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Messages - WaldoTheRanger

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61
Help / Re: XCF readiness mechanics edits. new problem
« on: March 17, 2020, 09:22:22 pm »
Oh I'm dum. I was confused by the difference between xp and the actual stat increases.
that's cool. actually a bit more useful anyways.

62
Help / Re: XCF readiness mechanics edits. new problem
« on: March 17, 2020, 08:55:52 pm »
ok. makes sense.

so does that also mean that there's no circumstance in which you'd only get an increase in those stats and nothing else?

63
Help / Re: XCF readiness mechanics edits. new problem
« on: March 17, 2020, 08:30:19 pm »
Also, if there isn't a particular reason for there not being a BattleUnit.Exp.get[stat increase] for time units, stamina, and health, then it would be nice if those could be added.

64
Help / Re: XCF readiness mechanics edits. new problem
« on: March 17, 2020, 07:21:01 pm »
Oh sweet.
Thanks a ton.

65
Help / Re: XCF readiness mechanics edits. new problem
« on: March 17, 2020, 07:04:30 pm »
I find this really weird.
when I use soldier.setManaMissing x; it does nothing.
when I use soldier.Stats.setManaPool x;, that works. but that's not what I want. I don't want soldiers to be permanently crippled after a single gang fight.

66
Help / Re: XCF readiness mechanics edits. new problem
« on: March 17, 2020, 04:13:33 am »
Well, I'm not getting any errors, but it's not doing anything. manaMissing seems to be unaffected by the script.

Code: [Select]
    returnFromMissionUnit:
     - offset: 1
        code: |         
          #Mana
          var int manaCurrent;
          var int x;
          var int y;
          var int z;

          unit.getTag x Tag.UNIT_TOTAL_MORALE_LOST;
          unit.getTag y Tag.UNIT_TOTAL_ENERGY_SPENT;

          muldiv x 1 2;
          muldiv y 1 10;
          add x y;

          soldier.getManaMissing z;
          add x z;
          soldier.setManaMissing x;

67
Help / Re: XCF readiness mechanics edits. new problem
« on: March 17, 2020, 03:24:13 am »
Oh, yeah. That should have made sense much earlier.
my bad.

68
Help / Re: XCF readiness mechanics edits. new problem
« on: March 16, 2020, 10:44:06 pm »
I am trying to change the geoscape soldier's available mana, similar to how readiness works in xcf currently, but not based on amount of turns.

So, something like this?:

Code: [Select]
          unit.getMana manaCurrent;
          muldiv x 1 1;
          muldiv y 1 1;
          sub manaCurrent x;
          sub manaCurrent y;
          GeoscapeSoldier.setMana manaCurrent;

that gives this error:
[16-03-2020_10-40-44]   [ERROR]   Error in parsing script 'returnFromMissionUnit' for 'Global Event Script': invalid operation in line: 'GeoscapeSoldier.setMana manaCurrent;'

would I need to change things to reference a geoscape soldier in other places also?

69
Help / Re: XCF readiness mechanics edits. new problem
« on: March 16, 2020, 10:10:15 pm »
now I'm trying to use those stats to set mana at the battle end, like so:
Code: [Select]
    returnFromMissionUnit:
      - offset: 1
        code: |
         
          #Mana
          var int manaCurrent;
          var int x;
          var int y;

          unit.getTag x Tag.UNIT_TOTAL_MORALE_LOST;
          unit.getTag y Tag.UNIT_TOTAL_ENERGY_SPENT;

          unit.getMana manaCurrent;
          muldiv x 1 1;
          muldiv y 1 1;
          sub manaCurrent x;
          sub manaCurrent y;
          unit.setMana manaCurrent;
It is doing nothing, but there are no compile errors.
it worked when I edited the manapool, using
Code: [Select]
BattleUnit.Stats.getManaPool and
Code: [Select]
BattleUnit.Stats.setManaPoolbut that's not quite what I want.

the muldiv 1 1 thing is for testing purposes.

70
ah. that worked.
thanks.

