This coming Tuesday (April 2nd) we'll be hosting another Code Question Day on Discord. We will be answering whatever questions you may have that need looking up in code so you can make sure your reports are based on facts. If you have code questions not related to reports, we can answer that too!
I will make a separate thread in General Questions ahead of time, so you can post your questions there early and we'll answer as we're able. This time we've split up the event into two parts to better cover various timezones. We'll be there all day but these windows represent the dedicated time when we'll be actively looking at your questions. Message me your questions if you can't be there.
April 2nd - 11am - 1pm GMT
April 2nd - 11pm - 1am GMT
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Ctrl+F is your friend for these topics:
astral node regeneration
esteem to essence formula
events broadcast system, future
facets and fleshpots regeneration
hemorrhaging
mob damage, displaying
all the money mobs in the world
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Hemorrhaging Formula
Valinea —
A few skills of mine mention Hemorrhaging, specifically the burst-crunch combo for Shofangi. But I can't seem to find how much hemorrhaging any skill does? Is it based on amount of bleed, or...?
Luce —
OLD DATA MIGHT BE OLD: There's a scroll in one of the combat clans that talks about monks' attacks that do hemorrhaging. It should be about 30 hemo +75 if your target has at least one aff relevant to your guild, +30 more if you boost, every time you change forms. The target should heal 100 per 10 seconds unless that has changed.
Valinea —
Hmm ok thank you!
Uilani —
For Hemorrhaging, what Luce said is still correct. Note that the aff bonus is not per aff, it maxes out at 1 aff (75+). And the base is 30 as stated, 60 if boosting.
Valinea —
Thanks for the info!
Astral Nodes
See also: CHANGELOG 2572 and Forum post https://forums.lusternia.com/discussion/3901/astral-nodes-and-their-nuances, in which Ianir is a tease.
Luce —
What are the actual mechanics of the astral nodes' regeneration? I know the community seems to have found that the 'sweet spot' is to not let nodes drop under Motes, but how much power do they actually recover per hour?
Uilani —
Nodes are a mix of systems, it's both prog and code. The sweet spot, as deemed by players, is a balance between getting something tangible out of it but not draining it so much that you'd need to wait too long till next time. The truth is, if memory serves, the higher level the node is, the faster it regenerates.
I will look up the exact ratio in a moment, just got home from visiting family over Easter.
Okay, nodes rejuvenate every 80 minutes (why 80? because). They can regenerate up to 1000 points. If it's at 1000 points, it's crackling. Rainbow is 750+ for instance, and motes is 500+. When it's at rainbow, it will regenerate 30-39 points a tick (depending on where it is in the rainbow scale). At motes, 20-29 a tick. It's current level/25 for rejuvenation.
Luce —
What are the levels at? And does it translate 1:1 for power:points?
Uilani —
1000, 750, 500, 250, 100, 1, 0
And yes, it does, but different powers drain different levels of power.
Planar Link drains 2 at a time for instance.
Luce —
Which means Nexuslink/Cone is 10?
Uilani —
Whatever shows in powerlog.
Fleshpots and Facets
Luce —
And unrelated, but in the same skein, what are the formulae for fleshpots/spheres regaining flesh/facets?
Uilani —
I am not seeing anything regenerate Sphere facets passively right now, in prog or code. Is it happening?
Luce —
I thought it was supposed to, but the last time I paid direct attention to sphere facets was back when my researcher was active like, a year after the orgs' release.
I know adding cut gems to the spheres or feeding nexus entities to the fleshpots should generate them? Maybe?
But IIRC those are formulaic rather than linear too
Uilani —
Feeding gems does for Spheres.
Yes, how much it adds depends on its current size too. With options being either 3 per or 10 per if the count is [high].
(Edit by Xiran)Luce —
And I definitely remember that at the time there was a concern about keeping the facets at a certain level since they lose a percentage when killed.
Uilani —
I'm looking at Spheres only right now, will circle to fleshpots in a moment.
