Bes 
 
 
		
		
		
			
			
			
 
 
			
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				 (30.06.2014 00:45)Algor Wrote:   (29.06.2014 22:42)feanor Wrote:  потому что лучше использовать не арифметические, а битовые операции. 
&-3 для отключения полета 
&-9 для сквозного удара 
&-16385 для отключения иммуна к огню 
а чтобы не путаться "с единичкой" (я постоянно забываю) рекомендую делать так: 
|2-2 для отключения полета 
|8-8 для сквозного удара 
|16384-16384 для отключения иммуна к огню 
а чтобы код был ещё компактнее , я всегда делал так (будучи уверенным, что те флаги у существа точно есть) 
X2  для отключения полета 
X8 для сквозного удара 
X16384 для отключения иммуна к огню
  
			 
			
			
			
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	| 30.06.2014 01:12 | 
	
		
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		Valery 
 
 
		
		
		
			
			
			
 
 
			
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				 (30.06.2014 00:45)Algor Wrote:  Valery, you get approximately 31 artifact of each type? Or not? Which result means "too many of same artifact", when you select of 5 artifacts? 
Well, I wanted every hero to get randomly one of the cornucopia components. So if value was 112, then set to 113 to avoid cart of ore (ID=112). 
 
Then in game I checked and naturally I have more rings of sulphur because of two values possible (112-113), but on 155 heroes I found only 12 crystal cloaks. So 109 went 12 out of 155. 
 
Wondering if there is a better randomizer or I just did not have luck that time. I now fixed the sulphur ring problem by returning with SN:G if ID=112, which should work better.
			  
			
			
			
				
(This post was last modified: 30.06.2014 02:36 by Valery.)
 
			 
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	| 30.06.2014 02:34 | 
	
		
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		gamecreator 
 
 
		
		
		
			
			
			
 
 
			
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	| 30.06.2014 03:17 | 
	
		
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		Algor 
 
 
		
		
		
			
			
 
 
			
 
 
			
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				Valery, in your case may be the most equitable "random" distribution is: 
			 
			
			
  
			
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	| 30.06.2014 11:25 | 
	
		
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		Bes 
 
 
		
		
		
			
			
			
 
 
			
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				 (30.06.2014 01:28)Algor Wrote:  Как в общем случае (а к частностям привыкать не стоит) можно быть уверенным что те флаги у существа точно есть? 
в рамках своего мода (карты) думаю вполне можно быть уверенным. 
без нижестоящих модов в списке конечно
			  
			
			
			
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	| 30.06.2014 19:02 | 
	
		
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		fatsawhorse 
 
 
		
		
		
			
			
			 
			
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				Здравствуйте.. Спасибо большое Вам всем за совет и помощь..
			 
			
			
			
				
(This post was last modified: 01.07.2014 19:46 by fatsawhorse.)
 
			 
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	| 01.07.2014 19:45 | 
	
		
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		Algor 
 
 
		
		
		
			
			
 
 
			
 
 
			
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				 (01.07.2014 21:50)Valery Wrote:  Hmm, I started my first maths with erm, so this %4 reminder I don't get it. Can someone explain me this super complex euclidean algorithm?   
ERM Help Wrote:%#	Set the variable to the reminder from division by # 
Algorithm is very simple: 
1. FU creates a sequence 109,110,111,113,109,110,111,113,... and add equal artifact to 0,1,2,3,4,5th... hero. 
2. "!!VRy1:S0 R3; [random shift for fist hero]" set random shift (0..3) for this sequence.
			  
			
			
  
			
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	| 02.07.2014 00:30 | 
	
		
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		Valery 
 
 
		
		
		
			
			
			
 
 
			
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				No, I understand everything, only the %4 part confuses me.
			 
			
			
			
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	| 02.07.2014 00:58 | 
	
		
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		Algor 
 
 
		
		
		
			
			
 
 
			
 
 
			
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				 (02.07.2014 00:58)Valery Wrote:  No, I understand everything, only the %4 part confuses me. 
!!VRy1:Sx1 +x16 %4 +109; 
** x1 - shift 0..3 
** x16 - hero num 0,1,2,3,4,5,... 
** x1 +x16 - hero num with shift 
** x1 +x16 %4 - sequence ...0,1,2,3,0,1,2,3,... 
** x1 +x16 %4 +109 - sequence ...109,110,111,112,109,110,111,112,...
			  
			
			
  
			
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	| 02.07.2014 01:25 | 
	
		
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		Valery 
 
 
		
		
		
			
			
			
 
 
			
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				ok thanks, will look online for an explanation of %. Because I really don't get how you can obtain 0-3 from let's say 159 (xeron + shift) just with %4 operation. 
 
"%# Set the variable to the reminder from division by #" from erm help 
 
makes no sense for me. If we divide 159 by 4, the reminder will not be 0-3.
			 
			
			
			
				
(This post was last modified: 02.07.2014 02:33 by Valery.)
 
			 
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	| 02.07.2014 02:07 | 
	
		
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		gamecreator 
 
 
		
		
		
			
			
			
 
 
			
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	| 02.07.2014 02:55 | 
	
		
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