They do not need quotes. Have you got an example of what card and actor got through?Captain Ventris wrote:I'm working on mod compatibility with Corruption Cards. In the CCARDS lump, does excludeactor require quotes around the actor name? Because some excluded actors are still being picked by the card generator.
[6.3b] Corruption Cards - 200+ cards! New Collector mode!
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- Cutmanmike
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Re: [3.0] Corruption Cards - Choose cards that alter your ga
- Captain Ventris
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Re: [3.0] Corruption Cards - Choose cards that alter your ga
Here's the entity in question. The card was the one that makes that monster type always focus on players.
Code: Select all
Actor ZharkBlueSkullkey
{
Health 200000000
Radius 2
Height 2
Speed 0
Monster
+NOTDMATCH
-SOLID
-SHOOTABLE
+NODROPOFF
+FLOORCLIP
+LOOKALLAROUND
AttackSound "misc/k_pkup"
MaxStepHeight 16
MaxDropOffHeight 16
Obituary "%o choked on a Blue Skull Key."
States
{
Spawn:
BSKU AB 10 A_Look
Loop
See:
BSKU A 0 A_JumpIfInTargetInventory("FruitPunch", 1, "ZharkSee")
BSKU A 10 A_Chase
BSKU A 0 A_ClearTarget
BSKU B 10 A_Chase
Loop
ZharkSee:
BSKU A 0 A_Chase
BSKU A 5 A_Recoil(-2)
BSKU A 0 A_Chase
BSKU A 5 A_Recoil(-2)
BSKU A 0 A_Chase
BSKU B 5 A_Recoil(-2)
BSKU A 0 A_Chase
BSKU B 5 A_Recoil(-2)
BSKU A 0 A_Chase
goto See
Melee:
BSKU A 0 A_FaceTarget
BSKU B 0 A_GiveToTarget("BlueSkull",1)
BSKU A 1 A_ClearTarget
Goto See
Death:
BSKU AB 10
Stop
}
}
//And the line in CCARDS
excludeactor ZharkBlueSkullKey
- Cutmanmike
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Re: [3.0] Corruption Cards - Choose cards that alter your ga
Can I see the whole CCARDS lump? I tried both the actor and the excludeactor and they correctly aren't getting cards generated for them.
Also you're not using debug mode right? Debug mode ignores these restrictions just so you know.
Also you're not using debug mode right? Debug mode ignores these restrictions just so you know.
Re: [3.0] Corruption Cards - Choose cards that alter your ga
Suddenly got a new idea for a card:
Reinforcements: At random intervals, a group of monsters will teleport into the map at a random location. Tier and amount vary. The idea comes from the Dynamic Monster Reinforcements mod.
I guess you could make it stack, in which case, higher levels cause more amounts of low tier monsters and a higher chance for higher tier enemies.
I asked you before, Mike, but I feel like it's somewhat valid considering your work: Are you eligible for a Cacoward with this mod?
Reinforcements: At random intervals, a group of monsters will teleport into the map at a random location. Tier and amount vary. The idea comes from the Dynamic Monster Reinforcements mod.
I guess you could make it stack, in which case, higher levels cause more amounts of low tier monsters and a higher chance for higher tier enemies.
I asked you before, Mike, but I feel like it's somewhat valid considering your work: Are you eligible for a Cacoward with this mod?
- Captain Ventris
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Re: [3.0] Corruption Cards - Choose cards that alter your ga
No debug mode. Here's the whole lump:Cutmanmike wrote:Can I see the whole CCARDS lump? I tried both the actor and the excludeactor and they correctly aren't getting cards generated for them.
Also you're not using debug mode right? Debug mode ignores these restrictions just so you know.
Spoiler:
- Cutmanmike
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Re: [3.0] Corruption Cards - Choose cards that alter your ga
Hmm, it's still correctly not offering me any cards to this blue skull actor with that lump. I must be missing something else. Could you post the whole mod?
Also, I doubt that this will fix it, but it is unnecessary to copy the entire CCARDS lump into your pk3. If all you're doing is excluding actors, you can just have:
as the entire lump.

