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Lazkin
Registered Posts: 2
| A few Cartomancer problems
I've been fiddling with the Cartomancer stuff for a while now, and I ran into a few things I think you might want to know about.
First off, when I try to follow the main help file link that the Cartovore HTML file that is packaged with the rest of the stuff has on it, all I get is an error. The file says that that help file would have a bunch of explanations and a full list of the command line script, but I don't seem to be able to access it.
The rest of these are related to that first one. On one card that I made, I'm trying to get it to do something when it swallows something, but each thing I've tried has backfired in some way or another. I was wondering what trigger I could use to get it to do so? I've got it on the ONTRAITCHANGE:DIGESTING trigger right now, but it acts up if I don't also have REQMYTRAIT:DIGESTING, but when I do have that it does nothing.
I have another set of cards that I'm fiddling with that I've marked as one being a tracker and the other being an interrogator along with the appropriate new traits. The tracker captures an enemy, which incapacitates them similarly to being swallowed but doesn't hurt them and I have put in some action cards to free someone that's been captured, and then hands them off to the interrogator. The interrogator is where I've run into the problems. I have a command string where there is a chance of the interrogator getting some information out of the captive and using it to boost her side's production or harm the enemy's production, but the string doesn't seem to work at all. It doesn't do the commands for not getting any information (which are honestly the ones I'd like to see work) and it sometimes does multiple of the results for getting information instead of just doing one, and it seems to do at least one every time. So right now the interrogator is horribly broken and I was hoping you'd have some insight as to how I could fix it.
Thanks for your time and trouble.
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7-9-2008 12:42PM
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Duamutef
Aspiring God of Vore
Administrator Posts: 72
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With the ontraitchange:digesting stuff, you're probably running into the cancellation actions in the rules file. The rules cancel any action that is targeting a character who has been swallowed unless the action has the DIGESTACTION trait. Try adding TRAIT:DIGESTACTION to the beginning of the action string.
As for the second problem, I would need to see the string.
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7-13-2008 02:33AM
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Lazkin
Registered Posts: 2
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Sorry for taking so long to reply. Anyway, adding TRAIT:DIGESTACTION to it doesn't seem to get it to do what I was trying to do, so I think I'll try a different approach instead. Is there a way to make it so that a card can have more than one voracity text string so that it can say more than one thing when the card swallows someone, to perhaps swallow them in more than one way? Thanks.
