devolution

Author Topic: General Discussion  (Read 3821812 times)

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Offline DarkTl

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Re: General Discussion
« Reply #7680 on: May 21, 2016, 06:06:53 AM »
Just  independently sending teams to a testing location inside SE where they get items and meet enemies would be a good start  :)

Offline DarkTl

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Re: General Discussion
« Reply #7681 on: May 21, 2016, 06:33:10 AM »
Quote
[
  {
    "id": "Angel",
    "desc": "Inhabitants of the heavens periodically appear in the human world, either as messengers or exiles.",
    "race": "Angel",
    "random_stats": {
    "charisma": [25, 80],
    "constitution": [20, 50],
    "character": [2, 40],
    "intelligence": [10, 40]
    },
    "random_traits": [
    ["Long Legs", 35],
   ["Alien", 100],
   ["Virtuous", 90],
   ["Vicious", 100],
   ["Big Boobs", 50],
   ["Average Boobs", 100],
   ["Virgin", 100],
   ["Slim", 100],
   ["Elegant", 25],
   ["Clumsy", 25],
   ["Impersonal", 15],
   ["Magic Gift", 5],
   ["Kuudere", 45],
   ["Ane", 85],
   ["Deredere", 100],
   ["Well-mannered", 90],
   ["Ill-mannered", 100],
   ["Serious", 25],
   ["Frigid", 15],
   ["Divine Creature", 100],
   ["Light", 100]
   ],
   
    "force_location": false,
    "force_status": false,
   
    "occupations": ["Warrior", "Service Girl", "Stripper"],
   
    "blocked_traits": ["Extremely Jealous"],
    "attack_skills": {
            "FistAttack": 1
    },
    "magic_skills": [
     ]
  }
]

Quote
    {
    "id": "Vicious",
    "desc": "If there is a way to do harm to someone, she will find it.",
    "block_traits": ["Virtuous"],
    "mod_skills": {"oral": [-0.1, -0.05, 0], "service": [-0.02, 0, -0.03], "bdsm": [0.02, 0, 0.03]},
    "character_trait": true
    },
    {
    "id": "Virtuous",
    "desc": "She is happy as long as she is able to help to anyone.",
    "block_traits": ["Vicious"],
    "mod_skills": {"oral": [0.1, 0.05, 0], "service": [0.02, 0, 0.03], "bdsm": [-0.02, 0, -0.03]},
    "character_trait": true
    },

Just got this rchar with both Vicious and Virtuous traits  ::)

Offline Xela

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Re: General Discussion
« Reply #7682 on: May 21, 2016, 06:43:48 AM »
Just  independently sending teams to a testing location inside SE where they get items and meet enemies would be a good start  :)

Yeah... sounds simple, I am half way done with the "Traveling to location"...

Just got this rchar with both Vicious and Virtuous traits  ::)

F*ck all of it... I was hoping that this traits crap errors were a thing of the past.

===>>
Gonna take a break... go for a walk or something...
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Offline Xela

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Re: General Discussion
« Reply #7683 on: May 21, 2016, 07:46:31 AM »
Just got this rchar with both Vicious and Virtuous traits  ::)

Well... at some point you decided to rename "blocks" field into "block_traits" and never told me about it. I mean, forum wide search for: block_traits shows just this post where you say that they don't work. There is not one mention of that in core code either...

It's perfectly fine when you want to add fields or rename fields, just let me know when you do. For now I just renamed it back to blocks, it should? might? maybe? working now?...
« Last Edit: May 21, 2016, 07:52:12 AM by Xela »
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Offline Xela

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Re: General Discussion
« Reply #7684 on: May 21, 2016, 08:00:55 AM »
Code: [Select]
renpy.call("interactions_character_doesnt_want_bad_item")
this is not safe.

