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Author Topic: Question  (Read 8034 times)

ORI

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Question
« on: 2007-07-21, 02:49:21 »

I like the mod so far and it seems to function well.

I was wondering if you can add a mouse over for Discipline1, Discipline2 etc that say what define is assained to it?
For example if I made a Define called LureOfFlames and Assain it to discipline1 , when I point my mouse at Discipline1 it will say LureOfFlames.

Not much of a practical function, its just GUI thing so the user wont have to struggle/browse  to remember if he put the LureOfFlame Define (containing Candle,Palm of Flame and so on) under discipline1 or discipline3 etc..

Another question is, is it possiable to change the Generation using the Character.txt?
« Last Edit: 2007-07-21, 03:15:43 by ORI »
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Javokis

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Re: Question
« Reply #1 on: 2007-07-21, 10:13:12 »

About the Discipline Highlighting

Can't. Those in-game disciplines use .nls string files that are loaded ONLY ONCE at time of game start and the engine doesn't bother refreshing them. That's hard coded.

About changing the Generation

Yeah. Just create a param in your character text file that represents generation then use the charcheck command to search for it to store in memory then just use the [setstat] command with the stat name generation.
« Last Edit: 2007-07-22, 00:02:13 by Javokis »
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Azraelthe7th

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Re: Question
« Reply #2 on: 2007-09-04, 19:30:41 »

Instead of flooding the forum with question threads, I thought I'd ask mine here:
I want to use the "I'm on fire" effect to try and reproduce one of the Demon lores (Lore of Flame 5: Ride the Flame), where the character becomes a "wall" fire.  I was able to add a few minor effects (like anim and voice), but I'm unable to turn the effect off, cause damage or even panic to surrounding enemies.

Here's what I have so far:


{event: cast}

   {check: effect, caster, is:ef_dmg_sun}
      {console: caster, "Ride the Flames deactivated.", ff00ff}
      {endeffect: caster, ef_dmg_sun, all}
   {stopwhen: true}

   {anime: caster, spellhands, 30}
   {voice: caster, attackmode}
   {attach: caster, fire, lfoot, 0, 0, 0}
   {attach: caster, fire, rfoot, 0, 0, 0}
   {attach: caster, fire, back2, 0, 0, 0}
   {attach: caster, fire, back2, 30, 0, 30}
   {attach: caster, fire, back2, -30, 0, -30}
   {attach: caster, fire, head, 0, 0, 0}
   {attach: caster, fire, rfingers, 0, 0, 0}
   {attach: caster, fire, lfingers, 0, 0, 0}
   {causepanic: 10, 5000, nonallies, everyone}
   {damage: npc, caster, 10, fire}

{endevent}
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Javokis

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Re: Question
« Reply #3 on: 2007-09-04, 22:21:20 »

Your radius param of your {causepanic} command is way too small. A good note would be that every 60 units is equivalent to 1 yard or meter in measurement. All distance measurements are done in game units for precise distance calculations.

There is no npc targeting-type keyword so {damage} has no valid target thus that's why nothing is happening. Also note that to actually damage things in an area you'll need to use the {iterate} command to iterate through targets on level. Here's an example of how you would do that and limit distance to a certain range:

{iterate: peoples, people}
   {check: compare, value, <distance.caster.peoples>, is:below:400}
      {damage: peoples, caster, 10, fire}
   {endcheck}
{enditerate}

If you want it to work fast then put the iterate command on one line like so:

Code: [Select]
{iterate: peoples, people} {check: compare, value, <distance.caster.peoples>, is:below:400}  {damage: peoples, caster, 10, fire} {endcheck}{enditerate}

As for a toggle switch, check out the Eyes of the Beast script (disc_eyesofbeast) under Scripts/Commands and take note of the how the {var} command is used to create a flag for the toggle off/on switch.
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Azraelthe7th

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Re: Question
« Reply #4 on: 2007-09-05, 05:42:47 »

Thanks, I'll try that and tell you how it worked out.  :)

