Re: YASD, bigtime!
- From: "sjdevnull@xxxxxxxxx" <sjdevnull@xxxxxxxxx>
- Date: Wed, 20 Jun 2007 15:48:38 -0700
On Jun 20, 6:37 pm, Doug Freyburger <dfrey...@xxxxxxxxx> wrote:
"sjdevn...@xxxxxxxxx" <sjdevn...@xxxxxxxxx> wrote:
chuckcar <chuck...@xxxxxxx> wrote:
Or moving very slowly and searching. When I don't get magic
resistence or polymorph control before going below level 8, I'll
move very, very slowly, searching about five times before each
move. Or more, if I don't have the searching intrinsic.
Really? I find that if I seach 10 times for every three squares along
the perimeter of a room with my pet in the room with me, and repeat
until I;ve searched the entire outside, the pet will find any traps in
the room before you and you'll find ad aerium traps much sooner in the
game. This works best of course with a lit room. Anything less and traps
are not found.
It is heavily luck-dependent. With max luck you need far fewer
searches to reach a high confidence level than with base luck. With
negative luck you can need literally hundreds of searches.
It has been a long time since I read the code but I remember the
chance being 1-in-7 without a luck modifier. The modifier does
add Excalibur's positive enchantment to a max of 6-in-7. IIRC.
Searches succeed if rnl(7-fund) is 0. fund is excalibur's enchantment
(also +2 if you're not blind and wearing lenses), with a maximum of 6.
The trick is that rnl is the luck-dependent random number generator,
not a regular rng.
First, it generates a number between 0 and n-1 (in this case, 0-6).
But then it adjusts that number based on your luck; with negative luck
it's almost never 0, whereas with positive luck it's much more likely
to be 0.
See the rnl definition in rnd.c for specifics.
.
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