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 Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith?

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Childe of Malkav
XehutL
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PostSubject: Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith?   Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith? EmptyThu Feb 02, 2012 7:09 pm

Hello CE Team (or Childe of Malkav Wink only?),

I would like to customize CE with Clan Quests to my own feelings/tastes, and at the moment I'm stucked with the Health damage from BloodLoss timer... where are those damn 50% located? I wish to change it down to 30% and to furthermore alter it so the Health loss will continue even with 0 blood (and so in fact one can die/torpor from it, actually).
Is it changeable I hope?

The second thing is that I don't like the crashes from Free the Beast within with the active Obfuscation - although the graphic effect is very nice, I would like to swap it to something stable, say like the Auspex animation instead? (which should be working, as it does for Malkavians).
Where it is located? Also, what part of it is crashing the game?

And one last question "out of box" - is there a way how to activate/deactivate some trait effect via chapters? I'm toying with some hardlimits for disciplines (I have seen this idea somewhere here - I think - and I like it)....

Btw, my current changes in CE so far:
--> Persuasion = Charisma + (Manipulation + Appearance)/2 [via Faith]
--> Hacking = Intelligence + Computer
--> Haggle = Wits + Finance [not 100% sure on this but I will probably keep the 2x Finance]
--> Intimidate = Manipulation + Intimidation
--> BloodHeal & BloodBuff fixed to 1 only
--> Brujah [+: Unarmed & Bash soak +1 | -: same]
--> Gangrel [+: same | -: Humanity -1 (starting/max) & cost is reversed]
--> Malkavian [+: Inspection +1 | -: Social traits costs more]
--> Nosferatu [+: Intimidate +1, rats same | -: same]
--> Toreador [+: Seduction +1, Humanity same | -: faster BloodLoss]
--> Tremere [+: Research +1 | -: Physical limits same, Blood Buff cost +1]
--> Ventrue [+: starting cash | -: same]


-X-


Last edited by XehutL on Fri Feb 03, 2012 8:28 pm; edited 1 time in total
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Childe of Malkav
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PostSubject: Re: Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith?   Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith? EmptyFri Feb 03, 2012 12:31 pm

Sorry, I have no idea whatsoever about your questions.

- geek
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PostSubject: Re: Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith?   Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith? EmptyFri Feb 03, 2012 12:36 pm

Outch Sad
- in that case, who is responsible for the bloodloss timer? and for the Free the Beast within graphics?
Can you direct me to those persons?

Thank you,
-X-
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PostSubject: Re: Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith?   Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith? EmptyFri Feb 03, 2012 1:09 pm

So the right person regarding the bloodtimer is Zer0Morph?
https://camarillaedition.darkbb.com/t74-bloodloss-for-other-mods
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PostSubject: Re: Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith?   Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith? EmptyFri Feb 03, 2012 6:19 pm

Yep, that was Zer0. But he is so old he has most likely forgotten how on earth he did that. Laughing Zer0? Wake up! There is a question. Sabbat is at the gates! Society of Leopold! Zer0? Oh, nevermind... Sleep
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PostSubject: Re: Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith?   Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith? EmptyFri Feb 03, 2012 7:12 pm

Let me grab my cane so I can get off my rocker and walk over to the book shelves. Damn, where did my reading glasses go? ::scratches beard::

"Why have you disturbed old man Zer0Morph?"

"Oh yes, I see.... I will answer what I can."

Question #1 I've got bad news for you son, I have yet to figure out how or why you lose health upon losing blood over 50%. I never understood it and I could never change it. Fortunately it kind've made sense to have it so I just left it. If you ever figure out how to manipulate the values, please let us know.

Question #2 I'm not sure why activating "Free the Beast Within" while using Obfuscate crashes the game. The same thing happens when you use "Apep's Semblance" in TFN and I never did figure out why. What I ended up doing was cancelling out Obfuscate while using "Apep's Semblance" by forcing a shut off which solved the problem. Something similiar could/should be done with "Free the Beast Within".

Question #3 I'm not sure what you're asking here so I can't answer it. Chapters? What does that mean?