Also, I doubt that this will fix it, but it is unnecessary to copy the entire CCARDS lump into your pk3. If all you're doing is excluding actors, you can just have:
Code: Select all
excludeactor DoomVengZombieMan2
excludeactor DoomVengDoomImp2
excludeactor Demonz
excludeactor DoomVengShotgunGuy2
excludeactor DoomVengChaingunGuy2
excludeactor DoomVengLostSoul2
excludeactor DoomVengCacodemon2
excludeactor DoomVengHellKnight2
excludeactor DoomVengBaronOfHell2
excludeactor DoomVengPainElemental2
excludeactor DoomVengRevenant2
excludeactor DoomVengFatso2
excludeactor DoomVengSpectre2
excludeactor DoomVengArachnotron2
excludeactor DoomVengWolfensteinSS2
excludeactor DoomVengArchvile2
excludeactor Projector
excludeactor projector
excludeactor ZharkBlueKey
excludeactor ZharkRedKey
excludeactor ZharkYellowKey
excludeactor ZharkBlueSkullKey
excludeactor ZharkRedSkullKey
excludeactor ZharkYellowSkullKey
excludeactor MadRevenant
excludeactor MadArachnotron
excludeactor SkyMayBeTrooper
excludeactor SkyMayBeSeargent
excludeactor SkyMayBeDemon
excludeactor MiniSoul
excludeactor Cyberhead
excludeactor MadRevenant2
excludeactor MadArachnotron2
excludeactor SkyMayBeTrooper2
excludeactor SkyMayBeSeargent2
excludeactor SkyMayBeDemon2
excludeactor MiniSoul2
excludeactor Cyberhead2
I have no idea, it's not something I decideUTNerd24 wrote:I asked you before, Mike, but I feel like it's somewhat valid considering your work: Are you eligible for a Cacoward with this mod?

- Captain Ventris
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Re: [3.0] Corruption Cards - Choose cards that alter your ga
Oh, noted!Cutmanmike wrote:Hmm, it's still correctly not offering me any cards to this blue skull actor with that lump. I must be missing something else. Could you post the whole mod?
Also, I doubt that this will fix it, but it is unnecessary to copy the entire CCARDS lump into your pk3. If all you're doing is excluding actors, you can just have:
Here’s a link to the mod file. I know I’m missing something!
https://www.dropbox.com/s/r1ph6chma92o7 ... s.pk3?dl=0
To trigger the spawning of the concerned entities, you have to be playing as Zharkov.
- Cutmanmike
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Re: [3.0] Corruption Cards - Choose cards that alter your ga
What version of GZDoom does this require? I can't run it in 4.7.0
Code: Select all
Execution could not continue.
Script error, "Doomvengers.pk3:necroate.dat" line 147:
Unexpected 'NecroRunner' in definition of 'NewNecroRunner'
- Captain Ventris
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Re: [3.0] Corruption Cards - Choose cards that alter your ga
Oh, huh. I guess I’m not up to date. I’ll have to check when I’m off work, and possibly fix it!
EDIT: I’m stupid. There are several dependent mods that need to be loaded for it to run up. I’ll put together a package when I’m off work.
EDIT: I’m stupid. There are several dependent mods that need to be loaded for it to run up. I’ll put together a package when I’m off work.
- Captain Ventris
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Re: [3.0] Corruption Cards - Choose cards that alter your ga
Here's the archive. Run them in the number ordered.
https://www.dropbox.com/s/wm30gqykfqe3n ... t.zip?dl=0
https://www.dropbox.com/s/wm30gqykfqe3n ... t.zip?dl=0
- Cutmanmike
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Re: [3.0] Corruption Cards - Choose cards that alter your ga
Try as I might, I cannot get the game to generate a card for these keys. MAP01 with the Zharkov classs with just skull keys does not generate cards, which means CCARDS lump is working correctly.
If I take the excludeactor lines out, we get the keys again as expected.
https://imgur.com/a/mq2xhi0
Which is weird. I've had someone report CCARDS monstergroups weren't working correctly for them either, which leads me to believe something is up with loading the lumps. I've tried different load orders and settings to no avail. I wonder if save games are involved at all...
Could you give me your full wad load order (command line), and a step by step on how to make those cards generate? And also your .ini file for good measure?
Edit: Unrelated but I did notice your mod has a bit of "set up time" on the level starts, which causes some monsters to never receive cards. I'll add a feature so you can delay card generation at the start of each level to make that work properly with mods like this.
If I take the excludeactor lines out, we get the keys again as expected.
https://imgur.com/a/mq2xhi0
Which is weird. I've had someone report CCARDS monstergroups weren't working correctly for them either, which leads me to believe something is up with loading the lumps. I've tried different load orders and settings to no avail. I wonder if save games are involved at all...
Could you give me your full wad load order (command line), and a step by step on how to make those cards generate? And also your .ini file for good measure?
Edit: Unrelated but I did notice your mod has a bit of "set up time" on the level starts, which causes some monsters to never receive cards. I'll add a feature so you can delay card generation at the start of each level to make that work properly with mods like this.
- Cutmanmike
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Re: [3.0] Corruption Cards - Choose cards that alter your ga
I think the issue is with the load order, I'm noticing a few different issues if you load CC after a mod with a CCARDS lump included. This is going to have me rewriting how it reads lumps, which I don't want to tangle with until I release a new version...
... but I am going to do right now:
Download: https://cutstuff.net/public/CorruptionCards-v3.1.pk3
... but I am going to do right now:
- Added a new mode: Daily Challenge.
