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Post by 10101 on Jan 28, 2013 17:06:26 GMT -5
I thought you had written something about it, but i can't find it. Seems i need some tutoring with the CONTIGENCY trigger. I see there is failed, passed, passed_last and failed_all. (failed_last? pased_all?)
So i think passed_last talks about the Effectconditions of the last line be it baseline or a +. Failed_all talk about all Effectconditions above that actual line? Which ones are used for the normal passed/failed?
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Post by 10101 on Jan 29, 2013 0:33:24 GMT -5
There's one question that isn't cleared up.
CONTINGENCY is written 5 times in that post. Why doesn't the forumsearch find it, when i use that word as searchstring?
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Post by Kyzrati on Jan 29, 2013 0:41:50 GMT -5
Apparently the default search only looks within the last 7 days, you have to increase the search time manually in the "Posted within the last" field. I'm sure they do that because these are free forums and it saves them processing power and some bandwidth... One day I'll set up a real forum, which is why I don't want to expand this one too much just yet. It's good enough for our needs, just has a few quirks we have to remember--like that one
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Post by 10101 on Jan 29, 2013 16:43:43 GMT -5
Ok, here is some exercise: You can manipulate some Crates, after the crates are depleted they should be changed into 'Empty Crates'. Difficulties: - PROP_MANIP effects target the Entity manipulating the prop. (I already tried CONVERT_PROP)
- EXPLODE cant be used as more than one Crate are on adjacent cells.
- You can't spawn an empty crate through PROP_DESTROYED because that would trigger when it is destroyed (for example with an axe) not only when DESTROY_COUNT triggers (not sure if that works with props)
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Post by Kyzrati on Jan 29, 2013 20:55:32 GMT -5
Use PROP_MANIP2 instead, which targets the prop itself. Rookie's Tale has Ornate_Sarcophagus1 as an example (the one that releases the True Lich if you open it).
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Post by 10101 on Jan 30, 2013 2:28:14 GMT -5
Can i use COUNT for Effects also? So for example a effect is only triggered when you used something the 4th time?
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Post by Kyzrati on Jan 30, 2013 3:29:09 GMT -5
For similar reasons explained in the other post, there's not enough support for dynamic data to allow the existence of a COUNT for effects. There is, however, a way to do this manually. You can use traits as counters. Add a +1 to some counter trait every time the effect is used, and on future uses you can test that counter using a condition like "P_TRAIT(counter)==4" (see Rookie scripts for examples).
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Post by Aves Dominari on Feb 1, 2013 23:56:54 GMT -5
I'm making a weapon in my current project called the Leech Rifle. Basically, every time you fire the rifle you loose a small amount of health, but if you hit with it you gain a larger amount back. (Testing values are five and fifteen, respectively.) The problem is actually implementing this. I went down the list of triggers, and the only one that seemed to do what I wanted was ATTACK_ENT; the chryssalid uses a similar trigger, just with melee attacks, so I figured it would work. The errorlog, however, claims that ATTACK_ENT isn't a valid trigger for items. Is there a different trigger to use for the health drain effect? For the health gain effect, is there a way to trigger an ability every time a projectile hits, instead of kills? If this isn't the case I can easily change it so that the life gain is only on kills and is much higher, of course.
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Post by Kyzrati on Feb 2, 2013 1:31:17 GMT -5
I did a similar drain attack in Rookie's Tale, the Lichborne's Drain Life spell (S_Drain_Life), and even scripted a Drain_Life projectile that actually looks like you're taking something from the target (try it out, though its appearance may not be the style you want)--however, those only really work because the spell never misses.
To implement it I used a new trigger called ENT_CASTED and always give the caster the drain benefit without actually knowing whether they hit or not. This isn't really appropriate for what you're doing, just thought I'd share.
Though flexible, to keep things reasonably easy to understand the trigger system is limited to only referring to one object per trigger/effect (similarly, only one type of object is allowed to carry a given trigger). For projectiles, the most common target would be whatever is hit, so the set I have now has no knowledge of the attacker. I will have to add a new set of triggers to handle more situations (target different relative objects).
