User talk:CommanderC

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Revision as of 14:20, 20 September 2013 by CommanderC (talk | contribs) (Aptitude Modules)
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re hand-and-a-half...from my edit summary: "due to bugs introduced in 0.10 they have functioned as 1handers since then, and are formally removed in 0.12)", not really sure what you're taking issue with, the info as stated on the page I edited was not valid for 0.11

You also made another edit about blowguns, which is not true for the current stable version. I think that if you see someone making an incorrect edit, you should either talk with that person or revert/correct the information. Didn't mean to offend you. --CommanderC 21:51, 18 January 2013 (CET)

Thanks!

Thank you for digging out those great old idea of "glamour" ability. No matter that it is obsolete now, the humor is among the best I ever met in DCSS. -- Bwijn 11:07, 21 January 2013 (CET)

Re: The Spell Set Update

That process went a lot smoother than I expected it to. Thanks for putting that tool together. That being said, I noticed today that some spell casting monsters weren't updated: I just added a spell set to the Cherub page, but I'm wondering why it was left out at all, and which other monsters weren't affected. Any ideas? --MoogleDan 19:35, 27 January 2013 (CET)

It seems that Cherubs don't know any spells and they can't heal any monsters. But, they have an ability: they can sing hymns. It's basically a variant of the "battle-frenzy" used by orcish knights. Holy monsters with lower HD are roused by these hymns and they do a 30% more damage in melee. This ability is completely useless and never used, because Cherubs have the lowest HD among all the holy monsters. (silly devs) --CommanderC 21:25, 27 January 2013 (CET)

Glyph templates

Nice work on the glyph templates! I think it might also be useful to put the glyph templates into a category, maybe Category:Monster glyphs or Category:Monster glyph templates and that category would then go under Category:Glyph templates. Do you think you can get your bot to do that? --Flun 23:23, 15 June 2013 (CEST)

Done! --CommanderC 14:05, 16 June 2013 (CEST)

Aptitude Modules

I will admit that I don't really get how these work. However, I have a minor request, that I hope is fairly simple: can we display positive aptitudes with a + in front of them? That just makes them immediately stand out, for example, if you're looking at the skill pages to find a species with a positive aptitude in some skill you want to play with. -Ion frigate (talk) 11:24, 20 September 2013 (CEST)

Done. The key to understand Module:Apt is the function mw.loadData. That function returns the m object we defined in Module:Table_of_aptitudes, because the last line of that module was return m. --CommanderC (talk) 15:20, 20 September 2013 (CEST)