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Bug: Character Sheet/Speed/Enhance Magic #392

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ThatGitMITZE opened this issue Dec 20, 2023 · 2 comments
Open

Bug: Character Sheet/Speed/Enhance Magic #392

ThatGitMITZE opened this issue Dec 20, 2023 · 2 comments
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@ThatGitMITZE
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ThatGitMITZE commented Dec 20, 2023

I think the Character Sheet doesn't display speed values quite right. As far as I can tell:

On the first page (where you have stuff like Age, Height, Weight, and turns), it only shows permanent speed—temporary speed like from haste isn't reflected (although I don't know if that's on purpose).

On the second page (where stat and resist details are), I think the @ column for speed doesn't take into account the bonus from Enhance Magic (where normally temporary speed is +10 Enhance makes it +13); the row for Speed for me right now is 1+2+4+2+asterisk(10 from boots)+asterisk(temporary speed bonus)=29, but my speed is actually 30 (technically 32 but I'm encumbered right now).

@backwardsEric
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The speed values on the first page do explicitly exclude (but fail to account for Enhance Magic) some timed effects (potions of speed and slowness, after effect of mushrooms of sprinting) but not others (stoneskin and the initial effect of mushrooms of sprinting). #393 addresses the values on the second page and accounts for Enhance Magic in the temporary effects excluded from the value on the first page. The exclusion of some of the temporary effects has been in place for a long time so I'll defer to Nick for whether it should remain (and if it does if it should factor in the other temporary effects not currently excluded).

On the second character sheet for a character with a racial bonus to infravision, the value shown in the @ column only reflects the base racial value and not any temporary effect from a potion of infravision. That looks to be a more general issue with how the numeric modifiers are displayed and is probably best addressed by fixing the code in Vanilla and then picking up those changes in FAangband.

NickMcConnell pushed a commit that referenced this issue Dec 20, 2023
@NickMcConnell NickMcConnell added this to the 2.0 milestone Dec 20, 2023
@NickMcConnell
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See, I remember when speed was first included on the Vanilla character sheet, and I thought it was a bad idea because it varied too much, and that's going to be confusing. I guess I was right 😄

backwardsEric added a commit to backwardsEric/angband that referenced this issue Dec 22, 2023
When directly rendering the number (unused in Vanilla) use the combined value and auxiliary value and allow coloring based on a tuple of the sign (0, +, -) of that combined value and the sign of the auxiliary value.  When changing the number to a symbol, use a tuple of the sign of the combined value and auxiliary value and the sign of the auxiliary value to determine the symbol.  With the default settings, show a "!" or "=" when the timed effect is not zero and has the same sign as the combined timed and non-timed effect (previously would only show those if the timed effect was not zero and the non-timed effect is zero).  When the timed effect is not zero and regardless of the combined value, change the color of the symbol ('G' if the timed effect is positive; 'o' if the timed effect is negative).  Allows resolving something noted in NickMcConnell/FAangband#392 : a character that gets infravision from the character's race did not see the effect on the second character sheet from a potion of infravision.  Changes how the palettes are used for the NUMERIC_AS_SIGN_RENDERER_WITH_COMBINED_AUX and NUMBER_RENDERER_WITH_COMBINED_AUX renderers so if those have been customized by changes to ui_entry_renderers.txt or to preference files, those customizations will have to be adapted to these changes.
backwardsEric added a commit to backwardsEric/angband that referenced this issue Dec 22, 2023
When directly rendering the number (unused in Vanilla) use the combined value and auxiliary value and allow coloring based on a tuple of the sign (0, +, -) of that combined value and the sign of the auxiliary value.  When changing the number to a symbol, use a tuple of the sign of the combined value and auxiliary value and the sign of the auxiliary value to determine the symbol.  With the default settings, show a "!" or "=" when the timed effect is not zero and has the same sign as the combined timed and non-timed effect (previously would only show those if the timed effect was not zero and the non-timed effect was zero).  When the timed effect is not zero and regardless of the combined value, change the color of the symbol ('G' if the timed effect is positive; 'o' if the timed effect is negative).  Allows resolving something noted in NickMcConnell/FAangband#392 : a character that gets infravision from the character's race did not see the effect on the second character sheet from a potion of infravision.  Changes how the palettes are used for the NUMERIC_AS_SIGN_RENDERER_WITH_COMBINED_AUX and NUMBER_RENDERER_WITH_COMBINED_AUX renderers so if those have been customized by changes to ui_entry_renderers.txt or to preference files, those customizations will have to be adapted to these changes.
NickMcConnell pushed a commit to angband/angband that referenced this issue Dec 26, 2023
When directly rendering the number (unused in Vanilla) use the combined value and auxiliary value and allow coloring based on a tuple of the sign (0, +, -) of that combined value and the sign of the auxiliary value.  When changing the number to a symbol, use a tuple of the sign of the combined value and auxiliary value and the sign of the auxiliary value to determine the symbol.  With the default settings, show a "!" or "=" when the timed effect is not zero and has the same sign as the combined timed and non-timed effect (previously would only show those if the timed effect was not zero and the non-timed effect was zero).  When the timed effect is not zero and regardless of the combined value, change the color of the symbol ('G' if the timed effect is positive; 'o' if the timed effect is negative).  Allows resolving something noted in NickMcConnell/FAangband#392 : a character that gets infravision from the character's race did not see the effect on the second character sheet from a potion of infravision.  Changes how the palettes are used for the NUMERIC_AS_SIGN_RENDERER_WITH_COMBINED_AUX and NUMBER_RENDERER_WITH_COMBINED_AUX renderers so if those have been customized by changes to ui_entry_renderers.txt or to preference files, those customizations will have to be adapted to these changes.
agoodman00 pushed a commit to agoodman00/angband that referenced this issue Jan 19, 2024
When directly rendering the number (unused in Vanilla) use the combined value and auxiliary value and allow coloring based on a tuple of the sign (0, +, -) of that combined value and the sign of the auxiliary value.  When changing the number to a symbol, use a tuple of the sign of the combined value and auxiliary value and the sign of the auxiliary value to determine the symbol.  With the default settings, show a "!" or "=" when the timed effect is not zero and has the same sign as the combined timed and non-timed effect (previously would only show those if the timed effect was not zero and the non-timed effect was zero).  When the timed effect is not zero and regardless of the combined value, change the color of the symbol ('G' if the timed effect is positive; 'o' if the timed effect is negative).  Allows resolving something noted in NickMcConnell/FAangband#392 : a character that gets infravision from the character's race did not see the effect on the second character sheet from a potion of infravision.  Changes how the palettes are used for the NUMERIC_AS_SIGN_RENDERER_WITH_COMBINED_AUX and NUMBER_RENDERER_WITH_COMBINED_AUX renderers so if those have been customized by changes to ui_entry_renderers.txt or to preference files, those customizations will have to be adapted to these changes.
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