIA-68> arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/core/engine/db/AchievementDAO.java: fix a syntax error in the prepared statement |
| 21:18 | kymara | okay. |
| 21:18 | madmetzger | it was about an hour ago, so it seems to be possible that you didn't get that change |
| 21:23 | hendrik | madmetzger, could you have a look at https://sourceforge.net/tracker/?func=detail&aid=3037632&group_id=1111&atid=973767 |
| 21:23 | hendrik | I think that is similar to what you did for the migration test. |
| 21:24 | madmetzger | yes, that looks similar |
| 21:24 | madmetzger | i can have a try on that |
| 21:24 | hendrik | that would be really cool. |
| 21:25 | hendrik | I am going to put lots of debug messages into ReadMessagesOnLogin and with that script we could enabled and disabled as needed. |
| 21:25 | madmetzger | okay, i'll try that script. i think it should be possible to do what you want there |
| 21:28 | hendrik | aaaah, i found it. |
| 21:29 | kymara | hehe do it anyway though mad as I think it would be cool too :) |
| 21:29 | hendrik | TurnNotifier is using a HashSet. |
| 21:29 | kymara | what was it hendrik? |
| 21:29 | kiheru | hendrik: 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 |
| 21:30 | hendrik | kiheru, i think that would be cool for show fights inside a fenced area. |
| 21:30 | nobun | A 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? |
| 21:30 | hendrik | like the spring party we had. |
| 21:30 | kymara | nobun, level has a lot of influence. |
| 21:30 | hendrik | level has influance on attack and defence. |
| 21:30 | nobun | how? |
| 21:30 | kymara | nobun, please listen to the soldiers in ados barracks. |
| 21:31 | nobun | I listened them |
| 21:31 | nobun | but they don't explain exactly how |
| 21:31 | kymara | it has an effect in the same way that attack skill has |
| 21:31 | kiheru | also take a look how the strongest attacker/defender are sorted in the hall of fame |
| 21:31 | kymara | both are used to calculate how much damage you make when you hit |
| 21:31 | kymara | and so is the weapon attack |
| 21:32 | nobun | for example... I see atk = x * y... where x is skill and y is weapon |
| 21:32 | nobun | level how is calculated^ |
| 21:32 | nobun | ? |
| 21:32 | kymara | yes, 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. |
| 21:38 | CIA-68 | arianne_rpg: nhnb * marauroa/src/marauroa/server/game/db/CharacterDAO.java: added new method getCanonicalName which will return the correct upper/lowercase spelling |
| 21:38 | CIA-68 | arianne_rpg: nhnb * stendhal_website/scripts/pharauroa/common/net/message/message-s2c-invalidmessage.php: ported message s2c invalidmessage |
| 21:39 | CIA-68 | arianne_rpg: nhnb * stendhal_website/scripts/pharauroa/common/net/message/message-s2c-connectnack.php: ported message s2c connectnack |
| 21:39 | CIA-68 | arianne_rpg: nhnb * stendhal_website/scripts/pharauroa/ (common/net/message-factory.php pharauroa.php): registered new messages |
| 21:40 | nobun | I readed all but I am unable to find usefull infos, sorry... I have a "math" approach |
| 21:40 | nobun | saying that "level has influence to atk and def" is not enough clear |
| 21:41 | hendrik | not atk and def but attack and defines calculation in battle. |
| 21:41 | hendrik | if you want the exact formular, please find it in the source code. |
| 21:41 | nobun | what file? |
| 21:42 | hendrik | somewhere below src/games/stendhal/server |
| 21:42 | nobun | ok thank for the filter |
| 21:42 | kymara | nobun did you look at the hall of fame? |
| 21:42 | nobun | yep |
| 21:42 | kymara | best attacker is based on Based on atk*(1+0.03*level) |
| 21:43 | nobun | I saw that there are all 597 level players |
| 21:43 | nobun | and in single infos... |
| 21:43 | kymara | so you can see the formula, although that is a bit of an approximation |
| 21:43 | nobun | ... you can see the skill |
| 21:43 | kymara | yes, but kiheri said, look at how the strongest attacker/defender are sorted in the hall of fame |
| 21:43 | nobun | but not the "effective vaule" |
| 21:43 | kymara | and it says: Based on atk*(1+0.03*level) |
| 21:44 | nobun | ok that "1" what it is exactly? |
| 21:44 | kymara | 1 is a number |
| 21:44 | nobun | ok |
| 21:44 | nobun | so |
| 21:44 | nobun | taking an example |
| 21:44 | nobun | if atk is15x8 |
| 21:44 | kymara | the majority of the damage code is in games.stendhal.server.entity.RPEntity |