As to the string for the second one, here it is. It's kinda long.
#TRAIT, "CHARACTER:", #TRAIT, "MONSTER:", #TRAIT, "TRIBE:FELUUS", #TRAIT, "HP:60", #TRAIT, "DIGESTION:2", #TRAIT, "STOMACHQUOTE:", #TRAIT, "INTESTINEQUOTE:", #TRAIT, "GOLDCOST:7", #TRAIT, "HEARTCOST:7", #TRAIT, "MONSTERCOST:7", #TRAIT, "GENGOLD:1", #TRAIT, "EVIL:2", #TRAIT, "POINTS:", #TRAIT, "INTERROGATOR:", #TRAIT, "QUESTIONANSWERED:1", #TRAIT, "NOANSWER:1" #TRAITACTIONDESC, CHARACTER, "" #TRAITACTIONDESC, DIGESTION, "" #EFFECT, SELF, PHASE10, "SETMYTRAIT:QUESTIONANSWERED:1:" #EFFECT, TARGETCARD, PHASE10, "REQENEMY:REQTRAIT:CAPTURED:REQNOMYTRAIT:INTERROGATING:ECHO::REMOVETRAIT:CAPTURED:SETTRAIT:INTERROGATED:MYGID:SETMYTRAIT:INTERROGATING:TARGETGID:" #EFFECT, OWNER, PHASE5, "REQMYTRAIT:QUESTIONANSWERED:2:CHANCE:25:ECHO::MODTRAIT:GENMONSTERS:1:SETMYTRAIT:QUESTIONANSWERED:1:" #EFFECT, OWNER, PHASE5, "REQMYTRAIT:QUESTIONANSWERED:2:CHANCE:25:ECHO::MODTRAIT:GENHEARTS:1:SETMYTRAIT:QUESTIONANSWERED:1:" #EFFECT, OWNER, PHASE5, "REQMYTRAIT:QUESTIONANSWERED:2:CHANCE:25:ECHO::MODTRAIT:GENMANA:1:SETMYTRAIT:QUESTIONANSWERED:1:" #EFFECT, OWNER, PHASE5, "REQMYTRAIT:QUESTIONANSWERED:2:CHANCE:25:ECHO::MODTRAIT:GENGOLD:1:SETMYTRAIT:QUESTIONANSWERED:1:" #EFFECT, TARGETCARD, PHASE1, "REQENEMY:REQTRAITEQUALS:INTERROGATED:MYGID:REQMYTRAITEQUALS:NOANSWER:2:ECHO::ECHOMINOR::SUBTRAIT:HP:R1Die3:" #EFFECT, TARGETCARD, PHASE1, "REQENEMY:REQTRAITEQUALS:INTERROGATED:MYGID:REQMYTRAITEQUALS:NOANSWER:3:ECHO::ECHOMINOR::SUBTRAIT:HP:R1Die3:" #EFFECT, TARGETCARD, PHASE1, "REQENEMY:REQTRAITEQUALS:INTERROGATED:MYGID:REQMYTRAITEQUALS:NOANSWER:4:ECHO::ECHOMINOR::SUBTRAIT:HP:R1Die3:" #EFFECT, TARGETCARD, PHASE1, "REQENEMY:REQTRAITEQUALS:INTERROGATED:MYGID:REQMYTRAITEQUALS:NOANSWER:5:ECHO::ECHOMINOR::SUBTRAIT:HP:R3Die6:" #EFFECT, TARGETCARD, PHASE1, "REQENEMY:REQTRAITEQUALS:INTERROGATED:MYGID:REQMYTRAITEQUALS:NOANSWER:6:ECHO::REMOVETRAIT:INTERROGATED:SETTRAIT:INBELLY:MYGID:SETMYTRAIT:DIGESTING:TARGETGID:" #EFFECT, TARGETCARD, PHASE3, "REQENEMY:REQTRAITEQUALS:INTERROGATED:MYGID:CHANCE:25:ECHO::SETMYTRAIT:QUESTIONANSWERED:2:" #EFFECT, TARGETCARD, PHASE4, "REQENEMY:REQTRAITEQUALS:INTERROGATED:MYGID:REQMYTRAIT:QUESTIONANSWERED:1:MODMYTRAIT:NOANSWER:1:"
As I said, it's kinda long. I removed all the flavor text to compress it. What I was trying to do was make the interrogator cards minorly enhance its owner or minorly debilitate the enemy player, but only after the enemy card being 'interrogated' was already captured by a seperate tracker. The tracker cards work just fine, but with the interrogators it seems to be ignoring the QUESTIONANSWERED trait and just going to checking chances for (in this one's case) enhancements to the owner. It's similarly ignoring the NOANSWER trait. As to the INTERROGATOR trait itself, this is what I put into the gamerules file to simplify that a bit.