Yes, there's a loss on death. That increased regeneration from gems is probably meant for that purpose. I am still not finding any inherent regen but these older things might be set up in a non user-friendly manner.
[Luce getting clarity on formula]Uilani —
Divides current size by 1000 and if that's a small figure, adds 3, if it's a big one, adds 10.
Luce —salute
Thank you for double checking
Uilani —
Seems the loss on death is half.
With minimum loss being 100.
Luce —
Yikes. Thank you for the info
Uilani —
Easy solution, keep them lean and trim and we reverse the gains to be larger if it's smaller. Make it just do cardio.
💪💎💪
Luce —
There are a couple of reports extant on spheres and fleshpots anyway.
Uilani —
Speaking of gains, it does seem odd to me that there's larger gains the larger it is. It makes roleplay sense that if it's bigger it can replicate them more, but I could see it also working the other way around if we got round to that.
Luce —
It makes roleplay sense, but definitely also feelsbadman if they get killed.
Uilani —
As for fleshpots, same mechanism.
Uilani —
Agreed, that is a big loss, to halve it.
I'm off to putter about and catch up on work that piled up over Easter. Please continue to throw questions in here. We'll have another focused session later in the day, as per the event, but I'll try to answer earlier* as able too.
Ayisdra —
On Spheres (and Fleshpots): My understanding is that because they are smobs, they needs to some sort of 'cost' to them going down similar to how Celest/Mag loss pacts when their Cosmic beings are killed. Thus losing half facets/petals was decided.
Uilani — Makes sense to have something I guess.
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Displaying Mob Damage
Huskii —
How labyrinthine is mob damaging? Could DISPLAYDAMAGE be updated to work to show damage against mobs?
And how bad would that work with gnomeweapons....
Uilani —
Probably no more difficult than other damage displays, but for the same reason something being displayed on hit as it's calculated live. Ultimately, code knows how much damage it does because it passes it on to deduct from mob's health. So that number is somewhere. It hasn't been done while report 242 was being implemented though, so there may be extra obstacles I am not seeing right now.
Favourite To Code
Esei —
Mentioned spaghetti code last time, so ... What's one of your most favorite things to code? And why?
Uilani —
For where, definitely among newer code. It's just so much more legible and better documented, and doesn't make you question your sanity. Moving in smaller systems is naturally better for that reason too, less risk of playing Jenga with that code. For actually what, any kind of QoL and RP focused systems for me. Doing what prog won't let me do without really making it bend over backwards. For instance, I'm working on an IG event organisation/announcement system right now, for admin and players.
Esei —
I am intrigued to learn more when the time is right, not gonna lie
(like, what does it do that news posts don't, etc)
Uilani —
For us, it lets us schedule events the way we do on Discord, except IG. Not everyone uses Discord, and sometimes can't, so that lack of accessibility is something we need to address. In additional to that, it would let us set an area for an event (not necessarily visible ahead of time) and while the event was happening, it could alert those logging in that something is afoot, and even whereabouts, so we don't constantly have to shout across the entire game and mote across the entire game to round up people (because those in the event are usually so into it, there's no room for them to keep telling others to come). Lack of ways to learn an event is ongoing is a big issue.
Esei —
Fun!
Uilani — For players, it sure could be replaced with a newspost. But how often do you forget that someone was to do something at some point? And this would have scheduling (and showing it in your configured timezone ideally) and even a countdown to event. Owner could start it, cancel it, postpone, make it visible for orgs of choice, etc.
With something like this you'd just do one command and see all upcoming events, admin and player scheduled.
Aetolia and Achaea have similar systems, for players at least. I am not sure if they use them for admin-driven events.
Esei —
I mean... maybe on the admin end? It'd seem kind of a waste if they didn't, to me
Uilani —
I haven't checked since I'm doing ours from scratch to have extra utility.
Esei —
And that makes sense. Thank you for working on that sorta thing, it seems pretty cool
Esteem Offering to Essence
See also this post from Zagreus: https://forums.lusternia.com/discussion/comment/203155/#Comment_203155
Renthur —
Would it be possible to get some insight into how esteem offered from a leveled figure/wonderbra converts to essence?
