Author Topic: PLANNED DESIGN: Friedrich's Fault  (Read 6965 times)

Offline steve_mcdee

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Re: PLANNED DESIGN: Friedrich's Fault
« Reply #30 on: December 18, 2013, 02:07:32 PM »
Dinonykos sets a pretty high bar for us all to strive for. :D

He needs to be careful. We might just give up...

Offline manikus

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Re: PLANNED DESIGN: Friedrich's Fault
« Reply #31 on: December 18, 2013, 02:10:12 PM »
Dinonykos sets a pretty high bar for us all to strive for. :D

He needs to be careful. We might just give up...

Just wait to see what I have planned to do my part of bar reaching. ;)

Offline Milos Gulan

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Re: PLANNED DESIGN: Friedrich's Fault
« Reply #32 on: December 18, 2013, 02:30:35 PM »
I am waiting for that seriously :)

Offline Dinonykos

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Re: PLANNED DESIGN: Friedrich's Fault
« Reply #33 on: December 19, 2013, 05:36:10 AM »
Dinonykos sets a pretty high bar for us all to strive for. :D
He needs to be careful. We might just give up...
Well, what you show in your "Dragons of Duplicity" screenshots looks much more professional, the screen layout is great. Same with some of Manikus' screenshots and demos. Some other projects look very promising, too.

I also liked the Demo "Downtown" by Granamedia (very nice use of sound effects in the latter).

What I am really longing for is a design by Uatu. I would even be fine with a small demo-like thing, just to see how his art looks in game. I think with his art, Uatu has perhaps the greatest potential among us for what I value highest concerning graphics: consistency.
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Offline Milos Gulan

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Re: PLANNED DESIGN: Friedrich's Fault
« Reply #34 on: December 19, 2013, 05:55:25 AM »
I was wondering about that today :) even looked those screenshots of game on his website. His art is really good, i am sure mods would be also without doubt.

Offline Dinonykos

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Re: PLANNED DESIGN: Friedrich's Fault
« Reply #35 on: December 19, 2013, 03:05:09 PM »
Could anybody give me a hint how I can apply quick regeneration (wolverinesque) to a character - in combat, without a spell? 
As far as I know, to do this in SHUA, designers would have used a cursed item. But maybe something could be done wit special abilities?
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Offline manikus

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Re: PLANNED DESIGN: Friedrich's Fault
« Reply #36 on: December 19, 2013, 03:07:43 PM »
Could anybody give me a hint how I can apply quick regeneration (wolverinesque) to a character - in combat, without a spell? 
As far as I know, to do this in SHUA, designers would have used a cursed item. But maybe something could be done wit special abilities?

Is this a monster or a PC/NPC?

Offline Dinonykos

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Re: PLANNED DESIGN: Friedrich's Fault
« Reply #37 on: December 20, 2013, 02:53:22 AM »
A pre-generated PC (Gordon from "Friedrich's Quest" and "Cold Trail").



In other designs, I used an event tied to the character to give him 100% hit points (in Friedrich's Quest, there was the risk of losing hit points, in Cold Trail, it depended on food supply). But I assume this will not work in combat...  :-\

EDIT: In worst case, it would be fine with me if this talent would not be usable in combat, you could easily find an explanation for that (adrenalin surpressing regeneration/needs concentration...), but of course, it would be great to have it.

By the way, of course I would also be interested in HP-regenerating monsters. Aren't there any in the D&D bestiaria?
« Last Edit: December 20, 2013, 02:59:58 AM by Dinonykos »
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Offline manikus

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Re: PLANNED DESIGN: Friedrich's Fault
« Reply #38 on: December 20, 2013, 09:52:12 AM »
I have good news and I have good news. ;)

Please bare with me as I am not at my own computer (called away out of town unexpectedly yesterday afternoon, I do have access to DC, but not on this computer as it's an Apple)...

You can add Special Abilities (SA) to NPC in the NPC editor - I think this would be the best way to add regeneration. This SA can be written to work outside of combat or in combat or both. :)
You can also give regeneration to monsters. :)
And the best part for you is that two monsters (maybe more) in the default monster database have this ability, so you can look them up to see what it is called exactly and then look in the SA database to find the correct SA and see how it works. The monsters are Red Slaad and Troll. The SA will be in a line in the text file that begins "Special Ability = " and contains the word "regeneration" after that, and in the editor there is a button for adding SAs to monsters - click on that and all will be listed. The parameter of the SA determines the amount of regeneration. I believe that the current form of the SA only works in combat, but I might be wrong.

If you have any questions about how it works (once you track it down of course), please feel free to ask - post the regeneration SA with your question, and nologgie or myself will be able to help.