| 21:44 | kymara | it's pretty complex. |
| 21:44 | nobun | value is (15*8) + 1 + (lv * 0.03) ? |
| 21:45 | kiheru | no |
| 21:45 | kymara | i think it's multiplicative, but you can look up the exact code now |
| 21:45 | nobun | ok I will take a look |
| 21:45 | kymara | maxAttack = sourceAtk * weaponComponent * (1 + LEVEL_ATK * effectiveAttackerLevel) * speedEffect; |
| 21:46 | kiheru | roughly a multiplication. then there are the weight effects. and hitting probability |
| 21:46 | kymara | but you;ll need to look up those defintiions and see what is actually done with the maxAttack. |
| 21:47 | nobun | ok so, more or less lv is a multiply (not exact, but to have an approssimation)... |
| 21:47 | nobun | hmm |
| 21:48 | nobun | how about to make a formula to calculate the fine atk, def for any level (not only lev 40?) |
| 21:48 | nobun | (I meant the skills) |
| 21:50 | CIA-68 | arianne_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) |
| 21:50 | madmetzger | there you are hendrik :D |
| 21:50 | hendrik | cool, thanks a lot. |
| 21:51 | madmetzger | yw |
| 21:51 | madmetzger | wasn't that difficult, log4j has a nice api :) |
| 21:51 | kymara | nobun: you can read the formulae in games.stendhal.server.entity.RPEntity.damageDone |
| 21:52 | kymara | though 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. |
| 21:52 | kymara | can you read java? |
| 21:53 | nobun | hmm not so much... I have an experience of C++ however |
| 21:53 | kymara | i think you'll be fine, then. and i pasted the line there for maxAttack. |
| 21:53 | nobun | I am now reading the point you are saying, trying to interpret it |
| 21:53 | kiheru | java should be perfectly readable then |
| 21:54 | nobun | hmm ... work in progress... xD |
| 21:55 | kymara | you can see from that line why we used atk*(1+0.03*level) as the rough guide to who is the best attacker. |
| 21:55 | CIA-68 | arianne_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) |
| 21:55 | CIA-68 | arianne_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) |
| 21:58 | kymara | the 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) |
| 21:59 | kymara | really 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. |
| 21:59 | kiheru | the 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 |
| 21:59 | nobun | hmm |
| 22:00 | nobun | very complex to understand from outside, infact |
| 22:00 | kymara | is it needed that you understand it? |
| 22:00 | kymara | you need to know that attack skill and level are both important (well rounded is the example) |
| 22:00 | kymara | and the hall of fame even gives you an approximate formula. |
| 22:00 | nobun | it should better, but I don't want to bother too much xD |
| 22:00 | kymara | you can keep asking questions if there's something you dont' understand |
| 22:01 | nobun | more than a question... a suggestion |
| 22:01 | kymara | but if you want a final formula for all situations that's tricky because weapons and opponent level is used. |
| 22:01 | kymara | you have a formula already for a basic approximation. |
| 22:01 | nobun | yep but parameters are not clear |
| 22:02 | kymara | what is not clear? |
| 22:02 | nobun | for example... speedeffect |
| 22:02 | nobun | is rate? |
| 22:02 | kymara | that's defiend in the code. |
| 22:02 | nobun | searching... |
| 22:02 | kymara | line 495 down |
| 22:03 | kymara | as i said the method is damageDone . |
| 22:03 | kymara | and i said,speedEffect depends on weapon so you would not use it for any formula that is weapon independent. |
| 22:03 | CIA-68 | arianne_rpg: nhnb * stendhal/src/games/stendhal/server/ (6 files in 4 dirs): use TurnListenerDecorator where required |
| 22:04 | nobun | hmm |
| 22:05 | nobun | there are a lot of parameters that should be analyzed |
| 22:05 | kymara | what are you trying to work out? |
| 22:05 | nobun | I think it is not possible to understand all in a single night xD |
| 22:05 | nobun | I am only curious and math-approach man xD |
| 22:06 | nobun | however if I can say my suggestion... |
| 22:06 | kymara | what is the aim, i mean. |
| 22:06 | kymara | do you want to understand just how level and attack affect the damage done? |
| 22:06 | kymara | because that is easy. |
| 22:07 | nobun | ny reasno reason... perhaps curiosity? sadness? perhaps all those things? xD |
| 22:07 | nobun | however my suggestion is... |
| 22:07 | kymara | no, i ask not the reason. i ask the desired outcome. |