Even using the PROJ_KILLS_ENT trigger (which works with items), it won't know who attacked. I'll see about adding a few new triggers before releasing 8.6 (this weekend) which could be used to do this.
For future reference, here's a list of what objects are compatible with each trigger (only one type of object is compatible with each):
ENTITY, "MOVE", ENTITY, "MOVE_ON_CELL", ENTITY, "DEATH", PROP, "PROP_DESTROYED", ITEM, "ITEM_DESTROYED", ENTITY, "ATTACK_ENT", ITEM, "MELEE_ATK_ENT", ITEM, "MELEE_E_ATK_ENT", ITEM, "MELEE_HIT_ENT", ITEM, "MELEE_HIT_PROP", ITEM, "MELEE_HIT_CELL", ENTITY, "ENT_ATK_BY_MELE", ENTITY, "ENT_ATK_BY_PROJ", ENTITY, "ENT_ATTACKED", ENTITY, "ENT_HIT", ENTITY, "ENT_HIT_BY_MELE", ENTITY, "ENT_HIT_BY_PROJ", PROP, "PROP_HIT", PROP, "PROP_HIT_OKAY", ITEM, "PROJ_HIT_ENT", ITEM, "PROJ_HIT_PROP", ITEM, "PROJ_HIT_CELL", ITEM, "PROJ_HIT_OBJECT", EXPLOSION, "EXPL_HIT_ENT", EXPLOSION, "EXPL_HIT_PROP", EXPLOSION, "EXPL_HIT_ITEM", EXPLOSION, "EXPL_HIT_CELL", ENTITY, "ENT_KILLS_ENT", ENTITY, "KILL_ENT", ITEM, "MELEE_KILLS_ENT", ITEM, "PROJ_KILLS_ENT", EXPLOSION, "EXPL_KILLS_ENT", ENTITY, "E_MOV_BYTHIS_E1", ENTITY, "E_MOV_BYTHIS_E2", ENTITY, "E_MOV_BY_E1", ENTITY, "E_MOV_BY_E2", PROP, "E_MOV_BYTHIS_P1", PROP, "E_MOV_BYTHIS_P2", ENTITY, "E_MOV_BY_P1", ENTITY, "E_MOV_BY_P2", PROP, "E_MOV_ONTHIS_P1", PROP, "E_MOV_ONTHIS_P2", ENTITY, "E_MOV_ON_P1", ENTITY, "E_MOV_ON_P2", ENTITY, "ENT_CASTED", ENTITY, "ENT_USED", ENTITY, "CAST_ON_ENT", ENTITY, "CAST_ON_PROP", ENTITY, "CAST_ON_ITEM", ENTITY, "CAST_ON_CELL", ITEM, "USE_ON_ENT", ITEM, "USE_ON_PROP", ITEM, "USE_ON_ITEM", ITEM, "USE_ON_CELL", ITEM, "USE_MEDKIT", ITEM, "MEDKIT_FUNCTION", ENTITY, "ENT_MANIP", ENTITY, "ENT_MANIP2", PROP, "PROP_MANIP", PROP, "PROP_MANIP2", ENTITY, "ENT_FELL", PROP, "PROP_FELL", ITEM, "ITEM_FELL", ITEM, "ITEM_THROWN", ITEM, "ITEM_ACQUIRED", ENTITY, "SPOT_ENT", ENTITY, "ENT_NEW_TURN", ENTITY, "ENT_NEW_TURN_E", ENTITY, "ENT_NEW_TURN_P", ENTITY, "ENT_NEW_TURN_I", ENTITY, "ENT_NEW_TURN_C", ENTITY, "ENT_NEW_TURN2", ENTITY, "ENT_NEW_TURN2_E", ENTITY, "ENT_END_TURN", ENTITY, "ENT_END_TURN_E", ENTITY, "ENT_END_TURN_P", ENTITY, "ENT_END_TURN_I", ENTITY, "ENT_END_TURN_C", PROP, "PROP_NEW_ROUND", PROP, "PROP_NEW_RND_E", PROP, "PROP_NEW_RND_P", PROP, "PROP_NEW_RND_I", PROP, "PROP_NEW_RND_C", ITEM, "ITEM_NEW_ROUND", ITEM, "ITEM_NEW_RND_E", ITEM, "ITEM_NEW_RND_P", ITEM, "ITEM_NEW_RND_I", ITEM, "ITEM_NEW_RND_C",
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Post by Aves Dominari on Feb 2, 2013 2:51:11 GMT -5
Okay, thanks. I was going to make heavy use of your variable projectile/RoF stuff anyway, so I can wait a few days. If you could squeeze in a trigger for a projectile hitting an entity that can apply effects to the firing unit, that would be awesome. (That list should go in the readme, by the way; it's pretty useful.)