Incidentally, I didn't know that 60 game units being equivalent to a yard, so I think that might be something to put in the documentation (unless it's there and I missed it).
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ORI

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Re: Question
« Reply #5 on: 2007-09-05, 06:17:50 »

Hmm Ill give it a try  in Lure of Flames as well(The Thaumaturgy path). Only reason I refrianed to do so until now was I thought it may slow the  script down too much in populated levels but ill give it a shot maybe it works just fine.
(note that it also need to check and roll fortitude for each in range person with fortitude to try and soak the damage)

« Last Edit: 2007-09-05, 06:30:37 by ORI »
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Javokis

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Re: Question
« Reply #6 on: 2007-09-05, 14:57:00 »

Thanks, I'll try that and tell you how it worked out.  :)

Incidentally, I didn't know that 60 game units being equivalent to a yard, so I think that might be something to put in the documentation (unless it's there and I missed it).

Added to docs for 0.3a release.
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Azraelthe7th

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Re: Question
« Reply #7 on: 2007-09-07, 18:12:23 »

I have to say, I'm loving scripting more and more as I use it.  I'm still working on the same Discipline/"Lore" so that I can get a better grasp at using it, but so far, I'm happy.  One thing I was wondering is if I could make the {causepanic} and {damage} commands repeat themselves?  As much fun as it is to go around looking like a giant human flame, it's no fun if after the initial activation no one panics anymore.

I think it continues to apply damage, but it doesn't seem to show (maybe I should add the {damagetrace} command to the discipline).  Here's what I have so far.

Quote

{event: cast}

   {check: compare, value, <var.caster.rideflames>, is:equal:2}
      {endeffect: caster, ef_disc_ignoreflame, all}
      {detach: caster}
      {voice: caster, regroup}
      {var: caster, rideflames, value, 1}
   {stopwhen: true}

   {check: compare, value, <var.caster.rideflames>, is:equal:0}
      {var: caster, rideflames, value, 1}
   {endcheck}
   
   {check: compare, value, <var.caster.rideflames>, is:equal:1}
      {anime: caster, spellhands, 30}
      {voice: caster, attackmodeok}
      {var: caster, rideflames, value, 2}
      {effect: caster, caster, add, ef_disc_ignoreflame, 0, 0}
      {attach: caster, fire, lfoot, 0, 0, 0}
      {attach: caster, fire, rfoot, 0, 0, 0}
      {attach: caster, fire, back2, 0, 0, 0}
      {attach: caster, fire, back2, 30, 0, 30}
      {attach: caster, fire, back2, -30, 0, -30}
      {attach: caster, fire, head, 0, 0, 0}
      {attach: caster, fire, rfingers, 0, 0, 0}
      {attach: caster, fire, lfingers, 0, 0, 0}
         {iterate: peoples, npc}  {check: compare, value,

<distance.caster.peoples>, is:below:420}  {damage: peoples, caster, 20, fire} {causepanic: 420,

5000, nonallies, everyone} {endcheck}  {enditerate}
   {endcheck}

{endevent}
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Javokis

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Re: Question
« Reply #8 on: 2007-09-07, 21:46:58 »

You can create a recursive event, which can loop indefinitely without crash issues. Try creating another event like so:

{event: flameriding}
    {iterate: peoples, npc} 
        {check: compare, value, <distance.caster.peoples>, is:below:420} 
            {damage: peoples, caster, 20, fire}
            {causepanic: 420, 5000, nonallies, everyone}
        {endcheck} 
    {enditerate}
     ;Check if still active using flag then recurse the event
    {check: compare, value, <var.caster.rideflames>, is:equal:2}
       {setevent: flameriding}
    {endcheck}
{endevent}

Use an {execute} command to reach this event so that it'll run in its own little world without interfering with the main script. Replace the {iterator} code and all within it with this:

{execute: caster, caster, disc_nameofscript, flameriding}

That should work. ;)
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Azraelthe7th

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Re: Question
« Reply #9 on: 2007-09-08, 11:07:48 »

Cool! Thanks!
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