Is adding new "battlemodes" possible (or bugged)?

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Is adding new "battlemodes" possible (or bugged)?

Something I've had trouble with in creating my own mod was getting a new "battlemode" attack to work.

I've been trying to implement a "mindblast" psychic attack battlemove, but while I can get it to show up in-game just fine, it seems that the desired effects I set it to cause (i.e. stun the enemy and leave the attacker vulnerable) doesn't trigger when its used. That is, the attack either succeeds or fails as expected, but even when it succeeds, it appears to do *nothing to the target (it doesn't even seem to inflict damage despite a standard bruise condition trigger being attached to it, as I gave it to the player and used it on a dogman a dozen times without seeming to even scratch the thing!).

So, has anyone else here managed to mod in a new "battlemove" and get it to work correctly under v0.992+? I know there were mods that did this before the modfolder system was implemented (Chiko's old "NeoScavenger Extended" appears to have had new battlemoves in it, for example) but obviously this was before the mod system update that rendered such mods obsolete.

Really, I'm just wanting to know if I need to explore my mod for bugs that could be causing this not to work, or if it's a known NeoScavenger bug that I can't do anything about right now.

My Mods:SaveMan|Fishing|Shouldered|Bottles

There are some bugs still in the mod-merging code, including some in the way battle moves work. They have been already reported and Dan said than he has fixes for them in his next build.

<--Mighty (mini)Mod of Doom-->
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I managed to make battle move work by not using name spaces when calling conditions.

Spoiler: Highlight to view
<table name="battlemoves"> <column name="id">1</column> <column name="strID">90.1</column> <column name="strName">Mindblast</column> <column name="strNotes"></column> <column name="strSuccess">&lt;us&gt; mindblasted &lt;them&gt;</column> <column name="strFail"></column> <column name="strPopUp">Mindblast Use your psychic powers to attack your opponent!</column> <column name="vChanceType">0,0,0</column> <column name="vUsConditions"></column> [b]<column name="vThemConditions">[145,0,0],[147,0,0],[69,0,0]</column>[/b] <column name="vPairConditions"></column> <column name="vUsFailConditions"></column> <column name="vThemFailConditions"></column> <column name="vPairFailConditions"></column> <column name="vUsPreConditions">0:-144,0:-145,0:-146,2</column> <column name="vThemPreConditions"></column> <column name="nSeeThem">2</column> <column name="nSeeUs">2</column> <column name="bAllOutOfRange">0</column> <column name="bInAttackRange">0</column> <column name="nMinCharges">0</column> <column name="nMinRange">-1</column> <column name="nMaxRange">-1</column> <column name="nAttackModeType">-1</column> <column name="vHexTypes"></column> <column name="fChance">1</column> <column name="fPriority">0.0</column> <column name="fDetect">0</column> <column name="fOrder">0.0</column> <column name="fFatigue">0</column> <column name="bApproach">0</column> <column name="bOffense">0</column> <column name="bFallBack">0</column> <column name="bRetreat">0</column> <column name="bPosition">1</column> <column name="bPassive">0</column> </table>

But it's a hack and won't work when everything will be fixed.

Thanks, Kaaven. That's just what I was wanting to know (so as not to spend time trying to fix something that was a game bug rather than a mod one!).

DnaJur, thanks so much for the tip! That indeed works perfectly once I changed the battlemove code I was using in my mod that way. I'm happy to use this "hack" for now until a new NS version is released that fixes this bug, at which time I can always fix up my mod again. Off to work on my encounters now... :)

My Mods:SaveMan|Fishing|Shouldered|Bottles