The crawl fight simulator is a set of commands available in wizard mode to generate statistical data of player vs monsters combat. It is useful to test and balance new formulae, changes to weapon stats or brand effect for example. There are 3 commands to start the fight simulator. Each of them will start by prompting you to select a monster among the ones in sight. If there is none (or if you cancel the selection), you will be prompted to type a monster name. &f: Quick simulation. This command runs one attack simulation (player attack monster) and one defence simulation (monster attack player). It uses the current character skills and stats without any change. The output looks like this: AvHitDam | MaxDam | Accuracy | AvDam | AvTime | AvEffDam Attacking: 3.9 | 10 | 81% | 3.2 | 1.3 | 2.5 Defending: 5.9 | 32 | 100% | 5.9 | 1.0 | 5.9 AvHitDam : Average damage per round which have hit. MaxDam : Highest damage dealt in a single round. Accuracy : Percentage of attacks which hit their target, including the ones which did no damage. For monsters with multiple attacks, if at least one has hit, the attack round counts has having hit. AvDam : The average damage per round, including the missed ones. It should be equal to AvHitDam * Accuracy. AvTime : Average duration of an attack round. AvEffDam : Average damage per turn (10 aut). This accounts for accuracy and attack speed and is the accurate indicator of how effective an attack is. &F: Simple scale simulation. This command will start by asking for (A)ttack or (D)efence simulation. It will then run the simulation 28 times while incrementing a skill from level 0 to level 27. By default, the skill scaled is the weapon skill in attack mode and armour in defence mode. The weapon skill can be Unarmed Combat, Throwing or a launcher skill depending on what equipment is currently wielded/quivered. The skill can be changed using the fsim_scale option (see below). The results are presented in a table similar to the one generated by the quick simulation command. Results are displayed in the in-game message area, and also appended to the fsim.txt file (or fsim.csv if using the fsim_csv option). &^F (& followed by ctrl+F): Double scale simulation. Like the simple scale command, it starts by asking for attack or defence mode and output the results in the fight.stat file. 2 skills are scaled from 1 to 27 by steps of 2 levels. In attack mode, the skills are weapon and fighting. In defence mode, they are armour and dodging. Only AvEffDam is calculated and the results are presented in a 2 dimensional array like this: Fighting(x) vs Long Blades(y) 1 3 5 7 9 11 13 15 17 19 21 23 25 27 1 4.3 4.2 4.7 4.8 4.6 5.0 5.3 5.3 5.5 5.4 5.7 6.1 6.6 6.8 3 4.6 4.6 4.7 5.3 5.2 5.4 5.8 5.7 6.1 6.1 6.5 6.5 6.3 7.0 5 5.0 5.1 5.3 5.6 6.1 5.6 6.1 6.5 6.6 7.1 7.6 7.6 7.9 7.8 7 5.6 6.0 6.1 6.3 6.5 6.5 7.2 7.7 7.5 8.1 8.0 8.1 8.4 8.1 9 6.3 6.5 6.7 7.3 7.4 7.5 8.0 8.0 8.1 8.5 9.0 9.0 9.8 9.9 11 7.1 7.1 7.2 7.8 7.8 8.4 8.8 8.9 9.0 9.9 9.7 10.5 10.7 11.0 13 8.0 8.2 8.8 9.2 9.6 9.3 9.8 10.0 11.0 10.6 11.1 11.8 11.6 12.5 15 9.0 9.5 9.4 9.7 10.2 10.7 11.3 12.2 11.6 12.7 12.7 12.4 13.3 13.3 17 10.2 10.5 11.1 11.0 11.8 12.1 12.1 12.5 13.3 13.5 14.2 15.4 15.1 15.5 19 11.7 11.9 12.0 12.7 13.8 14.3 14.1 15.2 14.9 16.3 16.8 17.1 17.0 18.0 21 13.9 14.4 15.2 14.9 15.6 16.3 16.3 17.4 18.5 18.7 18.4 20.7 20.4 20.6 23 16.1 17.5 16.4 17.9 17.7 18.4 20.8 19.8 20.7 20.9 21.8 22.6 24.4 24.7 25 18.1 19.1 19.1 19.5 19.9 21.9 22.7 22.1 22.7 24.3 23.9 26.3 26.5 26.5 27 18.3 19.4 19.0 20.8 22.1 21.3 23.7 22.3 22.9 24.3 24.5 25.1 26.8 26.9 The following options can be used to configure the fight simulator: fsim_mode : set it to "attack" or "defence" to skip the prompt. fsim_csv : output the result in csv format. fsim_mons : if set to a valid monster type, it will be used instead of asking to select a monster. fsim_rounds: the number of rounds run at each skill level. It defaults to 4000 and range from 1000 to 500 000. fsim_scale: It's used to configure which skills are used as a scale in simple scale mode. By default, only the weapon skill is scaled. It takes a list of skills separated by commas. An optional divider can be specified after a /. The word "weapon" can be used in place of a skill name to refer to the default weapon skill for the simulation. For example: fsim_scale = weapon, fighting/2 The weapon skill will be scaled from 0 to 27, while the fighting skill will be kept at half the level of the weapon skill. This used to be the behaviour of the simulator in versions 0.10 and earlier. if XL is specified instead of a skill, then it will be used as the scale. Skills will be trained automatically, and the number provided for each skill will be used to set the training weight. For example: fsim_scale = XL, weapon:5, fighting:2 It means that 5/7 of XP will be used to train the weapon skill and 2/7 to train the fighting skill. / and : are both recognised as separators in normal and XL mode. However, given that there meaning is completely different, it is recommended to use / in normal mode and : in XL mode. fsim_kit: This option is useful to run a batch of simulations with different equipment. It takes a list of weapons separated by commas. Missiles can be specified after a /. The items will be generated if they are not found in the character's inventory, but make sure there is enough room in the inventory. Example: fsim_kit = broad axe, crossbow / steel bolts, /javelins