Details page for Innate Abilities, weirdness, mutations


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Ziggurat Zagger

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Post Thursday, 30th January 2014, 19:30

Details page for Innate Abilities, weirdness, mutations

Several of the posts recently have been regarding a lack of clarity on certain things. These are not requests for the specific "secret" numbers of things, but for enhanced or better documentation.

One page that I feel could use some documentation is the 'A' page. Claws with an in-depth "you cannot wear gloves. " or "sharp fingernails" with "gloves negates this", or antennae "helps you detect nearby monsters", or various other details through use of '?' on the page would help things.

From what I've observed, due to lack of this functionality, we are experiencing "scope creep" where some mutation descriptions are becoming longer and more obtuse. This change would help resolve this issue as well.
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Ziggurat Zagger

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Post Thursday, 30th January 2014, 20:03

Re: Details page for Innate Abilities, weirdness, mutations

Come up with a list and I'll submit a patch for it. (No guarantees it'll get in, but mostly I've found dev's are like "Clearer documentation is good, as long as I don't have to do the work it myself")
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Dungeon Master

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Post Thursday, 30th January 2014, 21:33

Re: Details page for Innate Abilities, weirdness, mutations

Siegurt wrote:Come up with a list and I'll submit a patch for it. (No guarantees it'll get in

I think it would. Sounds like a good idea to me.
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Ziggurat Zagger

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Post Thursday, 30th January 2014, 22:06

Re: Details page for Innate Abilities, weirdness, mutations

If I'm supplied with a comprehensive list of mutations and ranks, I will produce detailed descriptions for review.

I only ask for a list because I am unsure how to obtain one or whether they're all in one place. This may include evokable abilities, god abilities, and Ds/jiyva/species mutations.
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Tomb Titivator

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Post Thursday, 30th January 2014, 22:54

Re: Details page for Innate Abilities, weirdness, mutations

Is the shatter vulnerability possessed by gargoyles a real thing? Can that be made an entry on the mutations page?

Halls Hopper

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Post Friday, 31st January 2014, 01:21

Re: Details page for Innate Abilities, weirdness, mutations

http://crawl.chaosforge.org/Mutation

This is the top page for mutations on the Wiki for DCSS. You can explore all possible mutations from this page.
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Ziggurat Zagger

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Post Friday, 31st January 2014, 01:53

Re: Details page for Innate Abilities, weirdness, mutations

Maynot wrote:http://crawl.chaosforge.org/Mutation

This is the top page for mutations on the Wiki for DCSS. You can explore all possible mutations from this page.


Is it up to date?
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Blades Runner

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Post Friday, 31st January 2014, 05:44

Re: Details page for Innate Abilities, weirdness, mutations

https://gitorious.org/crawl/crawl/sourc ... ion-data.h

probably has all the data that you want, since it's the actual code, and is surprisingly readable.

The wiki is missing at least the 'Fuming' mutation.

Annoyingly, the MP effect of the Fangs 2 mutation of Vine Stalkers seems to be special-cased in, rather than a variant mutation.

Ziggurat Zagger

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Post Friday, 31st January 2014, 06:39

Re: Details page for Innate Abilities, weirdness, mutations

It's actually a different mutation altogether
"Fangs":
  Code:
{ MUT_FANGS,                          1,  3, false,  true,  true,
  "fangs",

  {"You have very sharp teeth.",
   "You have extremely sharp teeth.",
   "You have razor-sharp teeth."},

  {"Your teeth lengthen and sharpen.",
   "Your teeth lengthen and sharpen some more.",
   "Your teeth are very long and razor-sharp."},

  {"Your teeth shrink to normal size.",
   "Your teeth shrink and become duller.",
   "Your teeth shrink and become duller."},

  "fangs"
},


Acidic bite (yellow drac):
  Code:
{ MUT_ACIDIC_BITE,                    0,  1, false,  true,  true,
  "acidic bite",

  {"You have acidic saliva.", "", ""},
  {"Acid begins to drip from your mouth.", "", ""},
  {"Your mouth feels dry.", "", ""},

  "acidic bite"
},

Vinestalker Bite:
  Code:

{ MUT_ANTIMAGIC_BITE,                 0,  1, false,  true,  true,
  "antimagic bite",

  {"Your bite disrupts and absorbs the magic of your enemies.", "", ""},
  {"You feel a sudden thirst for magic.", "", ""},
  {"Your magical appetite wanes.", "", ""},

  "antimagic bite"
},
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Ziggurat Zagger

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Post Friday, 31st January 2014, 07:12

Re: Details page for Innate Abilities, weirdness, mutations

savageorange wrote:https://gitorious.org/crawl/crawl/source/192af8142f6b13e335719d228740645f0848ef50:crawl-ref/source/mutation-data.h

probably has all the data that you want, since it's the actual code, and is surprisingly readable.


That's what I'm looking for, though I'll probably reference the wiki for confirmation/explanation if needed.

1) What's the best way to assign descriptions to entries?
I was thinking, for example, if we have Claws, to just list all three types of claws in the same description and have all 3 types link to that same description, rather than writing each out. This way, mutating species can plan for future changes (loss of slots, etc.)

Alternately, each mutation and mutation level gets its own, individual description, not referencing any higher or lower scales.

2) What's the best way to deliver this sort of thing?
What are the identifiers I should use to aid a programmatic insert?
If I put this in plain text, should it just be comma-delimited, one entry per line?
Is an Excel spreadsheet preferable?
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Swamp Slogger

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Post Friday, 31st January 2014, 07:48

Re: Details page for Innate Abilities, weirdness, mutations

Probably the best way is to expose a description lookup (a la ?/m for monsters, maybe ?/u fir lookup mUtations) which would involve (I think) (just) a database , like the ones uses for monster speech.
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Ziggurat Zagger

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Post Saturday, 1st February 2014, 21:13

Re: Details page for Innate Abilities, weirdness, mutations

Siegurt wrote:It's actually a different mutation altogether
"Fangs":

Acidic bite (yellow drac):
[code]

Vinestalker Bite:


From these, how would I tell if they blocked wearing a helmet or were blocked by a helmet?
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dck

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Post Saturday, 1st February 2014, 21:33

Re: Details page for Innate Abilities, weirdness, mutations

Biting is in no way impeded by wearing a helmet for any type of biting in crawl.

Ziggurat Zagger

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Post Saturday, 1st February 2014, 21:59

Re: Details page for Innate Abilities, weirdness, mutations

Indeed helmets never suppress mutations, rather mutations can prevent the wearing of helmets (Other than for a brief time when Formicid antennae could be retracted to wear a helm over them)

AFAIK the only equipment that can suppress mutation effects are gloves preventing claw use (For levels 1 and 2, level 3 prevents glove use altogether) and boots preventing level 1 and 2 of talon use (Boots don't prevent hoof damage, but level 3 of both hooves and talons prevent boot use)
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