I'm going back to bed with my 20 cats I keep for pets. If there is more I can do for you, ask someone else. Just kidding, HAHA, old man humor! You can ask me, but I demand a sponge bath for payment.
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PostSubject: Re: Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith?   Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith? EmptyFri Feb 03, 2012 8:26 pm

Wheeepf... thank you ZerO Cool

#1) okay, so it's probably hardcoded. In that case I'll try to compensate the questioned 20% (i.e. 50 to 30) with some health-back, if possible (so the damage in between would be lesser). Also, it's quite strange that with the blood 0 you get no further damage at all..

Btw, do you know how to manipulate the Health via .py?

#2) thank you for the tip, that will do the job for me - I'll look at TFN more closely (as I did not scan through them, yet Rolling Eyes)

#3) I ment that I wish to limit all the Disciplines to these values, in fact:
Santa Monica aka Chapter 1 = max 2
Downtown aka Chapter 2 = max 3
Hollywood aka Chapter 3 = max 4
Chinatown aka Chapter 4 = max 5

But hey, maybe I'm wrong on the order as I finished this game only once during the year it was published... (or the next one).


And one further question to all who were modding/experimenting with this game for some nonnegligible time:

#4) Is there throughout the game some point or place where the PC 's Faith attribute is being altered?

-> as I made the IMO quite serious change to Persuasion (to subsitute for the missing 13th ability) and as I was unable to find any other functional way than to use the "unused" Faith as a custom variable for [Manipulation + Appearance], I fear that this value could be reset/changed by the game itself at some point (yet no changes/anomalities appeared during the starting tests so far).
I hope that this value was lef out for all the "vampire" PCs....? Was anyone experimenting with this Attribute for any reasons already?

-X-
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PostSubject: Re: Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith?   Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith? EmptySat Feb 04, 2012 4:26 am

Let me try to help you on the basis of what Zer0 has written.

In vanilla (the unmodded game), blood is only needed as some kind of "mana" to fuel the disciplines. So once you reach 0 blood, you just can't use disciplines any longer, but you won't slip into torpor. So no further bloodloss, no further damage.

For damage via python, look e.g. at the tin can bill function in downtown.py:
#DOWNTOWN: end bill's dialog
def BillDialogEnd():
if G.Bill_Dead == 1:
bill = Find("Tin_Can_Bill")
bill.TakeDamage(100)

So if you want to keep damaging the pc if he goes hungry, just add a similar line to the bloodtimer function in vamputil.py. What I can't tell you right now is if there is also a HealDamage() method, or if you can apply negative damge for healing. Test it, or see if you can find it in Dheu's manual. That is part of Wesps patch, and therefore also included in every major mod (extras or tools subdirectory, depending on the patch version the mod is built on).

For the "chapters, you can either use the G.Story_State variable. You can find a list of story staes in the readme for wesps patch. Or you use the taxi map variables: G.<MapName>_Open I think it's called.
But I'm not sure if you can use a variable in traitseffects000.txt
Also I don't seee why you want to enforce a limitation like this one. If you want to play this way, just apply the rule for yourself when you build your character.
If you intend to publish a mod, I can predict that about five minutes after the download address is published, there will be the question how to remove this limitation. Either here or on PV. Most probably on both forums Wink

And better don't touch faith. That is used for the hunter's numina (discipline-like abilities for special hunters). So if you do anything funny with it, you might cause serious problems with hunter bossfights like Chastity or Bach.

Hope I could at least help you now...
- geek
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PostSubject: Re: Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith?   Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith? EmptyMon Feb 06, 2012 7:16 pm

Thank you CHoMalkav for the tips... the negative TakeDamage seems not to be working, but I decide that this is not so important for now... I'm finding more important to find a way how to kill the PC afterwards while at 0 Blood & 0 Health ... it seems to be undying even at that moment ! (with the exception of all possible Masquearde breaches)

Is there any way how to kill the player via py script/command, or how to end the game for him??
The minimum health is somehow set to 0 and "pc.TakeDamage(xx)" seems to do nothing after it (so there is no real threat for the player from it). Also, the command "pc.Kill()" does nothing as well (probably it was designed only for NPC).

I tried to search through all the py, but so far I was unable to find anything relevant/usable... is there any known way for this?