| 22:07 | nobun | nothing special |
| 22:07 | kiheru | basically 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 |
| 22:07 | nobun | I only trying to understand better |
| 22:08 | kymara | nobun: then, the code comemnts in damageDone are pretty helpful |
| 22:09 | nobun | suggestion: 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 |
| 22:10 | kymara | that is not supposed to be optimal. |
| 22:10 | nobun | so... 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) |
| 22:10 | kymara | They are just extreme examples. |
| 22:10 | nobun | eh eh |
| 22:10 | nobun | it is hard to know the progress after ;) |
| 22:10 | kymara | There is no such thing as 'too much xp during training' |
| 22:10 | CIA-68 | arianne_rpg: nhnb VERSION_00_RELEASE_86_REVISION_01 * stendhal/src/games/stendhal/server/ (5 files in 4 dirs): use TurnListenerDecorator where required (fixes #3037636) |
| 22:11 | -!- | storyteller [~storytell<(a)>p57B71D5E.dip.t-dialin.net] has quit [] |
| 22:11 | kymara | it's more that it's possibel not a good use of your time. |
| 22:11 | kymara | because you could have been both levelling up and increasing yout atk/def skills. |
| 22:11 | kymara | *your |
| 22:11 | nobun | :) |
| 22:12 | kymara | i don't think we have any such recommendations: 'you should have these skills' |
| 22:12 | nobun | for example I know that my skills are a little low (26, 27 for level 39) |
| 22:12 | kymara | but he does advise you about your weapons, to let you know what you can hit well with it |
| 22:12 | kymara | how do you know they are low? |
| 22:12 | nobun | yep that is very usefull infact |
| 22:12 | nobun | if suggested for lev 40 are 30,30 .... xD |
| 22:13 | kymara | it didn't make that suggestion, sorry that you have got misled by that |
| 22:13 | kymara | they were comparative examples. |
| 22:13 | nobun | yep |
| 22:13 | kymara | they were just a bunch of figures selected from the air |
| 22:13 | nobun | but you have an idea about good skills for lev 40 |
| 22:13 | kymara | the lowest level guy there has higher stats than all the rest |
| 22:14 | kymara | the highest level one has the lowest stats |
| 22:14 | kymara | i have not sat down to work out their comparitive damage ability. |
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| 22:14 | nobun | hmm |
| 22:16 | nobun | I am searching the "right way to play" (training or however taking a look to the stats is somewhat boring xD) |
| 22:16 | kymara | woo, but he did have the best overall damage ability |
| 22:16 | kymara | hurrah |
| 22:16 | kymara | well, can't we use the formula i've pasted in about 5 times now? |
| 22:16 | kiheru | it's suggested to have as high level and stats as possible :-) |
| 22:16 | kymara | atk*(1+0.03*level) |
| 22:16 | kymara | right, kiheru. maximise both |
| 22:17 | kymara | super trainer : 40 * (1 + 0.03 x 20) |
| 22:17 | kymara | xp hunter : 20 * (1 + 0.03 x 60) |
| 22:18 | kymara | well rounded : 30 * ( 1 + 0.03 x 40) |
| 22:18 | kymara | so helpfully i used two types of notation for mulitply :P anyway i think the numbers were sth like 64, 56, 66 or so. |
| 22:18 | kymara | but you can check. |
| 22:19 | nobun | clear ^^ |
| 22:20 | kymara | and 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. |
| 22:20 | kymara | just remember if you play normally and hit your own creatures (not like xp hunter) then you improve your atk at the same time. |
| 22:21 | nobun | eh eh... the fact is that I play "mixed" xp hunter and training |
| 22:21 | kiheru | and it's usually easier to gain levels than atk levels |
| 22:21 | nobun | I see it |
| 22:22 | nobun | atk is very hard to gain |
| 22:22 | nobun | sometimes I hit creatures by nude hands... but after a bit is a little boring xD |
| 22:22 | kiheru | the aim has been that the most effective way to play would be the natural one. wander around and fight |
| 22:22 | nobun | eh eh you are right... |
| 22:23 | nobun | but I am unable to say now to a "battle party" with friends xD |
| 22:23 | nobun | to say no * |
| 22:23 | kymara | nobun: hitting creatures with no weapon to gain attack faster seems wrong. |
| 22:23 | kymara | that's rate 5. |
| 22:23 | nobun | in that case I must act as a super trained (becouse I am the lowest level player xD) |
| 22:23 | nobun | hmm |
| 22:24 | kymara | use a weak fast weapon like a simple dagger or knife say |
| 22:24 | nobun | thank for info |
