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Author Topic: Need help with disciplines mod.  (Read 3436 times)

Offline cadmiumcadamium

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Need help with disciplines mod.
« on: September 26, 2014, 10:23:50 PM »
Hi. I'm trying to give the Potence and Fortitude disciplines an overhaul, tis by giving them a more V20-feel with a passive increase to Strength/Stamina (this by passivly increasing the unarmed, melee and various soak feats). Also i want it so that when you actually activate the disciplines (by spending blood) you get automatic successes and remove the passive buff.

The changes i have made are:

\Vampire\vdata\system\feats:
Code: [Select]
Feat
{
"Name" "Unarmed"
"InternalName" "Close_Combat_Brawl"
"HelpText" "Measures your character's ability to do damage in unarmed combat, and Feed on the unwilling. The Strength attribute and the Brawl ability both contribute to the Unarmed Combat feat."

"MaxValue" "20"
"Base0" "Brawl"
"Base1" "Strength"
"Base2" "Potence"//<--------------------------Added this
"Automatic0" "Automatic_Str_Successes"
"Display2nd0" "Automatic_Str_Successes"
"PCWeighting" "Normal"
"NPCWeighting" "Normal"
}

Feat
{
"Name" "Melee"
"InternalName" "Close_Combat_Melee"
"HelpText" "Measures your character's ability to damage with melee weapons such as knives and clubs. The Strength attribute and the Melee ability both contribute to the Melee Combat feat."

"MaxValue" "20"
"Base0" "Melee"
"Base1" "Strength"
"Base2" "Potence"//<--------------------------Added this
"Automatic0" "Automatic_Str_Successes"
"Display2nd0" "Automatic_Str_Successes"
"PCWeighting" "Normal"
"NPCWeighting" "Normal"
}

Feat
{
"Name" "Bashing" //"Soak vs. Bashing (Kindred)"
"InternalName" "Soak_vs_Bashing_Kindred"
"HelpText" "Your ability to shrug off damage from bullets and blunt melee weapons. Stamina, as well as clothing and body armor contribute to Bashing soak."

"MaxValue" "20"
"Base0" "Armor_Rating"
"Base1" "Stamina"
"Base2" "Soak_Pool"
"Base3" "Fortitude"//<--------------------------Added this
"Display2nd0" "Automatic_Soak_Successes"
"PCWeighting" "Normal"
"NPCWeighting" "Normal"
}

Feat
{
"Name" "Lethal" //"Soak vs. Lethal (Kindred)"
"InternalName" "Soak_vs_Lethal_Kindred"
"HelpText" "Your ability to shrug off damage from bladed melee weapons. While vampires may defend against lethal damage with their Defense feat, they are nearly helpless once the blow is landed. Clothing and body armor add to your Lethal soak feat."

"MaxValue" "20"
"Base0" "Armor_Rating"
"Base1" "Soak_Pool"
"Base2" "Stamina"
"Base3" "Fortitude"//<--------------------------Added this
"Display2nd0" "Automatic_Soak_Successes"
"PCWeighting" "Normal"
"NPCWeighting" "Normal"
}

Feat
{
"Name" "Lethal Falling"
"InternalName" "Soak_vs_Lethal_Falling_Kindred"
"HelpText" "How much falling damage a kindred character can absorb."

"MaxValue" "20"
"Base0" "Armor_Rating / 2"
"Base1" "Soak_Pool"
"Base2" "Stamina"
"Base3" "Fortitude"//<--------------------------Added this
"Display2nd0" "Automatic_Soak_Successes"
"PCWeighting" "Normal"
"NPCWeighting" "Normal"
}

Feat
{
"Name" "Aggravated" //"Soak vs. Aggravated (Kindred)"
"InternalName" "Soak_vs_Aggravated_Kindred"
"HelpText" "Your ability to shrug off damage from claws, fangs, fire, and electricity. Aggravated damage is deathly serious. Vampires can defend against claws and fangs with their Defense feat, but are helpless against fire and electricity. Aggravated damage can be soaked through supernatural means only."
"MaxValue" "20"
"Base0" "Soak_Pool"
"Base1" "Armor_Rating / 2" // changed by wesp
"Base2" "Fortitude"//<-----------------------------------Added this
"Display2nd0" "Automatic_Soak_Successes"
"PCWeighting" "Normal"
"NPCWeighting" "Normal"
}


\Vampire\vdata\system\traiteffects000
Code: [Select]
TraitEffectGroup
{
"InternalName" "Discipline (Potence)"
TraitEffect
{
"DisplayOverride" "0" // Don't actually show this...
// Changed for TJ (via Steve S) 6/26/04 by JLR  ;)
"Trait" "Automatic_Str_Successes" // changed by wesp
"Modifier" "+1"
}

TraitEffect // seperated by wesp
{
"Trait" "Strength"
"Modifier" "-1"//<-----------------------------------Changed from "+1" to "-1"
}

}

TraitEffectGroup
{
"InternalName" "Discipline (Fortitude)"
TraitEffect
{
"Trait" "Automatic_Soak_Successes"
"Modifier" "+1"
}

TraitEffect
{
"Trait" "Soak_Pool"
"Modifier" "-1"//<-----------------------------------Added this
}
}



The effects these changes had are the following.