In other news, I keep getting this error message.
F=0001367 | | GM::loadDataset() | Medkit_Stimulant requires effect text to use ALT_TEXT (so that knowledge setting can be copied) I haven't modified Medkit_Stimulant in any way; here's the line, just in case.
Medkit_Stimulant "Stimulant" MEDKIT_FUNCTION COUNT<=10 TU_TYPE=ABSOLUTE|TU_COST=10 - - - MED_STIMULANT - STAMINA_BOOST=10|RECOVER_STUN=4 DEFAULT DEFAULT "[name] shoots {name} up with stimulants."
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Post by Kyzrati on Feb 2, 2013 3:23:20 GMT -5
Hm, that stumped me for a moment, then I discovered the error message text is what's wrong... Unfortunately that particular error is reporting a different ability name than the one with the actual problem. I've fixed it for 8.6, but that doesn't help you right now. It's one of the other abilities--seems to be one with one of the following effects: SWITCH_FACTION, PROJ_SHOOT, PROJ_RAIN.
I'll be putting that trigger in. EDIT: I just put in 4 triggers that can be used to affect attackers themselves on an item-based hit/kill. Tested and working in 8.6. "PROJ_HIT_ENT2" will be the one you want to use on your Leech Rifle. Hm, I think I'll go add a vampiric blade to Rookie's Tale for the hell of it ;p
True the list should be available, as should the many other lists that explain how the system works. That's the "manual of the future" I've been hoping the forums could replace until the data is in a stable enough state to warrant putting together the full explanation it deserves. Maybe I'll throw something quick together through some basic copy & paste... at least the most useful reference lists.
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Post by Aves Dominari on Feb 2, 2013 13:58:20 GMT -5
I'm confused as well... there's one ability that I was putting together after the Leech Rifle fell through, and it uses a PROJ_SHOOT effect. It already has ALT_TEXT, though '~'
BPFire "Shoot Blunderpop" CAST_ON_CELL - SELECT=1|TU_TYPE=PERCENT|TU_COST=25|METHOD=MANUAL|RANGE=14|VIS=ENT_FOV|RADIUS=0 - - - PROJ_SHOOT - ITEM=BlunderpopShot|FAIL%=20|BASE_HIT=20|ALT_TEXT="The %1 splutters and lets out a thick cloud of smoke." - - -
The story behind this weapon is that you can fire it by 'u'sing it, which then turns it into an 'Empty Blunderpop,' which you can then use again to reload. I was kind of doing it to get around the lack of multiple projectiles, but as a side effect you don't need ammo.
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Post by 10101 on Feb 2, 2013 16:22:24 GMT -5
If you want ammo usage, what about the following:
2 SAs on the weapon:
1. "Shoot" | Condition: Itemtrait > 0 | Data: SELECT=1 | Effect: Itemtrait Sub=1 2. "Reload" | Condition: none | Data: SELECT=1 | Effect: Itemtrait Set=x You could add a 3rd one that FLUFFsays "Ammo depleted" when the Weapon starts a round with Itemtrait=0 (ITEM_NEW_TURN) ... at least theoretical.
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Post by Aves Dominari on Feb 2, 2013 16:39:39 GMT -5
I looked at the list, and while you can add/remove special abilities, you can't modify item traits. I'm afraid that's not going to work :c
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