v.0.31
Testdungeon.Sophia is leader
rope gets not very far when thrown by a
sophia standard test character (50 str.)
rope weighs just 1.0 kg, even a firestaff she is
carrying moves further through the air(3.2kg)!!
something is wrong with that rope.
only flies a half of a square!
.........................................
proposal concerning savegames:
//////////////////////////////////
Could you add something to the savegames to let
the player know what's the most recent one?
did not check whether it is already built in there.
(confusion when loading after some pause)
sorry if this is obsolete..
bug? Rope does not fly far.
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- Sophia
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DSB has a few hacks in place designed to amend some weird throwing behavior. In the case of the rope, it has a max_throw_power of 15, set in line 1802 of base/objects.lua. That means no matter how strong the character is, the rope will always behave as though it was thrown with a power no higher than 15.zoom wrote:rope gets not very far when thrown by a
sophia standard test character (50 str.)
Whether this was a good thing to do or not is open to debate.

This seems like a good idea...zoom wrote:Could you add something to the savegames to let the player know what's the most recent one?

okay okay. sounds resonable. But does it need to be fifteen?
how about 30?
That is the absolute die-and-revive minimum of a stat in ODM
(or was it 25?).
No, really, I would suggest to make it some formula,
getting rid of a static value.
Taking the actual strength and the wind(just kidding)
into consideration. Something like character's str/5 +15.
how about 30?
That is the absolute die-and-revive minimum of a stat in ODM
(or was it 25?).
No, really, I would suggest to make it some formula,
getting rid of a static value.
Taking the actual strength and the wind(just kidding)
into consideration. Something like character's str/5 +15.
well, it is logical , but I just find it plain odd
to see no progress or variation in throwing.
Not that there should be any noticable progress.
I just thought it would be better
if you happen to throw the rope late in the
game with your 90 str fighter that you would possibly
see a difference to the 30 str beginning of play.
(1 square more?That would still be shitty...)
If Str. does no difference for ropes , however small
that difference, it would get a bit dull.
(you just know it won't fly beyond 1/2 a square)
It does not feel right for me.
I have no rope here with me right now,
but I remember that they are heavy and
you can definitely hurl them further than
let's say a feather!
If you have mastered the throwing technique of
feathers, by producing some winds while you
throw(Tai Chi) the feather could sail much like a
paper plane you folded wrongly.
(so 1/2 a square is ok for a feather)
anyway: why not make it random(0 to 2 squares) depending
on ?luck? there would be some variation.
It does not matter in the end, I guess ,and probably
you will get used to it. Like being assimilated by the borg

to see no progress or variation in throwing.
Not that there should be any noticable progress.
I just thought it would be better
if you happen to throw the rope late in the
game with your 90 str fighter that you would possibly
see a difference to the 30 str beginning of play.
(1 square more?That would still be shitty...)
If Str. does no difference for ropes , however small
that difference, it would get a bit dull.
(you just know it won't fly beyond 1/2 a square)
It does not feel right for me.
I have no rope here with me right now,
but I remember that they are heavy and
you can definitely hurl them further than
let's say a feather!
If you have mastered the throwing technique of
feathers, by producing some winds while you
throw(Tai Chi) the feather could sail much like a
paper plane you folded wrongly.
(so 1/2 a square is ok for a feather)
anyway: why not make it random(0 to 2 squares) depending
on ?luck? there would be some variation.
It does not matter in the end, I guess ,and probably
you will get used to it. Like being assimilated by the borg

- Sophia
- Concise and Honest
- Posts: 4307
- Joined: Thu Sep 12, 2002 9:50 pm
- Location: Nowhere in particular
- Contact:
The advantage to DSB and having all of its properties and formulas exposed via Lua scripts is that if you feel things should be a different way, it's not terribly difficult to change whatever you like.
The hacks for thrown items begin around line 278 of base/util.lua, where it asserts max_throw_power, checks for a flag called useless_thrown that keeps clothes and other junk from being a very good weapon, and also caps the throwing power of food, though not as severely.
I believe some sort of caps on the throwing power of clothes and food were actually straight from the DM source code, but don't quote me on that, as I'm not sure.
Anyway, feel free to post some code if you've found something you like better.
The hacks for thrown items begin around line 278 of base/util.lua, where it asserts max_throw_power, checks for a flag called useless_thrown that keeps clothes and other junk from being a very good weapon, and also caps the throwing power of food, though not as severely.
I believe some sort of caps on the throwing power of clothes and food were actually straight from the DM source code, but don't quote me on that, as I'm not sure.
Anyway, feel free to post some code if you've found something you like better.