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[11:27:15] <SB-X> hello
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[11:48:16] <SB-X> Yuv422 are you there
[11:48:23] <Yuv422> hey
[11:48:25] <Yuv422> yes
[11:48:26] <Yuv422> :)
[11:48:31] <wjp> hi SB-X, Yuv422
[11:48:32] <SB-X> are you trying to impersonate wjp?
[11:48:35] <SB-X> hi
[11:48:46] <Yuv422> ?
[11:48:51] <SB-X> Yuv422 (firstname.lastname@example.org) has joined #nuvie
[11:48:51] <wjp> Yuv422 is impersonating me? hm?
[11:49:01] <wjp> heh :-)
[11:49:18] <Yuv422> wjpkam
[11:49:26] <Yuv422> weird
[11:49:26] <SB-X> havn't figured out who kam is yet
[11:49:45] <wjp> your usernames appear to be random 6 letter sequences
[11:51:31] <Yuv422> when I whoami myself I get Yuv422
[11:52:02] <wjp> you're currently 'nlonka', and before that 'wjpkam' and 'hijqpk' according to my client
[11:52:17] <Yuv422> cool
[11:52:31] <Yuv422> I don't think my client even allows me to set a username.
[11:53:16] <Yuv422> no more spam on the nuvie forum. :)
[11:53:24] <Yuv422> fingers crossed
[11:53:26] <SB-X> cool
[11:55:38] <SB-X> i havn't noticed any
[11:56:07] <SB-X> how are actors ordered in objlist blocks?
[11:56:38] <Yuv422> by their actor number
[11:57:00] <Yuv422> or do you mean in the map objblk files?
[11:57:16] <Yuv422> in the original or in nuvie?
[11:57:33] <SB-X> Hmm, I don't know about moves left. Dupre's move count appears to be the 4th byte after 0x14f1.
[11:57:37] <SB-X> No, objlist.
[11:57:40] <Yuv422> IIRC nuvie writes them all in one go
[11:57:51] <SB-X> in the original
[11:57:55] <Yuv422> right
[11:58:03] <SB-X> but dupre is id_n
[11:58:04] <SB-X> 2
[11:58:06] <Yuv422> have you looked at the objlist doc
[11:58:21] <SB-X> ive looked at a few objlist docs :)
[11:58:40] <Yuv422> don't forget the avatar is at position 1
[11:58:43] <Yuv422> not zero
[11:58:49] <Yuv422> that's the ship
[12:00:03] <SB-X> oddly enough, the ship's moves are changing too
[12:00:10] <SB-X> even though my party is nowhere near it
[12:00:14] <SB-X> or near 0,0,0
[12:00:28] <SB-X> but anyway, wouldnt dupre be at 3 then?
[12:00:31] <SB-X> not 4
[12:00:39] <Yuv422> are you confident that you're looking at move counts?
[12:00:57] <SB-X> nah, im just going by what our objlist.txt says
[12:01:07] <Yuv422> righto
[12:01:14] <SB-X> and it is resetting to his DEX every turn or two, which would be accurate
[12:01:19] <SB-X> 0x14
[12:01:54] <Yuv422> maybe they added some extra data in front of the move data after that doc was written?
[12:02:37] <SB-X> the doc was written in 2005
[12:02:49] <SB-X> u6 came out a long time before that so I don't think so
[12:03:03] <Yuv422> which doc are you looking at?
[12:03:11] <SB-X> not likely, but yeah there could be some extra data there :)
[12:03:14] <SB-X> objlist.txt
[12:03:28] <SB-X> in docs/ultima6
[12:04:12] <SB-X> but the one before that is set to 0x13 and nobody in my party has 0x13 dex
[12:05:26] <Yuv422> 0x14f1
[12:05:26] <Yuv422> ??
[12:05:33] <Yuv422> in my copy of objlist.txt
[12:05:51] <Yuv422> I haven't written anything about move counts. ;)
[12:06:19] <SB-X> sorry, I forgot writing it
[12:06:41] <SB-X> it might be 0x14f2 then
[12:07:03] <Yuv422> hehe np
[12:07:04] <SB-X> but then you couldnt fit 256 in
[12:07:26] <Yuv422> it does seem a little strange
[12:08:07] <SB-X> yes I wrote that, just checked cvs diff
[12:08:24] <SB-X> that reminds me, there's still something we don't know about worktypes
[12:09:14] <SB-X> sometimes actors who are supposed to run away from you are set to Mousing :)
[12:09:24] <SB-X> or Mouse
[12:09:36] <Yuv422> strange
[12:09:57] <Yuv422> maybe the original used that as a trick to do some other action
[12:10:16] <Yuv422> do action if mousing and actor type != mouse object?