71
Help / XCF readiness mechanics edits. new problem
« on: March 16, 2020, 07:21:30 pm »
Hello. I am trying to do something similar to what I described in this post:
https://openxcom.org/forum/index.php/topic,7987.msg124573.html#msg124573

I have gotten stuck trying to call the variable unit.getMorale and using it.

I have no idea why. it is being called and used only about 12 lines up in another script using a very similar hook.

unit.getMoraleMax seems to be working just fine.


these are the edits I'm trying to make:

from scripts_XCOMFILES.rul
Code: [Select]
   
newTurnUnit:
      - offset: 1
        code: |

          #add morale and energy totals for calculating readiness
          var int moraleLostTurn;
          var int energySpentTurn;

          var int currentMorale;
          var int currentEnergy;

          unit.getMoraleMax moraleLostTurn;
          unit.getEnergyMax energySpentTurn;
         
          unit.getMorale currentMorale;
          unit.getEnergy currentEnergy;

          sub moraleLostTurn unit.getMorale;
          sub energySpentTurn unit.getEnergy;
          unit.setTag Tag.UNIT_TOTAL_MORALE_LOST moraleLostTurn;
          unit.setTag Tag.UNIT_TOTAL_ENERGY_SPENT energySpentTurn;

          debug_log "Total Morale Lost is now" UNIT_TOTAL_MORALE_LOST;
          debug_log "Total Energy Spent is now" UNIT_TOTAL_ENERGY_SPENT;

and this is the error message I get in the log file:

[16-03-2020_07-06-48]   [ERROR]   Unknown argument 'unit.getMorale'
[16-03-2020_07-06-48]   [ERROR]   Error in matching arguments for operator 'sub'
[16-03-2020_07-06-48]   [ERROR]   Error in parsing script 'newTurnUnit' for 'Global Event Script': invalid operation in line: 'sub moraleLostTurn unit.getMorale;'

72
The X-Com Files / Re: First mission: panic?
« on: March 15, 2020, 05:59:16 am »
The idea of readiness as sanity does sound cool, but if that's all it was I think you'd have to rename it to sanity because of how different it is.

I'm currently gathering data (i.e. having a blast punching wolves and cultists) for my own thing. I'll make a new post if/when I get something presentable done.

maybe the two could be combined somehow. once readiness gets low enough from being driven too hard/seeing too many unnatural things/having buddies die, you lose your sanity and that's when you start to panic really easy and shoot your comrades in the back.

73
The X-Com Files / Re: Yet another question about guns and ammo
« on: March 15, 2020, 05:44:48 am »
^^^^^
That would be sick.
and it would probably be the only thing required to fix the idea of pistols being Op that was mentioned in another thread.

74
The X-Com Files / Re: First mission: panic?
« on: March 13, 2020, 05:03:42 pm »
I am not trying to penalize slow players. But they are already at a big advantage, so I don't mean to make life even easier for them... :)
fair enough.

i'll still try to do what I was thinking. I think it could still be better (by which I mean less arbitrary) if balanced properly.
I'll try making morale lost have a greater impact, so that longer missions (especially against psionics) still have a slightly greater penalty than short ones.

75
The X-Com Files / Re: First mission: panic?
« on: March 13, 2020, 02:39:23 pm »
while one step per turn would be an exaggeration, it does sound to me like the most likely cause is a difference in playstyle.

I would guess that the people who are struggling with it generally take more time in tactical missions for whatever reason, and the people who don't notice it tend to be faster.

I don't see a reason to penalize the people who take more time, not for the sake of better gameplay or for realism. theoretically, a longer (by a minute or two if you convert turn time to real time) and more careful mission wouldn't hurt someone's readiness more than a fast and furious one.

this is why I'm on board with the suggestions later on in this post:
https://openxcom.org/forum/index.php/topic,7775.15.html

specifically, the altering of readiness based on xp gained, and possibly total morale lost as well.

I plan to try and hack together something like this over spring break/quarantine if I have time.
anyone have suggestions for how to get started?
i've already got the mana and ruleset documentation, and if I remember correctly solarius said readiness is attached to armour.
anything else I should know?

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