And to the Faith - I believe it is not used for the vampires at all - and on the opposite, NPCs faith hunters are not using/changing any of the social traits/feats... so it should not done any harm. The code I'm using is this and it seems working:

Code:
      Stat
      {
         "Name"      "Manipulation"
         "InternalName"   "Manipulation"
         "HelpText"      "Measures your character's ability to exploit people and events. Manipulation is necessary for the Intimidate feat and partially for the Persuasion feat."
         "HelpText2"      ""

         "ShownInFeedback"   "1"

         "Disabled"      "1"

         "Min"         "0"
         "Max"         "20"
         "MinSell"      "1"
         "MaxBuy"      "5"
         "Default"      "1"
         "NameMapping"   "AttributeLevel"

         Action
         {
            "Triggers"   "Inc"
            "Predependency"   "Manipulation == 0"
            "Value"      "1"
            "Stat"      "FaithPoints +1"
         }

         Action
         {
            "Triggers"   "Inc"
            "Predependency"   "Manipulation == 1"
            "Value"      "2"
            "Stat"      "FaithPoints +1"
         }

         Action
         {
            "Triggers"   "Inc"
            "Predependency"   "Manipulation == 2"
            "Value"      "3"
            "Stat"      "FaithPoints +1"
         }

         Action
         {
            "Triggers"   "Inc"
            "Predependency"   "Manipulation == 3"
            "Value"      "4"
            "Stat"      "FaithPoints +1"
         }

         Action
         {
            "Triggers"   "Inc"
            "Predependency"   "Manipulation == 4"
            "Value"      "5"
            "Stat"      "FaithPoints +1"
         }

         Action
         {
            "Triggers"   "Dec"
            "Predependency"   "Manipulation == 1"
            "Value"      "0"
            "Stat"      "FaithPoints -1"
         }

         Action
         {
            "Triggers"   "Dec"
            "Predependency"   "Manipulation == 2"
            "Value"      "1"
            "Stat"      "FaithPoints -1"
         }

         Action
         {
            "Triggers"   "Dec"
            "Predependency"   "Manipulation == 3"
            "Value"      "2"
            "Stat"      "FaithPoints -1"
         }

         Action
         {
            "Triggers"   "Dec"
            "Predependency"   "Manipulation == 4"
            "Value"      "3"
            "Stat"      "FaithPoints -1"
         }

         Action
         {
            "Triggers"   "Dec"
            "Predependency"   "Manipulation == 5"
            "Value"      "4"
            "Stat"      "FaithPoints -1"
         }
      }

      Stat
      {
         "Name"      "Appearance"
         "InternalName"   "Appearance"
         "HelpText"      "Indicates the physical attractiveness of your character. Appearance is the foundation of the Seduction feat and it contributes to the Persuasion feat partially, as well."
         "HelpText2"      ""

         "ShownInFeedback"   "1"

         "Disabled"      "1"

         "Min"         "0"
         "Max"         "20"
         "MinSell"      "1"
         "MaxBuy"      "5"
         "Default"      "1"
         "NameMapping"   "AttributeLevel"

         Action
         {
            "Triggers"   "Inc"
            "Predependency"   "Appearance == 0"
            "Value"      "1"
            "Stat"      "FaithPoints +1"
         }

         Action
         {
            "Triggers"   "Inc"
            "Predependency"   "Appearance == 1"
            "Value"      "2"
            "Stat"      "FaithPoints +1"
         }

         Action
         {
            "Triggers"   "Inc"
            "Predependency"   "Appearance == 2"
            "Value"      "3"
            "Stat"      "FaithPoints +1"
         }

         Action
         {
            "Triggers"   "Inc"
            "Predependency"   "Appearance == 3"
            "Value"      "4"
            "Stat"      "FaithPoints +1"
         }

         Action
         {
            "Triggers"   "Inc"
            "Predependency"   "Appearance == 4"
            "Value"      "5"
            "Stat"      "FaithPoints +1"
         }

         Action
         {
            "Triggers"   "Dec"
            "Predependency"   "Appearance == 1"
            "Value"      "0"
            "Stat"      "FaithPoints -1"
         }

         Action
         {
            "Triggers"   "Dec"
            "Predependency"   "Appearance == 2"
            "Value"      "1"
            "Stat"      "FaithPoints -1"
         }