(I will be checking here frequently as I am expecting emails. I have ample free time to work on this with you. :D )

Offline Dinonykos

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Re: PLANNED DESIGN: Friedrich's Fault
« Reply #39 on: December 20, 2013, 01:59:47 PM »
Please do not overestimate my scripting abilities. So, what I found in the specialAbilities is this:

\(BEGIN)
name = monster_Regeneration
[StartCombatRound] = $VAR chr; // character
-$VAR hp; // hit points
-chr = $IndexOf($CharacterContext());
-hp =

$GET_CHAR_HITPOINTS(chr);
-$IF (hp >=# $GET_CHAR_MAXHITPOINTS(chr)){$RETURN;};
-$SET_CHAR_HITPOINTS(chr, hp +# $SA_PARAM_GET());
\(END)\

and

\(BEGIN)
name = monster_TrollRegeneration
[StartCombatRound] = $VAR tgt;
-$VAR currHP;
-$VAR round;
-tgt = $IndexOf($Myself());
-currHP = $GET_CHAR_HITPOINTS(tgt);
-round = $GetCombatRound();
-$IF (currHP <# 42)
-   {
-      $IF ($SA_COMBATANT_GET("timeToRegen") == "-?-?-")
-      {
-         $SET_COMBATANT_SA($Myself(),"timeToRegen",round +# 3);
-      };
-   };
-$IF (round ==# $SA_COMBATANT_GET("timeToRegen"))
-   {
-      $RETURN $SET_COMBATANT_SA($Myself(),"monster_Regeneration",$SA_PARAM_GET());
-   };
\(END)

I also see that the Trolls have the line

Special Ability = monster_TrollRegeneration,3

in their data.

But I assume I cannot just add monster_regeneration to the SAs of Gordon, or can I?
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Offline Paul R. Stevens

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Re: PLANNED DESIGN: Friedrich's Fault
« Reply #40 on: December 20, 2013, 02:17:19 PM »
Quote from: Dinonykos
But I assume I cannot just add monster_regeneration to the SAs of Gordon, or can I?

You could add it but it would not accomplish anything.

The name of the SA you want to add is "monster_Regeneration".
Not a big difference....but a very important difference.

You should be able to add that SA to any monster if you
want it to enjoy the benefits of the SA.  When you add
this particular Special Ability, you will want to specify the
parameter.....the parameter appears to define the number
of hitpoints regained per round of combat.

The hook is documented here:
http://dianneandpaul.net/UAF/Help/SAStartCombatRound.html

And you can see that it must be attached to a combatant
in order to accomplish anything.  Manikus will have to explain
how the SA gets attached to a combatant.  It must be that
there is a "regeneration" SA that causes the 'monster_Regeneration"
to get get attached to the combatant at start of combat.  You
did not mention finding that in the database.
« Last Edit: December 20, 2013, 02:26:19 PM by Paul R. Stevens »

Offline Dinonykos

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Re: PLANNED DESIGN: Friedrich's Fault
« Reply #41 on: December 20, 2013, 02:46:53 PM »
Hm... as I have just told in the other thread, after (naively, as I see now) trying to add a special ability to one of my NPCs, the "specialAbilities" file was obviously changed (at least the file date has changed to today), and now I have the same problems with combats I had early before using the newest version of this file. I hope I can solve this be re-importing the special abilities...

I do not think I will dare to change the SAs soon again...

EDIT: OKAY... I over-reacted, I just realized that the *.dat files are always renewed when the design is saved. But the problem that I cannot get more than 1 opponent into combat remains...
« Last Edit: December 20, 2013, 03:01:02 PM by Dinonykos »
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Offline manikus

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Re: PLANNED DESIGN: Friedrich's Fault
« Reply #42 on: December 20, 2013, 03:27:12 PM »
Paul is so right about SA names - one typo or letter in the wrong case and DC will treat it as another SA. :)

You definitely want to use "monster_Regeneration" and the parameter is how many points your NPC will regenerate each round.
Perhaps Paul means something that I am missing, but according to the Help, each combat round, DC will check the combatants for a script 'StartCombatRound'.  The SA containing this script (whether given to NPC or monster) is given to the combatant. Correct Paul? If not, then I"ve got some serious script correcting to do. ;)
« Last Edit: December 20, 2013, 03:33:22 PM by manikus »

Offline Paul R. Stevens

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Re: PLANNED DESIGN: Friedrich's Fault
« Reply #43 on: December 20, 2013, 04:06:07 PM »
Quote
each combat round, DC will check the combatants for a script 'StartCombatRound'. 

At the start of combat, each combatant has
exactly one Special Ability, namely "Competing".

If a combatant is to have another special
ability, it must somehow be given to him.

Quote
The SA containing this script <StartCombatRound>(whether given to NPC or monster) is given to the combatant.

That is good.  But you have not told us how the Special
Ability named "monster_Regeneration" is given to
the combatant.

Offline Dinonykos

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Re: PLANNED DESIGN: Friedrich's Fault
« Reply #44 on: December 20, 2013, 04:12:26 PM »
I got the impression that I cannot simply add "monster_Regeneration" with a parameter of "3" to the pre-generated character. At least, the character did not regenerate any hitpoints in combat (though having lost more than 3).
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anything