[12:10:51] <SB-X> im also not confident that 16 or whatever we have set to it is "Guard Walk"
[12:11:38] <SB-X> there's still the fact that if you set actors to the "missing" worktypes 15-133 they can turn hostile
[12:12:05] <SB-X> and why would there be a large gap between the worktypes like that
[12:13:22] <SB-X> that is possible about Mousing, but other worktypes typically don't care about objnum
[12:13:34] <SB-X> since lord british can be a tangle vine
[12:14:16] <Yuv422> what do they do in the original when they have a mousing work type?
[12:14:26] <Yuv422> do they run along walls?
[12:14:46] <SB-X> i'd guess so, havn't checked...
[12:15:49] <SB-X> my original savegame is in the castle with the gargoyles right now
[12:16:48] <SB-X> That could make sense for someone in the city who is running away. Go towards the nearest building and run around to the other side.
[12:17:11] <Yuv422> unless you attack them inside?
[12:17:23] <SB-X> the ones that do it are the gypsy girl with zoltan that dances, and the child in paws
[12:17:24] <Yuv422> then they just run around the room
[12:17:33] <SB-X> they're outside the building
[12:17:37] <SB-X> i dont know if they run inside
[12:17:38] <Yuv422> right
[12:18:11] <SB-X> i also found some cows with worktype 1 (Player/Combat Command)
[12:18:31] <SB-X> the ones in north britain
[12:18:42] <Yuv422> hehe
[12:19:22] <SB-X> That was in Nuvie. It could be so they won't move around as much as horses, or EggManager isn't spawning them correctly.
[12:19:52] <Yuv422> how do they come out in the original?
[12:20:15] <SB-X> that's a good question
[12:20:30] * SB-X shrugs.
[12:20:35] <SB-X> i don't know :)
[12:22:05] <SB-X> do you remember if cows stand still in the original?
[12:22:26] <SB-X> horses have worktype Graze and move around a lot
[12:22:40] <Yuv422> I can't remember cows moving too much
[12:22:50] <Yuv422> I think they did move a bit though
[12:23:46] <SB-X> in the snes version animals spawned right when they appeared onscreen, and they all spawned at the same location and then moved from there
[12:24:17] <SB-X> it was funny that whenever cows appeared they were all stacked together and immediately moved to different positions
[12:25:11] <SB-X> I believe guards did the same thing actually.
[12:25:32] <Yuv422> that's a bit unprofessional :)
[12:25:51] <SB-X> hehe
[12:25:59] <SB-X> you dont usually see many guards in the same place
[12:26:06] <SB-X> Trinsic, Serpent's Hold, Yew
[12:33:07] <SB-X> Floating point exception
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[13:22:43] <SB-X> it looks like diagonal moves take more moves
[13:23:56] <SB-X> Iolo moving up makes his moves go from 22 to 17, but moving up-right makes his moves go from 17 to 7.
[13:25:24] <Yuv422> :)
[13:32:50] <Yuv422> I think I need to rebase my ida project to play nice with dosbox
[13:33:01] <Yuv422> but it doesn't want to rebase itself. :(
[13:34:35] <SB-X> why can't other build systems' project files import Makefile.common?
[13:35:00] <SB-X> what you said reminded me to ask that
[13:37:00] <Yuv422> I'm off to bed now
[13:37:05] <SB-X> uh ok
[13:37:08] <Yuv422> cya
[13:37:17] <SB-X> bye :p
[13:37:24] <wjp> good night
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[13:37:59] <wjp> SB-X: do you mean any specific other build systems?
[13:38:34] <SB-X> yes, XCodeBuild and visualc7
[13:39:16] <SB-X> if there were some way to get them to read it, the maintainers wouldn't have to manually edit the project each time new files are added
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[16:25:53] <luteijn> gap between work types might be because bit with value 128 is set as a kind of flag ?
[16:27:12] <luteijn> and probably there will be worktypes from 0x80 to 0x83 that just aren't used in the schedule file.
