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Re: New LUA AI Functions

Posted: Tue Sep 03, 2013 6:16 pm
by thefoof
I know I did the same thing to a spells function also related to casting speed so just fixed that.

Re: New LUA AI Functions

Posted: Tue Sep 03, 2013 6:23 pm
by John Adams
Hmm, still erroring on linux compile. Same error.

Re: New LUA AI Functions

Posted: Tue Sep 03, 2013 6:27 pm
by John Adams
What the hell is this? LOL

Code: Select all

 return 100 * max((float) 0.5, (float) 1 + (1 - (1 / (1 + (cast_speed * .01)))));
I think my own Brain just exploded.

Re: New LUA AI Functions

Posted: Tue Sep 03, 2013 6:28 pm
by thefoof
LOL it returns the percentage of the amount casting speed will mod somebody (capped at 50%)

Re: New LUA AI Functions

Posted: Tue Sep 03, 2013 6:52 pm
by Jabantiz
John Adams wrote:Hmm, still erroring on linux compile. Same error.
Sorry was in a hurry to commit the fix forgot to add the ( ) around the equation
thefoof wrote:LOL it returns the percentage of the amount casting speed will mod somebody (capped at 50%)
If you want the maximum to be 50% (0.5) you should use min() not max(), max will take the higher value of the two numbers so if you have 0.5 and 0.75 it will return 0.75 giving you a 75% boost

Proper fix is on Dev SVN

Re: New LUA AI Functions

Posted: Tue Sep 03, 2013 6:56 pm
by Jabantiz
Jabantiz wrote:
thefoof wrote:LOL it returns the percentage of the amount casting speed will mod somebody (capped at 50%)
If you want the maximum to be 50% (0.5) you should use min() not max(), max will take the higher value of the two numbers so if you have 0.5 and 0.75 it will return 0.75 giving you a 75% boost
Reading the code again I think I miss read it, the return value will be multiplied against the base cast time, if that is the case you have it correct sorry for the confusion

Re: New LUA AI Functions

Posted: Tue Sep 03, 2013 7:03 pm
by John Adams
Not to derail the AI thread :shock: but it would be nice if complex stuff like that were broken down into local vars that made more sense. Me looking at it, I have no idea what I'm looking at - though I am pretty good with math :)

And... // comments! Jab, what are you teaching your apprentice?

And finally (again) I must ask, Rules! When at all possible, consider using Rules if you can imagine yourself as an Admin wanting to tweak an offset/modifier without having to recompile the code.

Other than that, the mind-numbingly complex return looks good!

Re: New LUA AI Functions

Posted: Tue Sep 03, 2013 7:06 pm
by John Adams
Looks like the other one needs to be fixed too.

Code: Select all

Spells.cpp: In member function ‘void Spell::ModifyCastTime(Entity*)’:
Spells.cpp:444: error: no matching function for call to ‘min(float, double)’

Re: New LUA AI Functions

Posted: Tue Sep 03, 2013 7:14 pm
by Jabantiz
About to do a commit of my instance code, I can add the fix in there unless some one beats me to it

EDIT: Fix is on Dev SVN