You can call in new context if you have to or just put the lines directly in the function (or a new function just with the lines).
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Offline DarkTl

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Re: General Discussion
« Reply #7685 on: May 21, 2016, 09:02:18 AM »
Most likely it was a victim of mass renaming of some kind  :D

Offline Xela

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Re: General Discussion
« Reply #7686 on: May 21, 2016, 09:15:39 AM »
Most likely it was a victim of mass renaming of some kind  :D

Maybe, my own example base traits were the only once to survive.
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Offline DarkTl

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Re: General Discussion
« Reply #7687 on: May 21, 2016, 09:28:41 AM »
Uh, you haven't pushed, so I can't tell if it's working or not -_-

Offline Xela

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Re: General Discussion
« Reply #7688 on: May 21, 2016, 09:40:50 AM »
Hold on, my Git is fucked again, this happens sometimes when I leave my Desktop and Laptop on at the same time...

Done.
« Last Edit: May 21, 2016, 09:49:20 AM by Xela »
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Offline DarkTl

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Re: General Discussion
« Reply #7689 on: May 22, 2016, 03:14:59 PM »
I made a push which broke the game due to some error in event system. I wanted to try out times_per_days argument in an event, turns out such argument prevents the game from working  :D
Quote
  File "game/library/screens/main_screen.rpy", line 37, in script
    $ pytfall.world_events.next_day() # Get new set of active events
  File "game/library/screens/main_screen.rpy", line 37, in <module>
    $ pytfall.world_events.next_day() # Get new set of active events
  File "game/library/events/classes - events.rpy", line 142, in next_day
    if event.tpd and not event.resolve_tpd():
  File "game/library/events/classes - events.rpy", line 270, in resolve_tpd
    if len(matched_days) < self.tdp[0]: return True
AttributeError: 'WorldEvent' object has no attribute 'tdp'

Offline Xela

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Re: General Discussion
« Reply #7690 on: May 22, 2016, 03:36:57 PM »
Which is weird... because I've tested it extensively right after the system was made.

Edit: Try again, it should be fixed now, unless you get another error :D I know this passed test of the event once, logic and code alike, this was prolly due further modification by Thewlis or I.

Just finished writing algorithm that would prevent targets spawning at the same positions but could still spawn at any position along the rows for shooting range. That sh!t while sounds so f*cking easy is really hard to convert into code...
« Last Edit: May 22, 2016, 03:41:38 PM by Xela »
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Offline DarkTl

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Re: General Discussion
« Reply #7691 on: May 22, 2016, 03:57:19 PM »
Yeah, there was another typo further...

times_per_days=(2,6) this one should run event 2 times per 6 days. I figured it means that after some time the event will return, turns out you can wait 30 days and it never will become available again. Is it intended? I can't tell based on comments, and even if it is, it should be changed, otherwise this argument is useless.
« Last Edit: May 22, 2016, 04:01:19 PM by DarkTl »

Offline Xela

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Re: General Discussion
« Reply #7692 on: May 22, 2016, 04:00:06 PM »
Yeah, there were another typo further...

times_per_days=(2,6) this one should run event 2 times per 6 days. I figured it means that after some time the event will return, turns out you can wait 30 days and it never will become available again. Is it intended? I can't tell based on comments, and even if it is, it should be changed, otherwise this argument is useless.

Let me take a look, it's not intended.
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Offline Xela

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Re: General Discussion
« Reply #7693 on: May 22, 2016, 04:11:01 PM »
It's working, you're adding additional conditions like restore priority which prolly interferes with your testing. Priority always needs to be set to something above 0 but in this case, you prolly want restore priority to be set to 0 so only times per days logic is in play. it works like you're doing it as well, but there is a day of delay on every recalc of events system.

I am going to get some sleep, good luck!
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Offline DarkTl

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Re: General Discussion
« Reply #7694 on: May 22, 2016, 04:52:00 PM »
Testing with restore_priority=1:
1) Day 1, works. Day 2, works. Day 15, nope.
2) Day 1, works. Day 3, suddenly nope. Day 4, nope.

It doesn't look like a day of delay, does it?

I need the testing event to work once per day while 2 times per 6 days. Not just 2 times per 6 days. How am I supposed to do it without restore_priority? These mechanics are not different enough to block each other logically.
« Last Edit: May 22, 2016, 04:57:41 PM by DarkTl »