[16:28:54] <luteijn> might wan't to set things to these worktypes in the original to see what the critters do.
[16:33:15] <SB-X> hello luteijn
[16:33:25] <SB-X> where do you get the gap between 0x80 and 0x83?
[16:34:33] <SB-X> I already suspect there is a flag or something strange going with those other worktypes because I have tested them in U6, and noticed that they act just like the "regular" worktypes, but can make the actor go hostile.
[17:20:27] <luteijn> well 0x80 would be the first worktype with MSB set. yet in the schedule.txt the first one mentioned is 0x84, 0x84 walk to next schedule position.
[17:22:59] <SB-X> ah k
[17:23:05] <SB-X> i think that is incorrect anyway
[17:23:34] <SB-X> 0x82 is walk to location, but there are a few similiar worktypes in that range
[17:24:09] <SB-X> walk to schedule, findpath, seekobj, onpath
[17:24:18] <SB-X> don't know what they all do
[17:25:52] <luteijn> Yuv's debugging/disassembler project might help find out more about this.
[17:30:38] <SB-X> yup
[17:30:53] <SB-X> setting to worktypes above the regular ones have strange effects too
[17:31:19] <SB-X> worktype 155/9b makes lord british hostile and attack immediately
[17:31:29] <SB-X> worktype 154/9a just makes him do the Mousing activity
[17:32:28] <SB-X> worktype 156/9c makes him friendly again, but motionless
[17:37:37] <luteijn> 9b is stop thief according to the schedule text. is that a guess or something certain?
[17:38:22] <SB-X> thats not in my schedule.txt
[17:38:29] <SB-X> you tell me
[17:39:03] <luteijn> hmm that's in my schedule.txt which I got from the 'docs' repository ;)
[17:40:59] <SB-X> well, I don't see it
[17:41:18] <SB-X> probably a good guess
[17:41:44] <SB-X> or found after stealing something and looking at the nearby actors' worktypes
[17:41:55] <SB-X> that explains that one then
[17:43:56] <luteijn> here's what Galleon uses as schedule types in u6o, seems to match (same source I guess, but maybe he did independant research) http://kaldosh.kicks-ass.net:8080/default/phpbb2/viewtopic.php?t=369&start=10
[17:44:35] <SB-X> i saw that
[17:44:42] <SB-X> that's only some of them
[17:45:02] <SB-X> i have the UNKNOWN one as Thief
[17:45:22] <SB-X> the 2nd unknown one that is
[17:46:27] <SB-X> and the one after sleep is Sit
[17:46:50] <SB-X> but it's the same activity, they just sit if a chair is at the same location
[17:48:24] <luteijn> 0x8d is still set to ?? in the schedule.txt I have..
[17:49:25] <luteijn> hmm 'my' schedule.txt doesnt mention anything about how to indicate what day of the week something is scheduled.
[17:51:11] <SB-X> It says ?? tend tables. serve food. schedule.txt is not really up to date anymore. It contains what Eric has personally observed.
[17:51:28] <SB-X> i go by a piece of paper with the worktypes written on them that I have
[17:53:14] <SB-X> you're right about the day of week though
[17:53:31] <luteijn> maybe good idea to merge that with the one in cvs.. hmm 'my' copy has 0x8e as tendtables (marked with ??) just like Galleon's weird excuse for a case statement
[17:54:00] <SB-X> actors/Actor.cpp:1073 has the code that reads the schedule hour and day.
[17:55:47] <SB-X> it's an IF statement :)
[17:57:06] <luteijn> but it's not using ELSE or GOTO to avoid evaluating all the other cases.
[17:57:32] <SB-X> it looks like BASIC
[17:57:46] <SB-X> you can have a one line IF statement in BASIC, cant you?
[17:58:17] <SB-X> worktype 151 works just like 150
[17:58:33] <luteijn> It's probably basic, as they're using that for some of their tools.
[18:00:39] <luteijn> I wonder if it's exactly the same, since it's a different number, it might be a small variantion on the begging. maybe less aggressive bugging/begging?
[18:01:33] <SB-X> I actually have begging listed as "Converse", but it's the same thing. 151 is listed as Thief so maybe they intended to have the actor steal at random while talking to you.
[18:02:06] <SB-X> The only difference I see is that he chooses a random party member to speak to, instead of the avatar.
[18:02:50] <SB-X> "Dupre! 'Tis good to see thee again."