- Fixed Evasion Enchantment not making monsters solid again after they dodge.
- Fixed an issue that prevented certain cards from synergizing (such as Casali's Watchers and Keys of Power). This may allow cards that didn't work together before to now synergize.
- Fixed Acid Blood, Evasion not stacking correctly with Borrowed Time.
- Fixed an issue with card generation and custom monster groups, allowing monsters to stack cards they wouldn't normally be allowed to.
- Fixed a cropping issue with custom monster sprites.
- Fixed Casali's Wactchers breaking with ice type attacks after being resurrected once.
- Fixed a crash with Last Word.
- Fixed a bug with Carrier Upgrade creating invisible solid hitboxes.
- Fixed a bug where the Wild Card item would repeatedly announce it has appeared.
- Fixed a bug with Baphomet's chosen not triggering the level exit if the boss's body was crushed.
- Fixed a bug with Baphomet's chosen in Doom 1 not triggering the special end text.
- CCARDS lump now supports tabulation.
- Added "setupdelay" to the CCARDS lump. Allows modders to increase the delay before the game starts generating cards (if your monster mod takes a few tics to set up).
- Default setup tic delay increased to 4.
- Duplication Curse is now Tier 3 (from 2).
- Miniature Army Curse is now tier 4 (from 3).
- The Masquerade is now tier 2 (from 1).
- Icon's Blessing is now tier 4 (from 5).
- Leaking Soul is now tier 3 (from 1).
- Prismatic Curse changed to tier 3 (from 4). Also now gives monsters 2 random enchantments instead of 1.
- Certain cards that provide invisibility or invisible actors now have the SHADOW flag.
- Treachery is now more likely to make monsters target wounded monsters.
- Small Companions now have the correct hitbox if they become Petrified.
- Toxic Cadavers now deal damage faster but stop spewing poison gas a lot sooner.
- Wrath Sentries now make a firing noise on top of any sounds the projectile makes.
- Added 7 new cards.
- Added 1 new Wild Card.
Download: https://cutstuff.net/public/CorruptionCards-v3.1.pk3
- Captain Ventris
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Re: [3.1] Corruption Cards - Choose cards that alter your ga
On the newest version it doesn't appear that Corruption Cards is effecting the keys anymore. No idea what I was doing wrong. Awesome update, too!
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Re: [3.1] Corruption Cards - Choose cards that alter your ga
I have a vague feeling this might be intentional. I mean, imagine if a Lost Soul stole a key, that is mandatory for progression, and brought it to an unreachable ledge. Jeesh!Captain Ventris wrote:On the newest version it doesn't appear that Corruption Cards is effecting the keys anymore. No idea what I was doing wrong. Awesome update, too!
Re: [3.1] Corruption Cards - Choose cards that alter your ga
I have a niche feature request. Well, two actually.
1. A command to clear all cards in effect and start fresh. Here's the use case:
Sometimes when I finish a mapset (particularly with Hideous Destructor), I go to a "safe map", save my game with whatever inventory I have, swap the wads in ZDL, then continue playing on the new mapset with changemap, essentially keeping my old inventory for a continuous playthrough. The problem is that all of the permanent cards are also kept, which in my case is somewhat undesireable.
2. A lump to exclude specific map names from being considered a proper map for the purpose of card selection. Use case: same as above, really,. The safe map that I use is basically a resupply room that has no monsters in it and as such is not really a map with any action in it, so having to pick a card every time I go to it (there are legitimate ways to do that besides changemap) feels like too much.
EDIT: nevermind, looks like that's already a possibility. Had to do a little bit of source code digging, but I found what I needed.
Other than that, I wanna say this mod is absolutely fucking radical and I regret not trying it out sooner. It's been in my load order for about a month now. Great stuff, man!
1. A command to clear all cards in effect and start fresh. Here's the use case:
Sometimes when I finish a mapset (particularly with Hideous Destructor), I go to a "safe map", save my game with whatever inventory I have, swap the wads in ZDL, then continue playing on the new mapset with changemap, essentially keeping my old inventory for a continuous playthrough. The problem is that all of the permanent cards are also kept, which in my case is somewhat undesireable.
2. A lump to exclude specific map names from being considered a proper map for the purpose of card selection. Use case: same as above, really,. The safe map that I use is basically a resupply room that has no monsters in it and as such is not really a map with any action in it, so having to pick a card every time I go to it (there are legitimate ways to do that besides changemap) feels like too much.
EDIT: nevermind, looks like that's already a possibility. Had to do a little bit of source code digging, but I found what I needed.
Other than that, I wanna say this mod is absolutely fucking radical and I regret not trying it out sooner. It's been in my load order for about a month now. Great stuff, man!