Ayisdra —
I think he is wanting the formula (which has been talked about during the Ianir-era).
Renthur —
I'm just a gremlin and was curious of the maths behind it yeah.
Uilani —
Alrighty
Ayisdra —
But things like knowing the realm bonus is 1% per 5 rooms in the realm isn't exactly clear unless you have been told.
Esei —
Don't make poor Uilani swim.
Renthur —
Thank you Uilani you're the bestest.
Uilani —
Best find in offering code so far.
Ayisdra —
Does that mean gods can't offer to each other? Or that the god can't offer to themself?
Uilani —
That's near the very top, just can't use OFFER period.
Esei —
What on earth does 'd'ont be a spoon' mean in this context. Or is it just some random item lol
Uilani —
🤷♀️
Uilani —
Wonderbrazier, with the right skill, counts as a level 40 figurine with a multiplier of 7. Highest it can be. Multiplier of 7, instead of standard 5, is applied for Tinkering Miniaturised figurines. Then it goes through the levels to determine extra essence from level and multiplier, which is esteem divided by 100 times multiplier. Then that count is multiplied by 2 and divided by 3 (🤷♀️). This is added on top of esteem already in the figurine.
This extra bonus Ayisdra mentions is not used for figurines/wonderbraziers, but corpses, gold, and aethership offering. Figurines and wonderbraziers are unaffected by all the additional things impacting offerings, such as godrealm size, tattoos, poteen buff and cult.
[Xiran spoiler: further dive found it is affective; but this seemed a good example of working with older code]
Renthur —
Thank you Uilani. I also had no idea offering buffs didn't affect esteem.
Ayisdra —
Uh, that doesn't sound right at all. Was there a recent change to make that stuff not count for wonderbra/figurines?
Uilani —
I'm verifying that point again, it's a pretty hefty verb.
Manteekan —
That seems like a pretty big deal, if wonderbra doesn't apply the extra stuff.
Unrelated, the casual use of the term 'wonderbra'
Uilani —
Found it at last. This verb uses different syntax parsing than most, suggesting it's only for corpses but it's not just for corpses in the end. See here:
offer_essence
is the function that adds all the extra calculationsThe unhelpful part:
So this will cover corpses, esteem, and even gold.
Renthur —
Thank you for slogging through ancient code for my curiosity
Uilani —
Also, interesting fact, can't offer more than 5k at a time.
Esei —
5k corpses or
Ayisdra —
gold
Esei —
ohhh
Renthur —
Uilani returning from the void with the eldrich horrors
Ayisdra —
Who knew the offering code was so messy.
Uilani —
It's not that terrible, just old. It would all be more neatly split up into subroutines these days rather than be 400 lines and still have endless calls to functions that add additional modifiers.
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How Many Mobs
Esei —
I'm not even sure theres 5k mobs in the entire game at any given time
Uilani —
There's more.
Glomdoring alone has over 250.
Esei —
......... What! That's crazy
How many does Celest have
(or if that gives too much away, don't answer! just wondering bc they seem to have a lot more)
Manteekan —
Less than 250
Celest isn't also a bashing area
Esei —
yet
Uilani —
Including everything, Celest has near 200. But keep in mind some of those are denizens that you would not think of as denizens (a memory, for instance) but they need to be so they can do things they need to do for a given quest. This is also including things in a store that is used for specific quests or events.
So the real count would be lower.
Esei —
Maybe its just Celest's layout that makes it feel like they have more
hm
or I'm crazy.
Ayisdra —
I think most orgs feel like they don't nearly have as many mobs as they do.
Esei —
glom doesn't have lots of people-type npcs. loads of bugs though
Renthur —
And angry grass
Esei —
Or insects I suppose.
Uilani —
Near 200 for Magnagora too. All the beggars, urchins, pariahs, mutts, slum dwellers, darklings, etc add up.
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