FR - remove interruptions caused by Poisoned status


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Shoals Surfer

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Post Wednesday, 19th August 2015, 20:15

FR - remove interruptions caused by Poisoned status

The specific interruptions I'm referring to are the ones that occur when you try to memorise a spell or change armour with no enemies around. Up comes a 'You feel sick' message, and the desired action has to be repeated.

If I'm missing something then tell me, but I can't see anything interesting in this effect, it seems to be merely a petty irritant.

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Ziggurat Zagger

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Post Wednesday, 19th August 2015, 20:33

Re: FR - remove interruptions caused by Poisoned status

That message came up because you took poison damage.
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Barkeep

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Post Wednesday, 19th August 2015, 21:03

Re: FR - remove interruptions caused by Poisoned status

Are there situations where the projected poison damage is so incorrect that the player will actually die? It seems like the game should only interrupt you if that's likely to happen.
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Tartarus Sorceror

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Post Wednesday, 19th August 2015, 22:00

Re: FR - remove interruptions caused by Poisoned status

archaeo wrote:Are there situations where the projected poison damage is so incorrect that the player will actually die? It seems like the game should only interrupt you if that's likely to happen.


It's not poison damage specifically that's interrupting, it's any source of damage whatsoever.
take it easy
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Barkeep

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Post Wednesday, 19th August 2015, 22:26

Re: FR - remove interruptions caused by Poisoned status

Sure arrhy, I realize that. I'm just saying there's a difference between interrupting memorization because an enemy is hitting you, and interrupting it because of poison damage you know won't kill you.

Ziggurat Zagger

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Post Wednesday, 19th August 2015, 22:26

Re: FR - remove interruptions caused by Poisoned status

To make it clear I thanked OP because I recently was annoyed with situation when I had 150+ current HP, was poisoned for about 5 HP (so I would still 140+ HP) with no monsters in LoS and my attempt to learn a spell was interrupted. No, it wasn't Cure Poison if it matters.

Tomb Titivator

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Post Wednesday, 19th August 2015, 23:33

Re: FR - remove interruptions caused by Poisoned status

Supported. Its high time that the absurdity of current interrupt/non-interruptions is ended. There are many convolutions:

I can finally start [w]earing armour and get a prompt if a monsters hits me "you want to stop wearing this armour to react?" This is good.

If I learn a spell and get hit, I get a forced, no-choice interruption. This is just mildly annyoing.

If I eat a ration, I just keep eating it until I die. This is bad.

If it were possible to make the prompt-response standard I'd be soo happy.

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bel

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Post Wednesday, 19th August 2015, 23:58

Re: FR - remove interruptions caused by Poisoned status

archaeo wrote:Are there situations where the projected poison damage is so incorrect that the player will actually die? It seems like the game should only interrupt you if that's likely to happen.

It could be possible that you are not "lethally poisoned" but get down to say, 1 hp, or 5 hp or whatever. Do you wish to not get interrupted in this case?

Generally, in response to OP, I don't see what is wrong with mashing 5 before you memorize a spell.
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Barkeep

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Post Thursday, 20th August 2015, 00:39

Re: FR - remove interruptions caused by Poisoned status

bel wrote:It could be possible that you are not "lethally poisoned" but get down to say, 1 hp, or 5 hp or whatever. Do you wish to not get interrupted in this case?

Generally, in response to OP, I don't see what is wrong with mashing 5 before you memorize a spell.

Sure; if I know that I'm going to live through poison, I don't see why the game should interrupt me because I'm memorizing a spell while I'm waiting off poison.

And there's nothing wrong with healing fully before memorizing things. But if we want to require players to do that, we might as well just make it so that you can't memorize spells if you're injured at all.

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Dungeon Master

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Post Thursday, 20th August 2015, 03:20

Re: FR - remove interruptions caused by Poisoned status

Undocumented, but try:

  Code:
interrupt_armour_on -= hp_loss
interrupt_armour_off -= hp_loss
interrupt_drop_item -= hp_loss
interrupt_memorise -= hp_loss
interrupt_butcher -= hp_loss
interrupt_bottle_blood -= hp_loss
interrupt_vampire_feed -= hp_loss
interrupt_multidrop -= hp_loss
interrupt_macro -= hp_loss
interrupt_travel -= hp_loss


(there are also interrupt_run and interrupt_rest; but for those, the documented runrest_safe_poison along with a runrest_ignore_message is likely sufficient)

I think you need lua to make it care about the amount of the HP loss, total HP, and amount of poisoning. See dat/clua/runrest.lua for an example of this (that's how runrest_safe_poison is implemented).

If someone came up with some Lua that is easier to customise (comparable to runrest_safe_poison), has reasonable defaults, and is compatible with other settings, it could probably become a default. One possibility would be a "safe_poison" that generalises runrest_safe_poison by applying to other interrupt types.

Edit: I do notice that c_interrupt_activity only (in dat/des/userbase.lua) allows only one hook function per activity type. It would be nice to allow multiple hooks per activity type, so that users can customise further without having to override the default hooks or do tricks like saving and calling the old function. But I suppose that's orthogonal to the problem of providing better defaults.

Ziggurat Zagger

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Post Thursday, 20th August 2015, 03:28

Re: FR - remove interruptions caused by Poisoned status

Hm, what happens if I'm trying to memorize cure poison while lethally poisoned, so I can cure my poison and not die (I know, edge case, but that would be an infuriating way to die.)
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Rast

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Post Thursday, 20th August 2015, 08:52

Re: FR - remove interruptions caused by Poisoned status

Memorizing regeneration as well, and maybe maybe vampiric draining.

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