New Content - Implemented Pair of Stomping Boots runaway tracking

lostcalpolydude

Developer
Staff member
This patch adds tracking of runaways from the new familiar. Shared counter with the bander, priority over navel/GAP. A few interesting things:

1. You can use the runaways against CLEESHed monsters. You still can't do that with a bander.

2. I did not account for that in the code as far as I can tell, but mafia displayed a 100% runaway chance during combat anyway after I CLEESHed a monster. I don't get it. I think the proper way to account for that would be to change
Code:
!FightRequest.castCleesh &&
to
Code:
!( FightRequest.castCleesh && KoLCharacter.getFamiliar().getId() == FamiliarPool.BANDER ) &&
in FightRequest.java, but since it appeared to be working anyway I didn't mess with it (mostly because it would likely make something bad into something worse).
 

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I think I have most of the initial support working (all the changes to the data files etc...), I added runaway tracking from your patch, and also a _bootStomps preference to track the "Release the Boots" skill.

I'll give it a try now before committing everything, and then I'll start to look at the different paste items.
 
Functionally, this all appears to work great. However, the text "33 lbs., 8/6 runs, 0/7 stomps" takes up a lot of space, and it's all on one line on the left in the main window (and the gCLI). That ends up taking up a lot of space. I'm not sure what a good solution is. I'll probably take the lazy route of changing it to r and s instead of runs and stomps for myself, if nothing better comes along.
 
I tried to break it down into to lines, but I can't remember what I didn't like about the change. Here is a patch that does it, but it needs a little more work (like centering the text, or making it look less spaced in the Relay Browser's compact sidepane).

I'm off for the airport now, and I probably won't be committing anything for the next three weeks.
 
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