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Author Topic: Document Errata  (Read 4434 times)

Javokis

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Document Errata
« on: 2007-08-12, 10:27:33 »

This topic is meant to identify errors in the documentation. So far a few errors have been spotted and will be quotted with the error highlighed in bold as follows:

Quote from: Wodal Command Reference at line 14
UNDERSTANDING TARGETING TYPES

Whenever a command needs a target object to effect in one form or another,
it is asking for one of three typical targeting keywords:

   caster - the script owner/user
   target - typically a selected target from a discipline use.
   attacker - exists only within the {event: damaged} event to grab the source of attacks.

In addition to the two common targeting keyword types, you may also use a stored
object when you type in the name of the storage address (a variable name).

The keyword attacker is no longer valid so ignore that line.

Quote from: Wodal Command Reference at line 50
Notice the + sign? Basic math is allowed when junctioning values together to make
an equation. The +, /, and * signs are supported, but to do subtraction you have to
use addition with negative numbers.


I have fixed the math system to now allow subtraction so ignore that statement.

Quote from: Wodal Commander Reference at line 1106
The parameter followed afterwards will be stored so in this example the number 7 will
be stored at memory address 'skillknowledgeAncient Relics'. That's a big variable name
isn't it? Well that's something you'll want to think about when typing out those
character file tag values then searching for them in wodal scripts using charcheck.


This line is referring to charcheck storage and the address referred to is FALSE. The address is now based on the addressname param added to the charcheck store command, which was already documented at line 1080.

[edit]

To make the error more legible, I threw in red along with bold to identify the problem.
« Last Edit: 2007-08-12, 10:49:21 by Javokis »
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Javokis

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Re: Document Errata
« Reply #1 on: 2007-09-25, 00:15:03 »

Some errors for 0.3a:

Quote from: Character Creation
When a character file is not found for either an NPC or Player, a Global character file is used instead. These Global files located in Characters\Players, Characters\NPCS, Commands\AI\Players, and Commands\AI\NPCS allow you to set default rules in your Wodal environment, but be sure not to use CharCheck or CharWrite commands within the revived event of the Global AI files or the game will slow down considerably when loading levels containing many enemies.

Due to the buffer system, this statement is not required. Instead, you should refrain from using infinite loops since they will permanently tie up the system buffer till interrupted.

Quote from: Scripting in Wodal
If you would like to learn more about coding in Wodal, you can check out our forum at e-mods.net. There is an incomplete document called WodalCommandReference.txt located in the Wodal mod folder of your Vampire ? Redemption install that contains some of the more important highlights of Wodal coding.

I would say that Wodal Command Reference contains complete data for all commands currently available in Wodal. I also forget to mention Wodal Condition Reference and Keyword Reference too so please check all three documents if interested in modding with Wodal.

Quote
**************************** *THE CHECK COMMAND***************************

{check something}
   {do something in check's body if check is true}
{endcheck} or {stopwhen: true or false}

This command is used to check various conditions before allowing proceeding
commands within the check's body to execute. Simply put, checks give you more
control on when and what command can execute under what condition you want it to.

An example would be the Blood Healing discipline. Well typically you only need to
use Blood Healing if you had taken damage. So the following condition was coded
to keep Blood Healing from working if not needed:

{check: compare, <stat.caster.health>, is:equal:<stat.caster.maxhealth>}
   {console: caster, "You are already at full health", ff0000}
{stopwhen: true}

The above command will print a message saying that the caster is already at full
health instead of healing if the caster's health is equal to the caster's max health.

Now let's say you wanted to make multiple checks to assure that a target is not only
weaker than the caster in strength, but the caster's generation has to be lower than
his target's. Well here's an example of one method you could do to solve this:

{check: compare, <stat.caster.strength>, is:above:<stat.target.strength>}
{check: compare, <stat.caster.generation>, is:below:<stat.target.generation>}


Now both of those lines of code must pass true if something were to happen within
the check's body. Let's say that damage will incure to the target if both pass true.
With the last 2 lines included follow up with the following line:

   {damage: target, caster, 30, aggravated}

Now we have to end the check to complete the check's body and incase the commands within.
Let's include the {endcheck} command to follow the above code.

{endcheck}

For more examples, refer to the included scripts in the Scripts/Commands folder of Wodal's
mod directory within your VtM - Redemption folder. Now for a list of what can be checked...


All of these compare examples are missing a param.

NOTE: {compare} had been changed and documented, but I did not present any hints that it has so please double check the {compare} command under QUICK REFERENCE within the Wodal Condition Reference document.

If any of you spot anything else that is inaccurate within my documents, please report them here. Thank you.

« Last Edit: 2007-09-25, 00:17:01 by Javokis »
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Azraelthe7th

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Re: Document Errata
« Reply #2 on: 2007-09-26, 16:15:29 »

Quote
ATTACHTOTARGET COMMAND
-----------------------------

{attachtoactor: targeting-type, targeting-type, bone-location, offsetx, offsety, offsetz}

Much like the last attachment though this one attaches only an existing
targeting-type to the specified player or npc type thing only.
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Javokis

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Re: Document Errata
« Reply #3 on: 2007-09-26, 20:32:13 »

Thanks. Fixed for next release. ;)
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Javokis

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Re: Document Errata
« Reply #4 on: 2008-12-27, 11:42:25 »

OMG! No one ever told me that I messed up on my iterate examples. Yikes! After all this time. Well here's the corrections:

Quote
{iterate: distance, targeting-type (as point of origin), iterate-name, object-type}
   {iterate-name object found as targeting-type}
{enditerate}

Will iterate through all objects found of an object-type in the current level within
a distance radius in game units around the point of origin (a targeting-type).
NOTE: Assume that 60 game units equal 1 meter.
 
The (iterate-name) param becomes an object storage container within the currently
running iterator. The (object-type) param uses one of several object type keywords:

   npc      item      prop
   region      projectile   weapon
   armor      player      container
   everything   people      particles
   inventory**   storage*

**When using this keyword you must follow with a targeting-type param for whose inventory
you want to iterate through. Example of inventory deletion:

{iterate: 0, target, items, inventory}
   {remove: items}
{enditerate}

The above command will clear all items from the specified target inventory.
Example of general deletion:

{iterate: 0, caster, props, prop}
   {remove: props}
{enditerate}

The above code will delete all props from the current location.

*A storage keyword requires another input for the storage name. Like So:

{iterate: 400, caster, gathered, storage, cloakgathered}
   {effect: gathered, caster, refresh, ef_disc_cloakofshadows, <level>, 0}
{enditerate}


The above example is of the Obfuscate 1 discipline that effects all Cloak the Gathering
individuals chosen by the Obfuscate 5 discipline.

I totally forgot that I implemented a range parameter into the iterate command along with a object of origin. This must be why feed's fear effect wasn't working.
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