         Action
         {
            "Triggers"   "Dec"
            "Predependency"   "Appearance == 3"
            "Value"      "2"
            "Stat"      "FaithPoints -1"
         }

         Action
         {
            "Triggers"   "Dec"
            "Predependency"   "Appearance == 4"
            "Value"      "3"
            "Stat"      "FaithPoints -1"
         }

         Action
         {
            "Triggers"   "Dec"
            "Predependency"   "Appearance == 5"
            "Value"      "4"
            "Stat"      "FaithPoints -1"
         }

         Table
         {
            "Name"      "Appearance Reaction"
            "InternalName"   "Appearance_Reaction"

            "Clamping"      "1"

            "0"         "-25"
            "1"         "-10"
            "2"         "0"
            "3"         "5"
            "4"         "15"
            "5"         "25"
         }
      }
---------------
      Feat
      {
         "Name"      "Persuasion"
         "InternalName"   "Persuasion"
         "HelpText"      "Measures your character's ability to convince people that they want what you want. The Charisma attribute is most important for the Persuation feat, but the Manipulation and the Appearance both partially contribute to this feat as well (by one per each two points)."
         "Disabled"      "1"

         "MaxValue"      "20"
         "Base0"      "Charisma"
         "Base1"      ""
         "Base2"      "FaithPoints / 2"
//         "Display2nd0"   "Faithpoints"
         "PCWeighting"   "Normal"
         "NPCWeighting"   "Normal"
      }
---------------
         "FaithPoints"      "2" //"1" Nosferatu
// for each clan in clandoc

-> but of course - as I have not played through the game using it yet, it is still possible it will be altered by the game at some point (I hope not). Also, there was some issues with default value VS Nosferatu, so I have to set the default clan via autoexec.. (as Nosferatu are starting with the Persuasion 1, not 2).

And if there won't be any issues during the play, I think this is very nice way how to overcome the 12 abilities limitation. bounce

-X-
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PostSubject: Re: Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith?   Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith? EmptyTue Feb 07, 2012 12:01 am

Childe of Malkav wrote:
For damage via python, look e.g. at the tin can bill function in downtown.py:
#DOWNTOWN: end bill's dialog
def BillDialogEnd():
if G.Bill_Dead == 1:
bill = Find("Tin_Can_Bill")
bill.TakeDamage(100)
- geek

I didn't realize this could be done. See? Childe is still taking me to school, HAHA! Could this be a possible solution for Vampire Bosses regenerating health during boss fights? I've always thought it would be so cool if bosses could regen just like the PC does.
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PostSubject: Re: Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith?   Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith? EmptyTue Feb 07, 2012 10:02 am

Zer0Morph wrote:
Childe of Malkav wrote:
For damage via python, look e.g. at the tin can bill function in downtown.py:
#DOWNTOWN: end bill's dialog
def BillDialogEnd():
if G.Bill_Dead == 1:
bill = Find("Tin_Can_Bill")
bill.TakeDamage(100)
- geek

I didn't realize this could be done. See? Childe is still taking me to school, HAHA! Could this be a possible solution for Vampire Bosses regenerating health during boss fights? I've always thought it would be so cool if bosses could regen just like the PC does.
The negative value seems not to be working... however, maybe there is same Health gain function like proposed HealDamage or similar.
Do you know how to kill the PC and/or end the game via any py command?
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PostSubject: Re: Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith?   Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith? EmptyTue Feb 07, 2012 10:12 am

XehutL, did you make sure that in your python function "pc" is known as a local variable for the player character? To make sure of that, you should start all of your python functions with the lines

pc = __main__.FindPlayer()
G = __main__.G

And also, if I recall right, the kill() function is only used to remove objects from maps. Better try KillPlayer()

Zer0, a better way to make bosses regenrate is probably activating bloodheal for them when they take damage. And to prevent it from shutting off, you can reset their bloodpool by repeatedly using the blood(xx) command.

- geek
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PostSubject: Re: Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith?   Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith? EmptyTue Feb 07, 2012 12:23 pm

Childe of Malkav wrote:
XehutL, did you make sure that in your python function "pc" is known as a local variable for the player character? To make sure of that, you should start all of your python functions with the lines

pc = __main__.FindPlayer()
G = __main__.G

And also, if I recall right, the kill() function is only used to remove objects from maps. Better try KillPlayer()

Zer0, a better way to make bosses regenrate is probably activating bloodheal for them when they take damage. And to prevent it from shutting off, you can reset their bloodpool by repeatedly using the blood(xx) command.