[18:03:05] <luteijn> hmm basic has arrays so that number to name conversion routine could have been a simple ac$=lookuptable$[ac]..
[18:04:03] <luteijn> ah so it is a variant to the normal beg/bug.
[18:04:15] <SB-X> yes, but not used anywhere
[18:04:46] <SB-X> it's too bad, thieving would have been an annoying but funny worktype
[18:04:56] <SB-X> just like in U7
[18:05:27] <luteijn> the gremlins steal food using some other mechanism.. IIRC when they attack someone food can get stolen.
[18:05:42] <SB-X> is it when they attack, or a seperate action?
[18:06:02] <luteijn> can't remember properly anymore.. would have to playtest the original.
[18:06:23] <SB-X> im actually not supposed to be playing with worktypes now, but testing the move counter
[18:06:27] <SB-X> or moves left for each actor
[18:06:45] <luteijn> hmm where did you get the term 'Thief' from?
[18:07:12] <SB-X> there is a document that lists worktype abbreviations used in origin's editor
[18:07:20] <SB-X> it has 'th' so i just guessed thief
[18:07:37] <luteijn> what has it got for 150?
[18:07:40] <SB-X> cn
[18:08:29] <luteijn> TH could be Talk Henchman, but since CN is the other one, it probably isn't and THief is more likely
[18:08:57] <luteijn> hmm I think diagonal move will cost the same as two orthogonal moves.
[18:08:59] <SB-X> Oh wait, I didn't guess. Since the document lists abbreviations, it makes sense that it lists what those abbreviations mean. It says thief.
[18:09:08] <SB-X> i just checked
[18:09:45] <SB-X> talk henchman wouldnt have been a bad guess either, unless he can also talk to the leader in that mode
[18:11:04] <luteijn> too bad the original editor is lost
[18:11:21] <SB-X> i think we have enough information to recreate it, if we wanted to :)
[18:12:22] <SB-X> looking at this doc i see that tendtables is actually listed as one of the guard worktypes
[18:12:40] <SB-X> that doesnt explain why a waiter or waitress has them set
[18:13:15] <luteijn> actually those docs are not 100% guaranteed to be right, aren't they?
[18:13:26] <SB-X> nope
[18:13:34] <SB-X> I can guarantee that they aren't. :)
[18:14:06] <SB-X> at least, if they are supposed to be ordered by worktype
[18:14:08] <luteijn> guard_N and GUARD_S are separate entries, but actually merged in the real thing (move on a vertical line)
[18:14:36] <SB-X> there isn't any forge, merchant, or wait either
[18:14:51] <luteijn> well it matches up, but they might have updated the meanings when they found out that some of them were not needed.
[18:15:12] <luteijn> is forge a separate worktype in u6?
[18:15:13] <SB-X> editor.txt is more accurate than worktypes.txt, which doesnt match up to the worktypes exactly
[18:15:25] <SB-X> no there isn't any forge
[18:15:28] <SB-X> or forging
[18:16:08] <SB-X> worktypes.txt has a nonexistant "WAIT" between "EAT" and "FARM", so you can tell immediately that editor.txt is more accurate
[18:16:27] <SB-X> i think the guards might be able to turn before they hit a wall
[18:16:54] <SB-X> not sure what makes me think that
[18:18:11] <luteijn> If you count back, then sc would be 128
[18:21:17] <SB-X> im just not sure what that group of worktypes does, except that one of them should be set until the actor reaches their schedule location
[18:21:37] <luteijn> bl ?= block
[18:21:51] <SB-X> i've seen 131 and 134 set by u6
[18:24:46] <luteijn> sc ?=schedule change
[18:27:06] <SB-X> As for actor movement, diagonal moves don't consistenly take twice as many moves as orthogonal moves.
[18:27:26] <SB-X> Any number of things could be affecting the number of moves taken, from dexterity, to adjacent allies and enemies, to encumbrance.
[18:27:56] <luteijn> is terrain type considered?
[18:27:57] <SB-X> But I recorded an entire battle and put the turns into a table, and I'm looking at it now.
[18:28:02] <SB-X> i hope not
[18:29:54] <luteijn> I think we identified some of the bits in the tileflags as 'resistance'.. (searches logs)
[18:30:07] <SB-X> it's 100% resistance aka blocking/walls
[18:30:33] <SB-X> but only if the tile is non-blocking
[18:36:14] <luteijn> hmm found our conversation on the white potion effect/palette trick, and mixed with it is something about tileflags and movement cost.. having trouble to unravel the differnt threads of the conversations..
