#gemrb@irc.freenode.net logs for 24 Feb 2012 (GMT)

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[00:45:09] <Specter597> Wi
[00:45:27] <brad_a> wi
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[05:24:08] <CIA-28> GemRB: 03bradallred * r5806e0076dc7 10gemrb/gemrb/plugins/SDLVideo/SDL20Video.cpp: SDL 2: Implement SDL_TEXTINPUT event handling.
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[17:55:43] <CIA-28> GemRB: 03avenger_teambg * r3f50352625b2 10gemrb/gemrb/plugins/IWDOpcodes/IWDOpcodes.cpp:
[17:55:43] <CIA-28> GemRB: dayblindness penalty is different for drow
[17:55:43] <CIA-28> GemRB: bab penalty
[17:55:43] <CIA-28> GemRB: penalty should be subtracted from stats (in iwd2 bigger is better)
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[19:07:25] <lostLinSoul> Is there anything as simple as a c++ strcut in python?
[19:08:00] <lostLinSoul> I notice struct, but that looks like a hideous amount of overhead and setup for a simple struct
[19:08:44] <fuzzie> you should just use classes
[19:08:54] <lostLinSoul> Just to group a set of vars together?
[19:08:56] <fuzzie> if a dictionary doesn't suffice
[19:09:24] <fuzzie> although those are roughly equivalent in terms of overhead anyway
[19:10:20] <lostLinSoul> Drat, that's inconvenient
[19:12:52] <fuzzie> if you have to worry about the overhead of code, it shouldn't be in python anyway
[19:14:04] <lostLinSoul> By overhead I was looking at all the stuff I needed to type
[19:14:15] <fuzzie> oh, I see
[19:14:22] <brad_a> well python has many built in types
[19:14:26] <brad_a> that may suffice
[19:14:46] <fuzzie> it's not that complex
[19:14:56] <lostLinSoul> I just want struct { var a; var b, etc. } newType
[19:14:58] <fuzzie> >>> class mystruct: pass
[19:15:04] <fuzzie> >>> mystruct.x = 1; print mystruct.x
[19:15:04] <fuzzie> 1
[19:15:06] <fuzzie> ^-
[19:16:09] <brad_a> i dont see why a dictionary wont work
[19:16:32] <lostLinSoul> is the ': pass' equiv. to setting up a defualt empty obj.?
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[19:16:40] <fuzzie> yes, 'pass' just means 'nothing here'
[19:17:05] <fuzzie> you can also use it to make functions which do nothing for example
[19:17:32] <fuzzie> and yes a dictionary is pretty much equivalent just with a bit more typing :)
[19:18:01] <fuzzie> oh, you probably actually want to make an instance in reality of course :-p
[19:18:17] <fuzzie> so 'actualthing = mystruct()'
[19:19:15] <brad_a> you could implement__init__ so you could pass in the values
[19:19:39] <fuzzie> yes, am just going by the 'least stuff to type' case
[19:19:47] <brad_a> :)
[19:21:24] <lostLinSoul> Thanks, I'll look give that a go!
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[19:42:25] <tomprince> I'd say, use a dict.
[19:42:44] <fuzzie> well in the absence of context I have no opinion I think :)
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[19:43:33] <tomprince> I might change my position the presence of more context.
[19:43:36] <tomprince> hello
[19:43:59] <Avenger> hi, i got an i86 question
[19:44:39] <Avenger> eax is > 0: dec eax; cdq; sub eax,edx; sar eax, 1
[19:45:06] <fuzzie> well the cdq is irrelevant if it's above zero, right?
[19:45:30] <fuzzie> so it's a divide by two
[19:45:30] <Avenger> yes, the whole cdq/sub eax,edx seems irrelevant if eax is > 0
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[19:46:44] <fuzzie> the construct is a very standard one, I forget what for though
[19:48:11] <Avenger> probably signed division by 2
[19:48:27] <Avenger> rounding up/down?
[19:49:44] <fuzzie> well the 'dec' is weird then though?
[19:49:54] <Avenger> there is an inc after sar too
[19:50:42] <fuzzie> i mean, the cdq/sub/sar pair is indeed a signed divide by 2
[19:52:15] <fuzzie> so I guess indeed it must just be rounding
[19:52:45] <fuzzie> and to repeat in here, *this is why using signed ints is terrible* :)
[19:55:44] <Avenger> hmm, sneak attack damage is different in 3rd ed?