Potence (unactivated) - No bonus to Unarmed or Melee feats.

Potence (activated) - Automatic Successes to both Unarmed and Melee feats. Unarmed and Melee feats drop to 1 (why not zero?).

Fortitude (unactivated) - No change to any soak feat.

Fortitude (activated) - No change to any soak feat.


So basicly activated potence does what i want. But not the rest. Could really need some help here.

Offline 3Dell

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Re: Need help with disciplines mod.
« Reply #1 on: May 01, 2016, 10:53:14 AM »
I don't want start a new topic, so I write here:
I want to made some changes in Obtenebration_Level5. In Antitribu_mod PC transform in Ming-Xiao child and I want to cheange it to Bat from Amimalism. So I made it, but that model of ob bat is above of centre.
For this modding I only change model "models\weapons\disciplines\obtenebration\nightshades.mdl" to my bat.

I found only one file with Obtenebration: Antitribu_Mod\vdata\system\disciplinetgt_005.txt, but in this file write only about using one MDL file: "models/weapons/thaumaturgy/view/v_thaumaturgy.mdl" - this is 3D hands for castle hacking, but no word for using "nightshades.mdl"
Also, when I changed mdl model for transformation the game also changed Obtenebration_Level1 (little shadow distracts NPC).

So I have 3 questions:
1. Where can I found a file, where write wich model for disciplines use? For set way like "level_1 = nightshades.mdl" and "level_5 = nightshades_bat.mdl"
2. How can I make centre of shadow for level_5 go up to bat?
3. And when level_5 transform my PC, when I move I can hear my human steps. The original "Ming-Xiao child" don't used that sound. How can I delete this sound in my model?

Offline Aloysius

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Re: Need help with disciplines mod.
« Reply #2 on: May 01, 2016, 03:26:17 PM »
It might have something to do with the python scripts in vamputil, look at the line 874, you will find this:

Code: [Select]
#Discipline Obtenebration level 5 Shadow form
def castObteneblvl5Helper():
       pevents = __main__.FindEntitiesByClass("events_player")
       pevents[0].MakePlayerUnkillable()
       __main__.ccmd.thirdperson=""
       __main__.cvar.sv_gravity=100
       __main__.cvar.sv_sneakscale=6.5
       __main__.G.Player_Shadow_Form = 1
       __main__.ScheduleTask(0.1,"castObteneblvl5Helper1()")

def castObteneblvl5Helper1():
        pc=__main__.FindPlayer()       
        if pc.IsMale():
            pc.SetModel("models/weapons/disciplines/obtenebration/nightshades.mdl")
            __main__.ScheduleTask(15.0,"castObteneblvl5Helper2a()")
        else:
            pc.SetModel("models/weapons/disciplines/obtenebration/nightshades.mdl")
            __main__.ScheduleTask(14.5,"castObteneblvl5Helper2b()")

def castObteneblvl5Helper2a():
       pevents = __main__.FindEntitiesByClass("events_player")
       pevents[0].MakePlayerKillable()
       __main__.cvar.sv_sneakscale=2.3
       __main__.cvar.sv_gravity=800
       __main__.G.Player_Shadow_Form = 0

def castObteneblvl5Helper2b():
       pevents = __main__.FindEntitiesByClass("events_player")
       pevents[0].MakePlayerKillable()
       consoleutil.console("vgender_int 0")
       __main__.cvar.sv_sneakscale=2.3
       __main__.cvar.sv_gravity=800
       __main__.G.Player_Shadow_Form = 0

Among other things, it change the pc model to nightshades.mdl during obtenetration 5.
So, if you changed the original nightshades.mdl to your bat, maybe you didn't need to change anything else?

Offline 3Dell

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Re: Need help with disciplines mod.
« Reply #3 on: May 02, 2016, 12:17:56 AM »
Aloysius, Yes, bcs level1 and level5 use one model -- "nightshades.mdl". Level1 use shadow of this nightshades.mdl, and Level5 use full nightshades.mdl model. If I change 1file, when I use Level1 the game
creates the Bat near PC (right photo). In original (left photo) Level1 creates shadow of Ming-Xiao child, I like it look. So I just add new 3d model  "nightshades_bat.mdl" and set it in vamputil for Level5, that helped, thank!

