[3.1] Corruption Cards - Choose cards that alter your game!

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Re: [3.0] Corruption Cards - Choose cards that alter your ga

Postby Cutmanmike » Sun Oct 03, 2021 3:21 pm

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.


They do not need quotes. Have you got an example of what card and actor got through?
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Re: [3.0] Corruption Cards - Choose cards that alter your ga

Postby Captain Ventris » Sun Oct 03, 2021 3:24 pm

Here's the entity in question. The card was the one that makes that monster type always focus on players.
Code: Select allExpand view
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
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Re: [3.0] Corruption Cards - Choose cards that alter your ga

Postby Cutmanmike » Tue Oct 05, 2021 2:40 pm

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.
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Re: [3.0] Corruption Cards - Choose cards that alter your ga

Postby UTNerd24 » Tue Oct 05, 2021 5:44 pm

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?
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Re: [3.0] Corruption Cards - Choose cards that alter your ga

Postby Captain Ventris » Tue Oct 05, 2021 5:52 pm

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.

No debug mode. Here's the whole lump:

Spoiler:
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Re: [3.0] Corruption Cards - Choose cards that alter your ga

Postby Cutmanmike » Wed Oct 06, 2021 11:28 am

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:

Code: Select allExpand view
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


as the entire lump.

UTNerd24 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?


I have no idea, it's not something I decide :P
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Re: [3.0] Corruption Cards - Choose cards that alter your ga

Postby Captain Ventris » Wed Oct 06, 2021 12:31 pm

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:

Oh, noted!

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.
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Re: [3.0] Corruption Cards - Choose cards that alter your ga

Postby Cutmanmike » Wed Oct 06, 2021 12:57 pm

What version of GZDoom does this require? I can't run it in 4.7.0

Code: Select allExpand view
Execution could not continue.

Script error, "Doomvengers.pk3:necroate.dat" line 147:
Unexpected 'NecroRunner' in definition of 'NewNecroRunner'
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Re: [3.0] Corruption Cards - Choose cards that alter your ga

Postby Captain Ventris » Wed Oct 06, 2021 2:23 pm

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.
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Re: [3.0] Corruption Cards - Choose cards that alter your ga

Postby Captain Ventris » Wed Oct 06, 2021 7:32 pm

Here's the archive. Run them in the number ordered.
https://www.dropbox.com/s/wm30gqykfqe3n ... t.zip?dl=0
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Re: [3.0] Corruption Cards - Choose cards that alter your ga

Postby Cutmanmike » Thu Oct 07, 2021 6:09 am

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.
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Re: [3.0] Corruption Cards - Choose cards that alter your ga

Postby Cutmanmike » Fri Oct 08, 2021 2:57 pm

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:

  • 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.

Daily Challenge is a new mode which forces a seed and game mode upon the player, which is different each day. Currently only forces chaos-like rules for maximum consistency between players. It can still work with mods, but the cards will obviously differ if two different players are using two different monster mods etc.

Download: https://cutstuff.net/public/CorruptionCards-v3.1.pk3
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Re: [3.1] Corruption Cards - Choose cards that alter your ga

Postby Captain Ventris » Sun Oct 10, 2021 11:16 am

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

Postby Gustavo6046 » Tue Oct 12, 2021 11:04 am

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!


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!
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