Coding Questions

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Coding Questions

I am working on a few projects in my head and I need to know if any of this is possible.

1. Use some method to transmit an injury to be minimal, but cause severe fatigue or unconsciousness.

2. Use a move or action to remove a creature from play without leaving a body while also transmitting the "DropAllItems" command to said creature. For this matter, how can one transmit any single functioning command, even if a bit buggy.

3. Use a battle move to deploy an allied combatant or an ability to spawn a designated npc on your hex, whether initiating combat or not is not important.

4. Use a random number gen setup to determine a true or false statement like 1-4 false, 5-6 true

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1. I am guessing we are talking combat here. If that's the case, you would have to make a new combat move that can apply certain afflictions - take Headbutt for an example. But if that's the case, weapon attack won't matter. Standard weapon attacks cannot carry any special "additions".

2.Not really understanding what do you mean by "single functioning command". And despawning creatures is done by "Despawn=0" function. Not sure how it will exactly work in combat.

3.You need to create a condition like vanilla ID 391 - "Spawn Melonhead".

4. Nope :D

You can cheat and make a semi-random stuff, by adding a circling set of conditions to the player - he starts with cond "1" which next turn changes into "2" which, in turn, changes into "3" which goes back to "1" - and base the "outcome" on which condition is currently active. Players won't find out it is not really random, unless they count turns :D


<--Mighty (mini)Mod of Doom-->
DeviantArt Gallery of MoD Sprites

1, thats good to know. Can you attach combat moves, with specific battle conditions, to specific attack modes?

2, Single issuing commands relates to any single command that can be issued. I was mainly asking if there is a way to transmit commands like "DropAllItems", then "Despawn=0", then Finally "AddItemGround=X,0,0,0;" Instead of killing them out right and leaving a corpse I want them to drop an item. In this case I am looking at using a tazer to cause an unconscious state, then use a "Cage" to trap dogs. I am thinking of using these dogs for hunting and trapping if tamed and I am looking to change if they are male or female, generated at random along with "Condition"

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And when the world has come to an end, I shall remain.

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1. No, not really. Attack modes and combat moves are separate categories really. All that function "attack" does is simply commencing the attack mode and that's it.

You could technically set a whole system of conditions making them block standard attack and unlock others, depending on the combinations, but that would be a lot of work, very prone to bugs and clunky like a Russian tank. And may not even work in the end.

Dan did promised some more changes to the modding, post-release, so maybe that will change in the future. For now, I would hold on with ideas like that. But that's my opinion.

2. Don't know really - play with the conditions and see what happens :D


<--Mighty (mini)Mod of Doom-->
DeviantArt Gallery of MoD Sprites

Will Do, heh, I just wanted to get as much reference material to make my idea more functional and practical. Thanks for the help.

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This is another interesting one I thought of when I was coding, is there a way to implement new variables like hunger and thirst, then have it affected by conditions? If so, then I could build a very complicated systems and use them as a base for even more things. I am not too use to this coding, but learning fast.

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Sorry, no dice.


<--Mighty (mini)Mod of Doom-->
DeviantArt Gallery of MoD Sprites

Aww, that's a bit disappointing, I had plans on radiation and heavy metal poisoning from handling radioactive and other materials without proper protection and a less item based magic system for another mod, but oh well. Maybe they will add this on their list for mod friendly compatibility.

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And when the world has come to an end, I shall remain.

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You can add the radiation effects by expanding the condition structure already in the game - there is Radiation poisoning from using the Bob's Hot Brick. Just use the threshhold system to stack the effects.

You can try my test mod - Booze and Drugs which is really just some fun with vanilla alcohol and meds in combination with how the thresholds system work - to see how it could work.

Not as elegant as having your own stat bars, but still can do.


<--Mighty (mini)Mod of Doom-->
DeviantArt Gallery of MoD Sprites

Thanks, I will work with that as a side project, I was already just going to have a "Radiation Exposure" effect for handling without proper care, though not implemented right away(As my environmental protective suit isn't ready yet) I will do that in a later time including lead lined boxes for transport, though bulkier, it is much easier to carry around without losing a lot of armor.

Is there a way to reverse threshold besides time removing the effect?

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Yup, you can remove the conditions.


<--Mighty (mini)Mod of Doom-->
DeviantArt Gallery of MoD Sprites

So I can remove the threshold condition and only 1 stack of it will?
Will bRemoveAll=0 and bResetTimer=0 being set allow multiple instances of the threshold condition to run their coarse and eventually lower over time?
Anyway of making loot ranges? I think I have seen things like 1-3 in crafting, I assume this is a range of 1 to 3 items crafted, if so, can this be implemented for the AddItemGround command for ranges of items dropped or the amount of items dropped on degrade(I know this would be the treasure table)?
On this matter, is there a way for an item to "Consume" Items over time, like rats eating food?

I might have it so that every hour/unit adds 1 "Rad" to the counter, while not lethal right away, takes a month to "remove" 1 rad or find medication to suppress it. Basically, you can hold on to 1 rod of uranium for 4 days, before things get serious.

This also allows a deadly virus to be implemented that takes time and needs suppressed, making its lethality completely dependent on the player's actions, heh, I might just implement a zombie mod, I have too many ideas, heh. This is one of the things I love about modding, once you find something new, hundreds of ideas pop up, I feel like a kid in a candy store.

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And when the world has come to an end, I shall remain.

I do mod requests, just leave a comment or PM me.
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