But I try to change every numerator for change centr of shadow and nothng change :( may be I missed something... Whatever, I don't want waste time for this before ANT_mod will be without big damage.

In some topic of forum I readed you need help with models, so I can try smth for this, if you still need to.


Offline The Shadow Man

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Re: Need help with disciplines mod.
« Reply #4 on: May 12, 2016, 02:29:36 PM »
@3Dell  So you changed the form of the last power Obtentation to a (normal sized) bat? that's pretty cool, well done

Offline 3Dell

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Re: Need help with disciplines mod.
« Reply #5 on: May 20, 2016, 10:54:20 AM »
Also I try to change lvl_4, just created animation on texture of body and change way in python.
But this schript still make model becomes black and it shines through my model. What lines will change it? I really can't find tsis, I tried.


https://youtu.be/804vyY1Eb9I Video of anim. skin


#Discipline Obtenebration level 4 Black Metamorphosis
def castObteneblvl4Helper():
    if(__main__.G.BlackMetamorphosisCounter > 0):
       return
    else:
       __main__.ScheduleTask(0.1,"castObteneblvl4Helper1()")
       __main__.ScheduleTask(0.15,"castObteneblvl4tentacles()")
       __main__.cvar.sv_gravity=300

#Obtenebration level 4 Timer
def castObteneblvl4Helper1():
    castObteneblvl4HelperAura() Is this line? what need I write here?
    __main__.G.BlackMetamorphosisCounter = __main__.G.BlackMetamorphosisCounter + 1
     
    if(__main__.G.BlackMetamorphosisCounter >= 15):
        __main__.ScheduleTask(0.1,"castObteneblvl4Helper2()")
   print "exit"
   __main__.cvar.sv_gravity=800
        __main__.G.BlackMetamorphosisCounter = 0
    else:
        __main__.ScheduleTask(1.05,"castObteneblvl4Helper1()")

def castObteneblvl4Helper2():
    __main__.FindPlayer().ClearActiveDisciplines()
    __main__.FindEntityByName("pcTentacles").Kill()

def castObteneblvl4HelperAura():
    pc=__main__.FindPlayer()
    aura = __main__.FindEntityByName("BlackMetamorphosis")
    o = pc.GetOrigin()
    no= (o[0],o[1],o[2]+35)
    aura.SetOrigin(no)
    __main__.ScheduleTask(0.1,"castObteneblvl4HelperAura1()")

def castObteneblvl4HelperAura1():
    __main__.FindEntityByName("BlackMetamorphosis").Explode()

def castObteneblvl4tentacles():
    pc=__main__.FindPlayer()
    pcTentacles=__main__.CreateEntityNoSpawn("prop_dynamic_ornament",pc.GetOrigin(),pc.GetAngles())
    pcTentacles.SetName("pcTentacles")
    pcTentacles.SetModel("models/character/pc/female/lasombra/obtenebration/lvl4_shadow_armor.mdl")
    __main__.CallEntitySpawn(pcTentacles)
    pcTentacles = __main__.FindEntityByName("pcTentacles")
    if pcTentacles: pcTentacles.SetAttached("!player")



Abouth lvl_5 - what of line will change the position of the black smoke or just delete it?

#--------------------------------
#Discipline Obtenebration level 5 Shadow form
def castObteneblvl5Helper():
       pevents = __main__.FindEntitiesByClass("events_player")
       pevents[0].MakePlayerUnkillable()
       __main__.ccmd.thirdperson=""
       __main__.cvar.sv_gravity=100
       __main__.cvar.sv_sneakscale=6.5
       __main__.G.Player_Shadow_Form = 1
       __main__.ScheduleTask(0.1,"castObteneblvl5Helper1()")

def castObteneblvl5Helper1():
        pc=__main__.FindPlayer()       
        if pc.IsMale():
            pc.SetModel("models/character/pc/female/lasombra/obtenebration/lvl5_bat.mdl")
            __main__.ScheduleTask(15.0,"castObteneblvl5Helper2a()")
        else:
            pc.SetModel("models/character/pc/female/lasombra/obtenebration/lvl5_bat.mdl")
            __main__.ScheduleTask(14.5,"castObteneblvl5Helper2b()")

def castObteneblvl5Helper2a():
       pevents = __main__.FindEntitiesByClass("events_player")
       pevents[0].MakePlayerKillable()
       __main__.cvar.sv_sneakscale=2.3
       __main__.cvar.sv_gravity=800
       __main__.G.Player_Shadow_Form = 0

def castObteneblvl5Helper2b():
       pevents = __main__.FindEntitiesByClass("events_player")
       pevents[0].MakePlayerKillable()
       consoleutil.console("vgender_int 0")
       __main__.cvar.sv_sneakscale=2.3
       __main__.cvar.sv_gravity=800
       __main__.G.Player_Shadow_Form = 0