[18:36:35] <luteijn> http://www.math.leidenuniv.nl/~wpalenst/nuvielog.php?log=19Jul2005 [11:41:14] <Yuv422> tile flags do have movement cost
[18:37:32] <SB-X> i can't imagine where the cost would be
[18:41:13] <luteijn> bleh the whole pages is about xoring 13 with palette indices, drowns out the whole tileflag thing.. Let me see if I can find the file Yuv mentioned.
[18:41:29] <SB-X> heh
[18:41:35] <SB-X> i'm pretty sure there isn't any cost
[18:41:46] <SB-X> unless it's in the 4 bits i dont know
[18:41:48] <SB-X> which is possible
[18:43:24] <luteijn> I vaguely remember there were 4 bits for direction in which something was blocking, which meant something else for the basetiles, where something else could be movement cost..
[18:45:44] <SB-X> also, shamino seems to randomly lose points
[18:45:54] <SB-X> plus his points start at 30, greater than his dex
[18:46:07] <luteijn> looking at it again the 4 direction bits do have directional meaning when used.
[18:47:14] <luteijn> maybe shamino is doing something 'invisible' that does cost points?
[18:47:31] <SB-X> unless it's a tileflag :)
[18:47:46] <SB-X> that royal carpet might be rough
[18:47:50] <SB-X> shag carpet or something
[18:48:05] <SB-X> or one of his weapons is giving him a bonus
[18:48:51] <luteijn> only flags on the carpet ar for the article.
[18:49:44] <SB-X> he always seems to get the first move after "Party" too
[18:49:53] <SB-X> and sometimes he gets two moves
[18:51:10] <luteijn> hmm doesn't sherry have dex 30, sure she's not in the party somewhere ;)
[18:51:21] <SB-X> yep
[18:51:31] <SB-X> its the battle at the start of the game
[18:52:32] <SB-X> 3 gargoyles vs the avatar and his friends, with Lord British cheering from the sidelines
[18:52:56] <SB-X> not sure who he's cheering for, though
[19:02:16] <SB-X> in that battle, moves took 10, 5, or 7 points
[19:02:59] <SB-X> Dupre's moves always took 7
[19:03:27] <luteijn> maybe because he's more heavily encumbered with his platemail?
[19:04:14] <SB-X> Iolo's took 5, except when he went diagonal then it took 10
[19:04:41] <SB-X> Shamino's always took 5 except once where it looked ilke it might have taken 10, but I'm not sure because that was at the start of the turn after dex was added back to moves.
[19:04:47] <SB-X> like*
[19:04:53] <SB-X> thats possible about the encumbrance
[19:05:42] <SB-X> Dupre is the only one who's Equip weight equaled his dex
[19:06:01] <SB-X> Dupre=20/26, 25/52
[19:06:12] <SB-X> Dupre=20
[19:06:37] <luteijn> and shamino, has he only a little to carry? might give him this bonus to his dex..
[19:06:50] <SB-X> Shamino=11/21, 14,42
[19:22:28] <SB-X> The order that actors move in each turn matches what party_movement.txt says under Party movement mode.
[19:22:50] <SB-X> the actor with the highest fraction of their move points left gets the turn
[19:23:41] <SB-X> Shamino's goes up to 130$
[19:23:45] <SB-X> 130%*
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[19:37:43] <luteijn> data.txt: MovePts: char -10..30 number of movement points left this turn
[19:38:20] <SB-X> yeah I just saw that yesterday, i've never seen any below -10 or above 30 so that fits
[19:38:27] <SB-X> but they aren't necessarily that low or that high
[19:39:50] <luteijn> I guess the maximum cost of anaction is 10, so you could never go lower than -10, and 30 is the max dex so you can never go over that.
[19:40:27] <luteijn> hmm that same file has, under the TILES: heading 4: west bits 4-7: impedance (if passable)
[19:40:27] <luteijn> 5: south
[19:40:27] <luteijn> 6: east
[19:40:27] <luteijn> 7: north
[19:40:47] <SB-X> in this battle the idea that it adds dex at the end of the turn (or start of the next turn) is working
[19:41:00] <SB-X> except for shamino with his 30 move points :)
[19:41:29] <luteijn> maybe he gets some sort of magical bonus: Strength: char 0..30 current strength, not counting magical additions...