| 22:24 | kymara | what rate did you think it would be? faster than anything with a weapon? |
| 22:24 | nobun | but with a simple dagger (I use it usually) vaste very fast an animal too xD |
| 22:24 | kymara | yes, ok. but a lowlevel animal may not even have hurt you. |
| 22:25 | kymara | so you wont' gain any attack points from that battle. |
| 22:25 | nobun | I noted that was strangely slow... now I have an explaination xD |
| 22:25 | nobun | eh eh kymara... not exact |
| 22:25 | nobun | wolf can hit me, even if weak |
| 22:25 | kymara | attack points only increment when the enemy hurt you. so for trainign with players you have to get hurt by them regularly enough. |
| 22:25 | kymara | ok, good. |
| 22:26 | nobun | :) |
| 22:26 | nobun | but wolfs hits me too rarely so I usually hit by nude hands creatures like lions or bears |
| 22:27 | nobun | but, as you say... slow and boring xD |
| 22:27 | kymara | right, so you did see what i meant. |
| 22:27 | nobun | yep |
| 22:27 | nobun | I noted it recently |
| 22:27 | kymara | hendrik: what is wrong with HashSet? |
| 22:27 | nobun | thank for your time, kymara and hendrik |
| 22:27 | kymara | and kiheru, nobun. |
| 22:28 | nobun | and hikeru... sorry for forgotting xD |
| 22:28 | hendrik | kiheru more than me. |
| 22:28 | nobun | I have a bad memory for names xD |
| 22:28 | kymara | memory? does your irc client show only the last 2 lines of logs? :D |
| 22:28 | hendrik | kymara, 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. |
| 22:32 | nobun | I say I have BAD memory, kymara xD |
| 22:32 | nobun | so the answer is probably... yes, or something similar :P |
| 22:36 | kymara | hendrik i'm still sceptical |
| 22:36 | kymara | so, before you thought the behaviour was, if it's null check again in 0 turns (same turn?) |
| 22:37 | hendrik | no 0 means next turn. |
| 22:37 | kymara | ok |
| 22:37 | kymara | so on the turn after next (from the notify in turns with a '1') it would check if command is null |
| 22:38 | kymara | and it was so it says ok check next turn again |
| 22:38 | hendrik | yes |
| 22:38 | kymara | and the next turn it was still null |
| 22:38 | kymara | so it says ok check next turn again, etc etc? |
| 22:38 | kymara | was the expected behaviour? |
| 22:38 | hendrik | yes |
| 22:38 | kymara | why didn't that happen? |
| 22:39 | hendrik | that did happen. |
| 22:39 | kymara | did it almost pre-evaluate or something? |
| 22:39 | kymara | i was thinking if that didn't happen how did it everget an answer |
| 22:39 | hendrik | let me give a different example. |
| 22:39 | hendrik | player A logs in. |
| 22:40 | hendrik | a ReadMessages turn listener is started to collect the result next turn. |
| 22:40 | hendrik | player B logs in. |
| 22:40 | hendrik | a ReadMessages turn listener is started to collect the result next turn. |
| 22:40 | hendrik | next turn |
| 22:40 | hendrik | a ReadMessage turn listener collects one result. |
| 22:41 | hendrik | should happen: a ReadMessage turn listener collects one result. |
| 22:41 | hendrik | but because wie did not instantiate multiple ReadMessages objects, both ReadMessages TurnListener are equal (even the same) |
| 22:42 | hendrik | wie -> we. |
| 22:42 | hendrik | so only one is called. |
| 22:42 | hendrik | sometime later player C logs in. |
| 22:43 | hendrik | a ReadMessages turn listener is started to collect the result next turn. |
| 22:43 | hendrik | next turn |
| 22:43 | hendrik | a ReadMessage turn listener collects one result. |
| 22:43 | hendrik | for player B. |
| 22:45 | hendrik | kymara, does that make sense? |
| 22:45 | nobun | a little question... I find a strange thing... perhaps a bug? |
| 22:46 | nobun | A 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 |
| 22:46 | kymara | yes hendrik |
| 22:46 | hendrik | nobun, that is by intent. |
| 22:47 | nobun | ah ok |
| 22:47 | nobun | but unqou is my second char (lv 7 only xD) |
| 22:47 | hendrik | i don't know why from the back of my head, but i know there was some reason. |
| 22:47 | hendrik | kymara, this bug is not as worse as the getAllResults ones. |
| 22:47 | kymara | not as bad as they were, you mean? |
| 22:48 | nobun | sorry hendrik... as I said... I have bad memory for names so I don't realize was you :) |
| 22:48 | nobun | so why I escaped xD |
| 22:48 | hendrik | yes. |
| 22:49 | kymara | hendrik: thats fine |