- geek
Unfortunately, neither "pc.KillPlayer()" nor "pc.PlayerKill()" the game IMO recognises... console returns debug error for them. Also, when I'm using the "pc.Kill()" it crashes the game. Maybe if I could use the call for zero/emptied Masquerade? This should end the game for you as well, right?

Btw, I'm editing your versin of Zer0Mo's blood timer - so there is no need for "G = __main__.G" I believe?
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PostSubject: Re: Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith?   Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith? EmptyWed Feb 08, 2012 12:11 pm

Hm, the pc.Kill() not working doesn't surprise me, because the player character is not a map entity. But I didn't expect a crash.
Setting the masquerade level to 5 will end the game for you, but only by calling the haircut cutscene bounce
Remember to set masquerade to 5, not 0 in this case. It counts the violations.

For a direct killing, I'm not sure right now how to help you further. Of course you can try to apply a huge amount of damage. Try
__main__.FindPlayer().TakeDamage(500)

- geek
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PostSubject: Re: Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith?   Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith? EmptyFri Feb 10, 2012 4:34 pm

After a dozen more tests I can say the "__main__.FindPlayer().TakeDamage(x)" is returning a debug error, while "__main__.G.TakeDamage(x)" just do nothing. So it may be working, but it has to be addressed somehow differently?

Also, I've found one nice console command for player damaging: "ent_takedamageself", which is working via console -> but from py script it just experiences the same problem as TakeDamage above... Evil or Very Mad scratch

Any idea how to use console commands in scripts? Is it possible, at all?

*EDITED*
Finaly, I've found out from Dheu's DevGuide bounce bounce bounce
"__main__.ccmd" does the trick Very Happy
-> so now I'm able to do the Final Death thing and to make the BloodLoss a real threat for the player Smile
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XehutL
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PostSubject: Re: Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith?   Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith? EmptySun Feb 12, 2012 9:40 am

OK, the heal thing definitelly does not work as the damage from command "BloodLoss" seems to be hardcoded and it sets the current health to some fixed level (based on the final BloodPool after the change) Mad Furthermore, I was unable to find out any trace of where this health level/damage could be located and changed, so I finally let it out...

Also, the only other way (around the damage) via "blood" command seems to be not working either - but in this case because of a direct blood manipulating without any change on the "pc.bloodpool" value No
I.E. - although it can change the blood without the damage, I haven't figured a way how to detect the correct blood value after applying it... scratch


Nevertheless, if you are interested here is my current BloodTimer/Loss based on CE 1.4 timer:

Code:
~~~~~~~~~~~~~~~
-> autoexec.cfg
~~~~~~~~~~~~~~~
alias need_blood "infobar_message 1"
alias blood_damage "ent_takedamageself"

~~~~~~~~~~~~~
-> vampire.py
~~~~~~~~~~~~~
def OnBLEvent():
    if(not isCEInstalled()): return
    pc = __main__.FindPlayer()
    G = __main__.G
    CC = __main__.ccmd

## Toreador weakness
    if (pc.clan == 6):
       BLOOD_MAX_COUNT = 12 + pc.stamina * 1 - 1
    else:
       BLOOD_MAX_COUNT = 16 + pc.stamina * 2 - 2
    G.BloodCounter = G.BloodCounter + 1
    if((G.BloodCounter >= BLOOD_MAX_COUNT) or (pc.bloodpool == 16)):
        if(pc.bloodpool <1):
            CC.blood_damage=""
            G.BloodCounter = G.BloodCounter - 1
            CC.need_blood=""
        elif(pc.bloodpool <8):
            pc.Bloodloss(1)
            G.BloodCounter = 0   
            CC.need_blood=""
        else:
            pc.Bloodloss(1)
            G.BloodCounter = 0   

~~~~~~~~~~~~
-> stats.txt
~~~~~~~~~~~~
      Stat
      {
         "Name"      "BloodPool"

            ... (rest cutted out) ...

