From 3e858539af822bbd5b411257f92651740a5010ba Mon Sep 17 00:00:00 2001 From: Hachem_Muche <Hachem_Muche@stanfordalumni.org> Date: Tue, 4 Apr 2017 16:17:15 -0700 Subject: [PATCH] Remove debugging code. --- game/modules/tome/class/Actor.lua | 10 +--------- 1 file changed, 1 insertion(+), 9 deletions(-) diff --git a/game/modules/tome/class/Actor.lua b/game/modules/tome/class/Actor.lua index 1e699a5833..655caeb42a 100644 --- a/game/modules/tome/class/Actor.lua +++ b/game/modules/tome/class/Actor.lua @@ -6421,18 +6421,12 @@ function _M:on_set_temporary_effect(eff_id, e, p) p.getName = e.getName p.resolveSource = e.resolveSource -game.log("__%s #PINK#OSTE new effect: %s[%s](%d)", self.name, p.getName(self), eff_id, p.dur) -- debugging - local old = self.tmp[eff_id] -if old then -- debugging - game.log("__%s #YELLOW_GREEN#OSTE old effect: %s[%s](%d)", self.name, old.getName(self), eff_id, old.dur) -end -- debugging local olddur = old and not e.on_merge and old.dur or 0 -- let mergable effects handle their own duration -- Adjust duration based on saves if p.apply_power and (save_for_effects[e.type] or p.apply_save) then p.maximum = p.dur p.minimum = p.min_dur or 0 --Default minimum duration is 0. Can specify something else by putting min_dur=foo in p when calling setEffect() local save = self[p.apply_save or save_for_effects[e.type]](self) --- local saved, savechance = self:checkHit(save, p.apply_power, 0, 95) local saved, savechance = self:checkHitOld(save, p.apply_power) -- get save and save chance -- failed save tuning parameters: increase mean_fact to increase avg duration, std_dev for more randomness local mean_fact, std_dev = 1.1, 50 @@ -6443,8 +6437,7 @@ end -- debugging local fraction = desired % 1 desired = math.floor(desired) + (rng.percent(100*fraction) and 1 or 0) local duration = math.min(p.maximum, desired) - print(("[on_set_temporary_effect] %s Save %d vs Power %d (%d%% save: %s) :: dur mult: %0.3f(%d) :: dur %s ==> %d"):format(self.name, save, p.apply_power, savechance, saved, percentage, mean_pct, p.dur, duration)) -game.log("__%s #GREY# Save %d vs Power %d (%d%%, %s) ==> percentage: %0.3f(%d) :: dur %s ==> %d", self.name, save, p.apply_power, savechance, saved, percentage, mean_pct, p.dur, duration)--debugging + print(("[on_set_temporary_effect] %s Save %d vs Power %d (%d%% save: %s) :: dur mult: %0.3f(%d%%) :: dur %s ==> %d"):format(self.name, save, p.apply_power, savechance, saved, percentage, mean_pct, p.dur, duration)) p.dur = util.bound(duration, p.minimum or 0, p.maximum) p.amount_decreased = p.maximum - p.dur local save_type = nil @@ -6525,7 +6518,6 @@ game.log("__%s #GREY# Save %d vs Power %d (%d%%, %s) ==> percentage: %0.3f(%d) : p.__set_time = core.game.getTime() end -game.log("__%s #AQUAMARINE#OSTE Modified new effect: %s[%s](%d, old %d, merge: %s)", self.name, p.getName(self), eff_id, p.dur, olddur, e.on_merge) -- debugging if p.dur <= 0 then return true end p.dur = math.max(p.dur, olddur) -- don't shorten the existing duration because of a new application (on_merge may change it) end -- GitLab