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The Ishara Message Board > Game Discussion > Cart 2.14: Bugs, etc. 2-20-2010 11:55PM

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Grey Fox







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Cart 2.14: Bugs, etc.

Greetings, Duamutef.

      I'm a long time player of VRPG and Cart2, but new to the forums. I've been playing around with Cartovore 2.14 and I thought I'd do my part by pointing out a handful of bugs that don't appear to have been caught yet.


Bugs:

-Monster players do not gain strength and voracity for digesting a creature (they only gain HP), but girl players do. I'm working off of the assumption that girls and monsters are meant be the equal in this respect (either they both gain stats or neither do).
-Monster players gain +1 gold from any monster regardless of tribe.
-Computer players sometimes cease playing cards early in the game. Theory: The computer's hand is full with cards it can't play and will not discard them.
-Manaphilic Digestion, Absorbing Ooze, Efficient Digestion -- These cards don't work at all (for me, at least).

Minor Bugs:

-Venus Weed -- This card does not have the CHARACTER trait.
-Olivia -- This card's special attacks are missing the action scripts to make them actually do anything (i.e. "SETTRAIT:INBELLY:MYGID:SETMYTRAIT:DIGESTING:TARGETGID").
-Jasmine the Brutal -- Applies her Girlyburp penalty to CLAN:ANY girls. While this is not really a bug, per se, it seems to me like this ability should only work on CLAN:ANY girls if their leader is a Girlyburp. It certainly seems odd for Jasmine's own villagers and town guards to cower before her.


Questions:

      I'm a bit curious about how the input-output works between the master card files (*.txt) the player files (*.plr) and the main program. In a few cases I've modified the .plr file in notepad, loaded up Cartomancer.exe, looked at my deck and said "what the heck?", closed the .exe, and looked back at my .plr file to find that it has reverted back to how it was before my last edit. I know that the .exe shuffles stuff around in the .plr file, but what I've observed leads me to believe that a block of sentient, causality-defying code is floating about in the aether somewhere and laughing at me. Could you give a brief summary of when and where the program reads and writes to the various card files (in a way that a novice programmer can understand)?
      The card editor help file does an excellent job documenting the action script commands, triggers, etc. Is there any similar documentaion for traits? The other help file (Cartovore.html) mentions most of the major traits, but I've had to do a bit of sifting through the .txt files to try and find the more obscure traits and figure out how exactly they work (BONUSSTRENGTH, for example). Also, a reference for more of the action traits (DIGESTACTION, for example) would be helpful.


Cheers,
      Grey Fox

Last edited by Grey Fox on 1-9-2008 08:54PM
1-9-2008 08:51PM
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Duamutef
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Posts: 72


As far as when the program reads and writes files and how, the game will save the player file pretty much any time it may have changed--basically, any time a game ends or any time the deck manager is closed.

The likely culprit for fiddling with changes you make is that the game automatically updates cards to match with the newest versions it has. (Unless you're using an incredibly old file *coughLillySnowfeathercough*) If a card isn't marked with the NOMRP trait (which is set automatically if a card is altered in-game, but not if you edit it outside of the game) any changes you make will be overwritten. Likewise, if you duplicate cards, the duplicates will be gone because each card in your collection has a unique ID even if it's not a unique card (for numerous reasons).

The unusual game-specific traits (DIGESTACTION, for example) are mostly explained in the rules file (Which I believe is "CartovoreRules.gam").

Stuff like BONUSSTRENGTH are universal--any trait can have the word BONUS added to the beginning of it. If so, it will add to the trait in question (so the card will act as though it's strength trait was it's strength plus it's bonusstrength) but the bonus trait will vanish at the end of the turn.

1-10-2008 02:32AM
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Grey Fox







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      I'd noticed the unique ID and I've been getting around that by incrementing the nine-digit code when I need to duplicate a card. I'd been wondering what NOMRP was -- that makes a lot more sense now.

"any trait can have the word BONUS added to the beginning of it"

      That's handy. Will that work also for nonstandard traits? That is to say that if I make up a trait called FLUFFINESS (and write actionscripts that use the FLUFFINESS trait in some way) then I can use BONUSFLUFFINESS as a temporary bonus to FLUFFINESS without adding anything else.

      Also, I've noticed while poking around with BONUSSTRENGTH and its friends that positive bonuses show up on the card such that (for example) STRENGTH = 1 and BONUSSTRENGTH = 3 displays as "1(+3)" but negative bonuses do not show up on the card. I'm not certain if they simply don't display or if the BONUSTRAIT won't apply a negative value. I know that a number of existing cards use BONUSSTRENGTH to apply temporary penalties, but I haven't tested enough to be sure if these are not working or simply not displaying.

Last edited by Grey Fox on 1-12-2008 01:33AM
1-12-2008 01:24AM
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Duamutef
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Posts: 72


Yes, it would work for new traits like FLUFFINESS.

As for stat penalties not showing up, I'll have to look into that (that's not intentional).

1-21-2008 07:04PM
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