         Action
         {
            "Triggers"   "Dec"
            "Value"   "0"
            "Effect"   "Starvation"
         }
      }

~~~~~~~~~~~~~~~~~~~~~~
-> traiseffects000.txt
~~~~~~~~~~~~~~~~~~~~~~
      TraitEffectGroup
      {
         "InternalName"   "Starvation"
         TraitEffect 
         {
            "Trait"   "VampHeal_Type"
            "Modifier"   "Duration 9999%"   
         }
      }
Summary:
- on every bloodloss from blood 8 the PC health is starting to be increasingly reduced (aka damage, same as in CE)
- on every bloodloss from blood 7 the "Need blood" infobar starts to appear
- on blood 0 the "Starvation" effects appears (much slower healing)
- on blood 0 the PC starts to take small amount of damage every timer tick
- when the health goes below 0 (I presume) due to blood 0, the "Final Death" animation appears
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XehutL
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PostSubject: Re: Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith?   Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith? EmptySun Feb 12, 2012 11:28 am

Hmmm... I cannot figure where to look for area changes (via taxi/sewers or story)... do you know where this is located / can be found? Or is there something like "one-time" run on each map (via py script)?

I would like to add 1x bloodloss also for each "travel" between locations (most often by taxi or through sewers for nossies) Smile
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Childe of Malkav
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PostSubject: Re: Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith?   Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith? EmptySun Feb 12, 2012 3:53 pm

For the "blood" command, you can enter that either without an argument. Then it sets the bloodpool to the base value that is set it (I think) stats.txt. Usually that is 10. You can also enter the blood command with any other value you want, up to the bloodpool_max value. But you can only enter absolute values. So if you want to change the current bloodpool by a certain amount, you have to calculate it via a python script in the form of
-get current bloodpool
-calculate the new bploodpool by applying whatever bloodchange you have in mind
-apply the blood command with the new bloodpool setting.

For the hub changes, I'm not quite sure how it's handled. I think the easiest way for bloodloss on the cab is to set the bloodloss in the cabbie dialog. For Nossies, you can always assume that the find some rats in the sewers while travelling there. So I wouldn't apply the bloodloss to sewer travel.

If my observations concerning the need blood text appearing on the hud are right, then this message appears whenever a hunger induced frenzy check is made, and does not result in a frenzy. You can set the bloodlevel below which frenzy checks are made in stats.txt. It's called something like hunger...
The original value was 3, so hunger checks are made whenever the bloodpool goes down to 2 or less. For CE 1.4, I believe it's at 0 or 1, due to changes Zer0 did for the original bloodtimer. For 1.5 I have increased this to 4, so frenzy checks start at bloodpool 3 or less.

Can't help you any further without having to do a lot of file digging myself. I posted mostly from memory now. So the file names may not be quite right, but anything I have mentioned as being in stats.txt can be found in one of the text files in the \vdata\system folder.
The cabbie dialog is in \dlg\generic

- geek
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XehutL
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PostSubject: Re: Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith?   Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith? EmptySun Feb 12, 2012 5:43 pm

Childe of Malkav wrote:
For the "blood" command, you can enter that either without an argument. Then it sets the bloodpool to the base value that is set it (I think) stats.txt. Usually that is 10. You can also enter the blood command with any other value you want, up to the bloodpool_max value. But you can only enter absolute values. So if you want to change the current bloodpool by a certain amount, you have to calculate it via a python script in the form of
-get current bloodpool
-calculate the new bploodpool by applying whatever bloodchange you have in mind
-apply the blood command with the new bloodpool setting.
I don't understand...? What do you mean by the last sentence? My observation are that whenever I used the "blood" command to whatever value, the "pc.bloodpool" remained unchanged - although in game the change was done (the blood on the HUD changed & all the new blood was usable for Disciplines), I still could not address its new "game" value through the "pc.bloodpool" (i.e. this was not changed at the same time).

Is there any other way or command for it?

Quote :
For the hub changes, I'm not quite sure how it's handled. I think the easiest way for bloodloss on the cab is to set the bloodloss in the cabbie dialog. For Nossies, you can always assume that the find some rats in the sewers while travelling there. So I wouldn't apply the bloodloss to sewer travel.
You are right, this makes sense - good point.