[20:14:25] <brad_a> fuzzie: have you had any thoughts about how we can mesh SDL_textures into the mix?
[20:15:03] <brad_a> the only thing i have come up with is having different drawing "layers"
[20:16:42] <Avenger> whoa, iwd2 makes a lot effors to print 'sorceress' instead of 'sorcerer', but doesn't care about the rest of gender specific titles
[20:17:46] <tomprince> Are there common gender specific titles for the other classes?
[20:20:06] <Avenger> i don't know
[20:20:40] <Avenger> i just hate exceptions, i prefer rules :)
[20:21:09] <Avenger> druidess for druid seems valid, i don't know how common is it
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[20:31:09] <Avenger> omg, some rules are terribly special
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[20:34:37] <Avenger> turn undead level: cleric levels plus any paladin level over 2
[20:35:37] <brad_a> heh thats fun
[20:36:08] <brad_a> is it because palidins dont have turn undead until lvl 2?
[20:36:13] <brad_a> or 3
[20:36:44] <Avenger> backstab multiplier: if has any rogue level then 'sumlevel = rogue/monk/bard levels' then lookup backstab.2da sumlevel column
[20:37:19] <Avenger> but it wouldn't grant backstab multiplier to non-rogues
[20:37:42] <Avenger> while the turn undead level would work for pallies > 2
[20:38:05] <Avenger> so, these rules will definitely need to be put in guiscript
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[20:52:33] <brad_a> monk?
[20:59:12] <Avenger> yep, monk levels count for backstab
[20:59:28] <Avenger> and... a level 20 monk is an 'outsider'
[21:00:23] <edheldil_> eh?
[21:00:24] <Avenger> interesting, i don't know if banishment will affect them badly :)
[21:01:47] <Avenger> if a char has >20 monk levels, it is counted as 'outsider' like elementals, aasimar, etc
[21:02:10] <Avenger> how am i supposed to code in this much weird crap
[21:03:55] <edheldil_> really, it's in srd as well...
[21:05:01] <edheldil_> Virtual feats
[21:05:14] <Avenger> ah ok, banishment affects 'summoned' and not 'outsider' phew
[21:05:42] <Avenger> the problem is the spell protection table
[21:06:36] <edheldil_> would not spell effect that would change creature type work?
[21:07:53] <edheldil_> btw, if you know pcgen, they have to solve similarly looking problems
[21:08:33] <edheldil_> using just datafiles, no coding allowed :)
[21:08:50] <Avenger> our problem is the same plus some :)
[21:09:01] <Avenger> they have to generate only derived stats
[21:09:10] <Avenger> that is a subset of my troubles
[21:09:47] <Avenger> like, just recently noticed that some opcodes use a different hardcoded set of spell protections
[21:10:05] <Avenger> so my splprot.2da is incorrect for some entries for some opcode(s)
[21:10:22] <Avenger> the first part of the list is the same, but in the end they diverge
[21:10:35] <Avenger> it is a totally insane thing
[21:11:22] <Avenger> and now, the already strained 'outsider' case gets further beating
[21:12:01] <Avenger> haha, actually, i never implemented it
[21:12:16] <Avenger> so i didn't lose much
[21:12:31] <Avenger> probably i will add some guiscript callback possibility
[21:13:02] <Avenger> but that might slow down some stuff
[21:19:57] <fuzzie> a few times per frame is nothing :)
[21:37:17] <Avenger> ed: the virtual feat (setting a bit/field when monk reaches 20) wouldn't really help me. It is still a field that needs to be checked, and that field/bit isn't set for all the other outsiders. It would only simplify a 2 field check to an one field check, but there are many other cases.
[21:41:08] <Avenger> i cannot change any existing fields. I'm not sure what field you referred to as 'creature type'. the general field cannot be used, because spells like charm person use it 'general=humanoid'
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[21:44:30] <edheldil_> how am I supposed to reply? :)
[21:44:45] <brad_a> quickly ;)
[21:44:58] <edheldil_> heh
[22:09:56] <lynxlynxlynx> general sounds fine to me
[22:10:22] <lynxlynxlynx> you change to an outsider, why should charm human/monster work still? you don't just get displacement
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[23:18:49] <edheldil_> except of possibility of resurrection
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