#TRAITACTION, CAPTIVE #EFFECT, GIDCARD:SRCTRAIT/CAPTIVE, TURNEND, "TRAIT:NOCOUNTERS:1:REQTRAIT:CAPTURED:REMOVEMYTRAIT:CAPTIVE"
#TRAITACTION, CAPTOR #EFFECT, SELF, MYACTION, "TRAIT:NOCOUNTERS:1:CANCEL" #EFFECT, TRIGGERINGCARD, TARGETED, "TRAIT:NOCOUNTERS:1:REQNOTRAITEQUALS:CAPTIVE:MYGID:CANCEL" #EFFECT, SELF, PHASE10, "TRAIT:NOCOUNTERS:1:CHANCE:20:ECHO:$MYNAME is handed off to the interrogators.:REMOVEMYTRAIT:CAPTIVE:SETTRAIT:CAPTURED:" #EFFECT, GIDCARD:SRCTRAIT/CAPTOR, TURNSTART, "TRAIT:NOCOUNTERS:1:REQNOMYTRAIT:CAPTURED:SETTRAIT:CAPTIVE:MYGID"
#TRAITACTION, CAPTURED #EFFECT, SELF, MYACTION, "TRAIT:NOCOUNTERS:1:CANCEL" #EFFECT, TRIGGERINGCARD, TARGETED, "TRAIT:NOCOUNTERS:1:REQNOTRAIT:INTERROGATOR:CANCEL"
#TRAITACTION, INTERROGATED #EFFECT, SELF, MYACTION, "TRAIT:NOCOUNTERS:1:CANCEL" #EFFECT, TRIGGERINGCARD, TARGETED, "TRAIT:NOCOUNTERS:1:REQNOTRAITEQUALS:INTERROGATING:MYGID:CANCEL"
And, for completeness sake, here's the code for the tracker unit.
#TRAIT, "CHARACTER:", #TRAIT, "MONSTER:", #TRAIT, "TRIBE:FELUUS", #TRAIT, "HP:70", #TRAIT, "STRENGTH:3", #TRAIT, "VORACITY:5", #TRAIT, "DIGESTION:3", #TRAIT, "STOMACHQUOTE:", #TRAIT, "INTESTINEQUOTE:", #TRAIT, "GOLDCOST:4", #TRAIT, "HEARTCOST:2", #TRAIT, "MONSTERCOST:2", #TRAIT, "EVIL:2", #TRAIT, "ESCAPECHANCE:10", #TRAIT, "POINTS:" #TRAITACTIONDESC, CHARACTER, "" #TRAITACTIONDESC, DIGESTION, "" #TRAITACTIONDESC, VORACITY, "" #TRAITACTIONDESC, STRENGTH, "" #EFFECT, TARGETCARD, PHASE1, "REQENEMY:REQTRAIT:CHARACTER:REQNOTRAIT:PLAYER:CHANCE:10:ECHO::SETTRAIT:CAPTOR:MYGID:SETMYTRAIT:CAPTIVE:TARGETGID:SETTRAIT:CAPTURED::" #EFFECT, TARGETCARD, PHASE1, "REQTRAITEQUALS:CAPTOR:MYGID:CHANCE:10:REMOVETRAIT:CAPTURED:REMOVETRAIT:CAPTOR:SETTRAIT:INBELLY:MYGID:SETMYTRAIT:DIGESTING:TARGETGID:ECHO::ECHOMINOR::ECHOMINOR:"
Well, thanks for all your help and again I'm sorry for the rather cumbersome size of this post.
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9-27-2008 07:09PM
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Duamutef
Aspiring God of Vore
Administrator Posts: 72
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It is possible to swallow more than one way, but you would probably have to override the default voracity action to do it.
As for the interrogator script...
Just adding TRAIT:DIGESTACTION won't work because, since there's no other place to specify a value for the action's trait, it needs to have a value assigned even if it doesn't use it. So you'd need to add TRAIT:DIGESTACTION:1 instead of just TRAIT:DIGESTACTION.
That actually used to trip me up all the time. Unfortunately, I haven't thought of a way around it since the game engine doesn't actually have a dictionary for which words are commands and which ones aren't, and trait values can be numbers or words, so there's no way to have the game check to see if there's a value or not.
If I were to do it over again I would make commands and their parameters be separated by different characters. I may still do that, since right now leaving out a parameter the script engine expects will hose the rest of the script...but changing something as low-level as the command format is just asking for trouble, and would require me to re-format all of the existing card scripts...blah.
As for what's wrong with what you have, I can't see anything wrong with it, but putting NOCOUNTERS on things does have a tendency to make them act quirky for some reason. You can try turning on debug mode; it will give you messages that will give you more information about what's going on. When I have scripts that aren't working I will often split them into smaller actions that will echo their effects so I can see which steps it is stumbling on.
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10-4-2008 10:47PM
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