Quote :
If my observations concerning the need blood text appearing on the hud are right, then this message appears whenever a hunger induced frenzy check is made, and does not result in a frenzy. You can set the bloodlevel below which frenzy checks are made in stats.txt. It's called something like hunger...
The original value was 3, so hunger checks are made whenever the bloodpool goes down to 2 or less. For CE 1.4, I believe it's at 0 or 1, due to changes Zer0 did for the original bloodtimer. For 1.5 I have increased this to 4, so frenzy checks start at bloodpool 3 or less.
Hmmm.... So it should be better to change only this, instead of calling that message manually. I'll have to do more tests - as it seemed to me that this message sometimes appeared and sometimes did not.

The odd behavior by my script is that the "Frenzy" message can be delayed by the "Need blood" and vice versa - if they happen at the same time.

Quote :
Can't help you any further without having to do a lot of file digging myself. I posted mostly from memory now. So the file names may not be quite right, but anything I have mentioned as being in stats.txt can be found in one of the text files in the \vdata\system folder.
The cabbie dialog is in \dlg\generic
Thanks for all the tips, Childe of Malkav bounce
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PostSubject: Re: Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith?   Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith? EmptyMon Feb 13, 2012 6:23 am

XehutL wrote:
Childe of Malkav wrote:
For the "blood" command, you can enter that either without an argument. Then it sets the bloodpool to the base value that is set it (I think) stats.txt. Usually that is 10. You can also enter the blood command with any other value you want, up to the bloodpool_max value. But you can only enter absolute values. So if you want to change the current bloodpool by a certain amount, you have to calculate it via a python script in the form of
-get current bloodpool
-calculate the new bploodpool by applying whatever bloodchange you have in mind
-apply the blood command with the new bloodpool setting.
I don't understand...? What do you mean by the last sentence? My observation are that whenever I used the "blood" command to whatever value, the "pc.bloodpool" remained unchanged - although in game the change was done (the blood on the HUD changed & all the new blood was usable for Disciplines), I still could not address its new "game" value through the "pc.bloodpool" (i.e. this was not changed at the same time).

Is there any other way or command for it?
Hm, I'm not sure about your question either. But if you are referring to the bloodpool in stats.txt, that does not get changed at any time during the game. It's just for initializing the game.

- geek
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XehutL
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PostSubject: Re: Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith?   Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith? EmptyMon Feb 13, 2012 6:59 am

Childe of Malkav wrote:
XehutL wrote:

I don't understand...? What do you mean by the last sentence? My observation are that whenever I used the "blood" command to whatever value, the "pc.bloodpool" remained unchanged - although in game the change was done (the blood on the HUD changed & all the new blood was usable for Disciplines), I still could not address its new "game" value through the "pc.bloodpool" (i.e. this was not changed at the same time).

Is there any other way or command for it?
Hm, I'm not sure about your question either. But if you are referring to the bloodpool in stats.txt, that does not get changed at any time during the game. It's just for initializing the game.
Look at my code above (Yesterday at 2:40 pm) - there seems to be some serious difference between the commands "bloodloss(x)" and "blood <x>". Although both alter the available blood by the PC, the first one changes the read-only value "pc.bloodpool" too - while the latter doesn't.

And btw, the Hunger from the rules.txt regarding the "Need blood" message seems to be not working most of the time - so I would rather modify mine script with a frenzy condition, if possible.
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PostSubject: Re: Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith?   Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith? EmptySat Jul 14, 2012 1:26 pm

Kastor785 wrote:
HOw am I gonna find my replies in this large forum?

Shocked
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PostSubject: Re: Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith?   Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith? EmptySat Jul 14, 2012 2:06 pm

My reaction too DK Very Happy If Kastor thinks this forum is large, he hasn't seen the big ones yet!
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PostSubject: Re: Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith?   Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith? EmptySat Jul 14, 2012 5:49 pm

Kastor785 wrote:
???

New posts are marked in green. When somebody posts an answer after your last wisit, topic's marker switches to green.
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Childe of Malkav
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PostSubject: Re: Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith?   Damage from Bloodloss & Animalism 5 crashes & Disciplines limits & Faith? EmptySat Jul 14, 2012 8:18 pm

Large forum??? Good joke lol! LMFAO

- geek
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