| 22:51 | kymara | hendrik what do you plan to use getCanonicalName for? are you working on those two reported by story? |
| 22:51 | kiheru | the permission to attack is checked only when the attack starts. otherwise it would need to be checked all the time |
| 22:51 | nobun | hmm |
| 22:51 | hendrik | kymara, yes that was the idea. |
| 22:51 | nobun | so a player cannot escape from attack when reaching green area? |
| 22:52 | kymara | hendrik: can i check your plans? |
| 22:52 | kymara | I had thought about them too and had started to have a look (but done no coding, so it's okay) |
| 22:52 | kymara | hendrik: i think you shouldn't *have* to use the correct case |
| 22:53 | kymara | but whenever you add a buddy then it should check if they are already in list (regardless of case) |
| 22:53 | hendrik | i want to replace CheckCharacterExistsCommand with GetCanonicalCharacterNamecommand. |
| 22:53 | kymara | and also when you add them, the correct case should be written on list |
| 22:53 | hendrik | yes. |
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| 22:54 | kymara | ok and GetCanonicalCharacterNameCommand will return null if character doesn't exist? |
| 22:54 | hendrik | yes |
| 22:55 | kymara | okay, you may continue :P |
| 22:55 | kiheru | just 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) |
| 22:55 | kymara | it reminds me of that warning in server logs which isn't really a warning though |
| 22:56 | kymara | you 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) |
| 22:57 | hendrik | yes |
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| 23:02 | kymara | is it right or do we leave it in as marauroa shoudl have the option to allow case sensitive characters |
| 23:06 | CIA-68 | arianne_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. |
| 23:10 | CIA-68 | arianne_rpg: kiheru * stendhal/src/games/stendhal/client/entity/ (Entity.java Gate.java IEntity.java User.java): made isUser public |
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| 23:11 | CIA-68 | arianne_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 |
| 23:16 | nobun | hendrik... please don't hit until kill level... my character unqou don't want to die xD |
| 23:16 | nobun | give me the time to restore |
| 23:16 | nobun | I'm glad to help with testing, but don't kill xD |
| 23:16 | kymara | nobun: why do you think hendrik is hitting you? |
| 23:17 | nobun | testing? |
| 23:17 | kymara | when he said:'That was by intent' he was referring to the possible bug you reported. |
| 23:17 | nobun | hmm |
| 23:17 | kymara | hendrik isn't online. |
| 23:17 | nobun | hmm |
| 23:18 | kymara | and if he was he is not the kind to attack you. |
| 23:18 | nobun | trots isn't hendrik? |
| 23:18 | nobun | I understood this in this chat |
| 23:18 | kymara | uh, I don't think so. |
| 23:18 | nobun | ah |
| 23:18 | nobun | so I will see who is trots |
| 23:18 | kymara | No, you noted, that a player can attack you when you are outside protection,and when you run in, he is still attacking. |
| 23:19 | nobun | yep |
| 23:19 | kymara | and hendrik said: That is by intent. and that he couldnt remember the reaosn but thought there was one. |
| 23:19 | nobun | was trot |
| 23:19 | kymara | and kiheru later gave the reason. |
| 23:19 | nobun | ah ok |
| 23:19 | nobun | I misunderstood a thing |
| 23:19 | nobun | now all clear |
| 23:20 | nobun | so the final answer is "don't trust to trots with unqou" xD |
| 23:20 | kymara | to 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. |
| 23:20 | kymara | and you asked about a possible bug in behaviour so i think it's natural that you got an answer about the behaviour |
| 23:20 | kymara | but i'm glad you understand now |
| 23:22 | nobun | yep |
| 23:22 | nobun | my misunderstanding was about another thing... |
| 23:23 | nobun | ... I understand (badly) that the character who attacked me was hendrik for testing and that the intent of the attack was that xD |
| 23:23 | nobun | so why I asked after "sorry for escape" |
| 23:26 | nobun | eh eh perhaps is all due to my bad english xD |
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| 23:27 | kiheru | most of the testing is done at the test server (or locally), unless checking if a bug affects the release as well |
| 23:36 | kymara | nobun: huh? yes, i thought that was what you misunderstood. |
| 23:43 | nobun | ^^ |
These logs of #arianne were automatically created on irc.freenode.net