conditions tracking

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conditions tracking

i've noticed that condition id in aConditions encounters table could be multiple. is it possible to use this method in aPreConditions to track how much times certain conditions were apllied? or may be there is another way to do it?

The best way to do this is to use the condition thresholds ("aThresholds"). Stacking conditions can give player another conditions, which can then be used in encounters.

For example:
<column name="aThresholds">3=4;6=5</column>

This makes it so if the condition with this stacking parameters stacks 3 times, it will apply condition ID 4 on player. If it will stack 6 times, condition ID 5 will also be applied.


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

that's much easier. thanks a lot

Hi Kaaven, I want to add my 2 cents here....

I have this condition in my mod:

<table name="conditions"> <column name="id">1000</column> <column name="strName">Received melee training</column> <column name="strDesc">Received melee training</column> <column name="aFieldNames"></column> <column name="aModifiers">25,10,16</column> <!-- <column name="aModifiers">1,1,1</column>--> <column name="aEffects"></column> <column name="bFatal">0</column> <column name="vIDNext">0:0</column> <column name="fDuration">16</column> <!-- <column name="fDuration">0</column>--> <column name="bPermanent">0</column> <column name="vChanceNext">0</column> <column name="bStackable">0</column> <column name="bDisplay">0</column> <column name="bDisplayOther">0</column> <column name="bDisplayGameOver">0</column> <column name="nColor">0</column> <column name="bResetTimer">1</column> <column name="bRemoveAll">0</column> <column name="bRemovePostCombat">0</column> <column name="nTransferRange">-1</column> <column name="aThresholds">1=1001;2=1002;3=1003;4=1004;5=1005;6=1006;7=1007;8=1008;9=1009;10=1010;11=1011;12=1012;13=1013;14=1014</column> </table>

In this condition I tried to create conditions based upon the number of times Condition 1000 is applied with the aThreshold field. What I found is that due to the fDuration expiration timer on this condition, this condition goes away and never stacks.

So, if you are looking for a stacking condition, it can't be on a condition that has an fDuration.

Well, I might be getting it wrong, but if you want it to stack, you need to set it to bStackable 1. If it is set to "0", it won't stack.

Also, you want to keep an eye for bResetTimer (which, when set to 1, makes that once a new instance of this condition is applied, the timer for all resets) and bRemoveAll (which, when set to 1, makes all the instances of the condition go away when one goes away - i.e. if the timer on one goes down to zero, all will be removed).

And on a separate note, you have some aModifiers set, but have no corresponding aFieldNames, so they do nothing.


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

is it correct to use stackable condition for multiple times in vUsConditions column for battlemoves table?

Yes. If you want the condition to stack several times, simply add it several times. Similar way with removing them. It is important to keep track of when they are removed and how many times - a single left-over condition can cause some serious bugs down the line.


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

in this case ChainCondition=-1,-1,-1,-1,-1 will remove codition with id=1 five times from the stack?

That's right. Or, at least it should be right.


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

think i will check it))

is it possible to do this trick

"vIDNext">-125,125
...
"vChanceNext">0.6

or

"vIDNext">-125
...
"vChanceNext">0.4

or something like this?

Yeah, it should work, if removing conditions based on random chances is what you are looking for.

It is already used in the native game, for the Bear Root:

<table name="conditions"> <column name="id">547</column> <column name="strName">Chewed on bear root</column> <column name="strDesc">&lt;us&gt; chewed on some bear root.</column> <column name="aFieldNames"></column> <column name="aModifiers"></column> <column name="aEffects"></column> <column name="bFatal">0</column> <column name="vIDNext">-198,-199,-200,-202,-203,-294,-295,-296,-297</column> <column name="fDuration">1</column> <column name="bPermanent">0</column> <column name="vChanceNext">0.5,.025,.0125,1,0.5,0.4,0.25,0.0125,0.007</column> <column name="bStackable">0</column> <column name="bDisplay">1</column> <column name="bDisplayOther">0</column> <column name="bDisplayGameOver">1</column> <column name="nColor">2</column> <column name="bResetTimer">0</column> <column name="bRemoveAll">0</column> <column name="bRemovePostCombat">0</column> <column name="nTransferRange">-1</column> <column name="aThresholds"></column> </table>

As can be seen, using it has a various chance to remove a wide variety of negative effects.


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

exactly what i need
just didn't notice any examples for

and another question. would be there any issues if one condition is turning on and off at the same time?

You would have to check that out cause, honestly, I don't know.


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

i've just got an idea that there could be some delay condition for 1 turn duration, but in game there is "fDuration">0.1 for Intimidating condition. does it work only for combat?

The combat turn is much shorter than the normal turn. Conditions that last one combat turn have a Duration of 0.011.


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

e.g. i have 2 conditions with such parameters

"id">1<
"fDuration">0<
"bStackable">1<
"bRemoveAll">0<
"aThresholds">3=2<

and

"id">2<
"aEffects">ChainCondition=-1<
"fDuration">0<
"bStackable">1<
"bRemoveAll">0<

and after threshold=3 first condition disappears but it seems to me that "bRemoveAll">0< must prevent it or am i wrong?