[19:41:29] <luteijn> Dex: char 0..30 current dex...
[19:41:31] <luteijn> Intell: char 0..30 current intelligence...
[19:41:52] <SB-X> those tile flags are for rafts i think
[19:42:04] <SB-X> on water
[19:42:09] <luteijn> well on water tiles they indicate flow direction
[19:42:20] <SB-X> oh, then same thing
[19:42:24] <luteijn> on walls they indicate blocking direction/passable direction
[19:42:36] <SB-X> but arent walls always blocking?
[19:43:07] <luteijn> well a | wall is blocking in a different direction than a - wall
[19:43:16] <SB-X> oh, right
[19:43:28] <SB-X> but arent they all squares
[19:43:44] <SB-X> unless that's used for blacking out rooms
[19:43:49] <luteijn> at least, that's how the flags are set on them; it could be used when blacking out yes
[19:44:21] <luteijn> or to figure out if you should be able to move a painting through it or not (which isn't checked)
[19:44:32] <SB-X> ;)
[19:44:51] <SB-X> yuv422 will like that easy fix then
[19:46:29] <luteijn> arrow slits and crenellations also have them set probably to indicate in which direction you can shoot through them
[19:46:58] <luteijn> swamp, wet earth puddle have them all set (?max impedance?)
[19:47:08] <SB-X> do you understand the tables under party movement mode in party_movement.txt?
[19:47:45] <SB-X> swamp also has a danger flag and thats all i need to check when pathfinding/moving
[19:48:08] <luteijn> the examples of movement you mean?
[19:48:24] <luteijn> there's two lavatiels with 0111 and one with 1111..
[19:48:28] <SB-X> yes
[19:50:33] <SB-X> oh, I get it now
[19:50:40] <luteijn> let's see, the one under individualmovent lets you take all you A's then move on to the next person
[19:50:59] <SB-X> i mean the 2nd one under party movement
[19:51:08] <SB-X> frac is how much time is left
[19:51:16] <luteijn> fraction
[19:51:17] <SB-X> after subtracting 10/dex
[19:51:21] <SB-X> yeah
[19:52:40] <SB-X> although im not sure if you really subtract 10/dex from moves
[19:53:59] <luteijn> no need. just subtract 10 for each 'action' (if 10 is the cost of that action)
[19:54:58] <luteijn> the fraction is used to see who'se turn it is next, but they don't really look at the fraction but:
[19:55:30] <luteijn> Comparing fractions is relatively simple; comparing a/b with c/d is mathematically identical to comparing ad with bc, so no floating point math is needed (although it requires a 16-bit multiply!)
[19:55:40] <SB-X> !
[19:55:54] <SB-X> indeed!
[19:56:01] <SB-X> im already doing that then :)
[19:56:06] <luteijn> at least that is what it says above..
[19:56:27] <SB-X> thats probably where the floating point exception came from earlier
[19:58:10] <SB-X> except as we can see some moves take 5 and dupre takes 7
[19:58:28] <luteijn> well dupre's might be modified because he's heavily loaded.
[19:58:28] <SB-X> unless that just means less time has passed
[19:58:32] <SB-X> perhaps
[19:58:51] <SB-X> dupre is the first person you always dump stuff on to
[19:58:51] <luteijn> can try with dupre and iolo's gear swapped.
[19:59:08] <SB-X> dupre always carries my skiffs :)
[19:59:30] <luteijn> he starts out with reasonable amount of str so is the logical choice.
[20:12:42] <SB-X> it starts the next turn before everyone is at 0
[20:15:38] <SB-X> i dont know what determines how many moves this "Party" actor gets at the start of each turn
[20:59:40] <SB-X> i think it might go to the next time period when the amount of time used by all the attacks = 100%
[21:03:34] <SB-X> well, maybe not
[21:48:36] <SB-X> The next turn does start when everyone or "Party" is at 0. It's just that "Party's" moves are invisible so it seemed like there were moves left.
[22:08:22] <SB-X> luteijn: re: Default icons for custom items in U6O, with a little more work you could organize all custom items into classes, each class represented by it's own default icon. So all swords would look like a Sword (maybe with an asterisk) until the icon has downloaded.
[22:09:10] <SB-X> The item class might be used for more than just appearance. It could factor into cost.
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