Queen Of Thieves beta 0.9.1 (release candidate)
- jack1974
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Re: Queen Of Thieves beta 0.8.8 (release candidate)
I can try looking how much it is in the code, I don't remember if I changed that though.
- Anima_
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Re: Queen Of Thieves beta 0.8.8 (release candidate)
The action should be in skills.rpy, not in l_skills.rpy. At least if you're using the old action.
RPG Programmer for Winterwolves, currently working on: Amber's Magic Shop
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- jack1974
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Re: Queen Of Thieves beta 0.8.8 (release candidate)
Code: Select all
class ParalyzedSkill(ActiveSkill):
cName = "Paralyzed Action"
cWait = 5
Also the parallel with Rest is not really valid, since it's true that has delay of 10, but also recover 1 SP and 1 defense, so it's not just a "wait action" that does nothing
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- Young scout
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Re: Queen Of Thieves beta 0.8.8 (release candidate)
Um, I don't know if this has already been corrected, but the "A Dark Sensation..." message informing the player of the catacombs, misspells "catacombs" as "cacatombs".
- jack1974
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Re: Queen Of Thieves beta 0.8.8 (release candidate)
Haha no I missed this. Will fix the typo before the release
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Re: Queen Of Thieves beta 0.8.8 (release candidate)
ah, good point. what value did you use for your guesstimate?Anima_ wrote:The problem is that I can't predict when the action after the next action will occur, only when the next action will happen, since the delay depends on which action is taken. Instead we use a recently weighted average to predict it. But that's pretty much an educated guess.myoksy wrote:shouldn't it be then possible to display this in the order column on the right? the turn skipping happens without a warning
- Anima_
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Re: Queen Of Thieves beta 0.8.8 (release candidate)
I think the initial value is 10. Every time a skill is used the value is modified with that skills delay. We could use a more advanced prediction algorithm, like a n-gram predictor, but that would probably be overkill.myoksy wrote:ah, good point. what value did you use for your guesstimate?Anima_ wrote:The problem is that I can't predict when the action after the next action will occur, only when the next action will happen, since the delay depends on which action is taken. Instead we use a recently weighted average to predict it. But that's pretty much an educated guess.myoksy wrote:shouldn't it be then possible to display this in the order column on the right? the turn skipping happens without a warning
RPG Programmer for Winterwolves, currently working on: Amber's Magic Shop
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Re: Queen Of Thieves beta 0.8.8 (release candidate)
nearly no one is that slow in QoT (with the exception of the mage), no wonder turn skipping is possible when the calculation uses 10 - wait is twice as fast : )Anima_ wrote:I think the initial value is 10.
easyish and with better forecast results would be the delay of the base attack as initial value. this would not solve the issue for elementals (afaik they use magic bolt with 10) but for bosses with melee attacks like the mercs with a deleay of 6 a much better prediction.Anima_ wrote:We could use a more advanced prediction algorithm, like a n-gram predictor, but that would probably be overkill.
I think QoT uses 3 base attacks (melee - 6, bow - 8, magic bolt - 10), those values as seed would probably represent the actual turn steps better.
- jack1974
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Re: Queen Of Thieves beta 0.8.8 (release candidate)
I have adjusted the values, so in the final version the GUI will reflect more accurately the order (I did the change since Anima told me only impacts the GUI display, not the actual gameplay mechanics).
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Re: Queen Of Thieves beta 0.8.8 (release candidate)
Cool, thanks a lot!