RTs DEs weighted probability, not random

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mir2pion

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as in title, RTs pretty well keep you consistently to East side of Bichon province or away from entrance to other places like going from WW South to WW2 or North, and DEs take you from cave near towns if not into towns directly, randomness my foot

it might well be that slant put on random selection was done by someone else who's file the current crew is using as a base files they started on and they are not aware of it
 

Jamie

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it might well be that slant put on random selection was done by someone else who's file the current crew is using as a base files they started on and they are not aware of it

Haha, I've not looked at crystal for a long time,

You mean to say someone changed the Random.Next() Function?
 

mir2pion

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I can't work with the code but used 20 RTs and 20 DEs and they act funny

didn't RT much in caves but I get the impression they land you preferentially in the floor half where you came in

another annoying thing is how this server is guarding its precious caves, you can't show big map in any I've been in and just got teled out from that new cave 1F in WW North, can't log out in there

and while I am complaining, when you die, that panel asking if you want to resurect in town is even bigger (and uglier) than the one in default files - it covers you so you can't see if you dropped something, I suppose I can check bag or char panel or just select No and then have to log out, I think the panel then goes away

I don't go down often but it happens and that dialog covering the view of what you might have dropped always annoys

and the rank chart doesn't scroll to boot

steam blown ;)
 
Last edited:

Jamie

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Technically I believe DE's might still be how I originally coded it, Land within 100 Co ords of Last SafeZone, (I could be wrong)
 

Sanjian

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Technically I believe DE's might still be how I originally coded it, Land within 100 Co ords of Last SafeZone, (I could be wrong)

no its not been changed as far as i can tell. DE's dont take you randomly onto the last map with your safezone

Code:
        public bool TeleportEscape(int attempts)
        {
            Map temp = Envir.GetMap(BindMapIndex);

            for (int i = 0; i < attempts; i++)
            {
                Point location = new Point(BindLocation.X + Envir.Random.Next(-100, 100),
                                           BindLocation.Y + Envir.Random.Next(-100, 100));

                if (Teleport(temp, location)) return true;
            }

            return false;
        }

:)
 

Muhatma

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A wizards teleport does the same, cant tele to the right hand side of PB, have a nosey
 

Chriz

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A wizards teleport does the same, cant tele to the right hand side of PB, have a nosey

The higher level the skill the closer to SZ it will tele you:

Code:
                #region Teleport
                case Spell.Teleport:
                    Map temp = Envir.GetMap(BindMapIndex);
                    int mapSizeX = temp.Width / (magic.Level + 1);
                    int mapSizeY = temp.Height / (magic.Level + 1);

                    if (CurrentMap.Info.NoTeleport)
                    {
                        ReceiveChat(("You cannot teleport on this map"), ChatType.System);
                        return;
                    }

                    for (int i = 0; i < 200; i++)
                    {
                        location = new Point(BindLocation.X + Envir.Random.Next(-mapSizeX, mapSizeX),
                                             BindLocation.Y + Envir.Random.Next(-mapSizeY, mapSizeY));

                        if (Teleport(temp, location)) break;
                    }

                    AddBuff(new Buff { Type = BuffType.TemporalFlux, Caster = this, ExpireTime = Envir.Time + 30000 });
                    LevelMagic(magic);

                    break;
                #endregion

Intestingly the teleport skill invokes the Temporal Flux debuff (Shadow step CD)
 

Sanjian

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The higher level the skill the closer to SZ it will tele you:

Code:
                #region Teleport
                case Spell.Teleport:
                    Map temp = Envir.GetMap(BindMapIndex);
                    int mapSizeX = temp.Width / (magic.Level + 1);
                    int mapSizeY = temp.Height / (magic.Level + 1);

                    if (CurrentMap.Info.NoTeleport)
                    {
                        ReceiveChat(("You cannot teleport on this map"), ChatType.System);
                        return;
                    }

                    for (int i = 0; i < 200; i++)
                    {
                        location = new Point(BindLocation.X + Envir.Random.Next(-mapSizeX, mapSizeX),
                                             BindLocation.Y + Envir.Random.Next(-mapSizeY, mapSizeY));

                        if (Teleport(temp, location)) break;
                    }

                    AddBuff(new Buff { Type = BuffType.TemporalFlux, Caster = this, ExpireTime = Envir.Time + 30000 });
                    LevelMagic(magic);

                    break;
                #endregion

Intestingly the teleport skill invokes the Temporal Flux debuff (Shadow step CD)

by default all teleport spells invoke the temperal flux buff, Teleport/Blink/StormEscape

i quite like it as a feature, although makes leveling Teleport spell a bitch ^^
 

mir2pion

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if my suspicions don't have any base in the code, I won't protest, clearly this is not something one can be too sure of, all I say it is uncanny

I understand that random doesn't mean you don't get some run of non-random like results, its just that sometimes it strains ones belief

on another note, in WW when you select WW on teleport, it teles you to the local landing spot maybe few steps away from where you stood and charges you for it, I suppose the teleport scripts was just copied around, luckily gold is not exactly that precious like real gold ;)