________________________________________________
« Last Edit: May 20, 2016, 11:04:34 AM by 3Dell »

Offline Entenschreck

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Re: Need help with disciplines mod.
« Reply #6 on: May 20, 2016, 07:56:23 PM »
Those probably are the particle effects. Editing them can be quite annoying if you don't have any experience with particles. It's easy to deactivate them, though.
Go to vampire/vdata/system and check the disciplinetgt_00* files. One of them is used for Obtenebration. Look for level 4 and level 5.
There you can find the lines "Particle_thirdperson".
In order to disable them, you just need to put something in front of it (like this: "UNUSEDParticle_thirdperson").
That should do the trick.

Great shadow effect on that model, by the way.

Offline 3Dell

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Re: Need help with disciplines mod.
« Reply #7 on: May 20, 2016, 09:54:03 PM »
Entenschreck, Thanks, it help!

Now the other. Now I have:
Effects:
   Hit_Player_Human
   {
      "Gesture_Anim"      "ACT_HOWL"
      "Gesture_Duration"   "1.0"
      "Duration"      "15"
      //"Health_Buffer"         "100"
      //"Health_Buffer_Block_Percent"   "99%"

      TraitEffect
      {
         "Effect"   "Discipline (Obtenebration Level4)"
      }

      Effect_Tgt_Hit
      {
         UNUSEDParticle_ThirdPerson
         {
            "Entity"      "disc_particle"
            "RateMin"      "1.0"
            "OpacityMin"      "1.0"
            "SizeMin"      "1.0"
            "ParticleName"   "d_obtenebration_ten_form_emitter"
            "AttachType"   "BoneTree"
            "AttachName"   ""
         }

         UNUSEDParticle_ThirdPerson
         {
            "Entity"      "disc_particle"
            "RateMin"      "1.0"
            "OpacityMin"      "1.0"
            "SizeMin"      "1.0"
            "ParticleName"   "d_obtenebration_level4_emitter"
            "AttachType"   "BoneSinglePoint"
            "AttachName"   "Bip01 Spine"
         }

___________________________________________________________
Only lines "Effect"   "Discipline (Obtenebration Level4) stopped making the model become black and use flash of light around (But replacing the PC on fighting form model stopped to!).
So I can't write "UNUSED" in this line.
Nex step I find files with "Discipline (Obtenebration Level4)" -- vdata\system\traiteffects000.txt and in it we have:

{
         "InternalName"      "Discipline (Obtenebration Level4)"
         TraitEffect
         {
            "Trait"      "Active_Blood_Healing"
            "Modifier"   "Value 4"
         }

         TraitEffect
         {
            "Trait"      "Fx_Mild_Shake"
            "Modifier"   "+100"
         }

         //TraitEffect
         //{
         //   "Trait"      "Fx_Motion_Trail"
         //   "Modifier"   "+5"
         //}

         TraitEffect
         {
            "Trait"      "Fx_Supernatural_Level"
            "Modifier"   "+5"
         }

         TraitEffect
         {
            "Trait"          "Soak_Pool"
            "Modifier"     "+5"
         }

         TraitEffect
         {
            "Trait"      "Fx_Bloodshield"
            "Modifier"   "+1"
         }
      }
___________________
So... what in this can stop model become black and stop flash of light?
Also I find vdata\system\stats.txt, but there is too much text to copy here.

Offline Aloysius

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Re: Need help with disciplines mod.
« Reply #8 on: May 21, 2016, 07:16:11 AM »
I could be very wrong on this, but from what I understand from Lenuska's disciplines code is:
In vamputil.py, line 593:
Code: [Select]
    if(4 == pc.active_blood_healing):
        __main__.ScheduleTask(0.1,"castObteneblvl4Helper()")

It seem consistent with the following code in traiteffects000:

Code: [Select]
"Trait" "Active_Blood_Healing"
"Modifier" "Value 4"

So when you activate obtenetration, the script check what level you use and call the appropriate following script, in your case,
def castObteneblvl4Helper()
Lenuska's disciplines all seem to work on the same principle.

It is why if you desactivate the effect you copied in red, the game don't reconize what level you use and don't call the appropriate scripts.

So, to desactivate the black metamorphosis, look in python:
Code: [Select]
def castObteneblvl4Helper1():
    castObteneblvl4HelperAura()
    __main__.G.BlackMetamorphosisCounter = __main__.G.BlackMetamorphosisCounter + 1
     
    if(__main__.G.BlackMetamorphosisCounter >= 15):
        __main__.ScheduleTask(0.1,"castObteneblvl4Helper2()")
print "exit"
__main__.cvar.sv_gravity=800
        __main__.G.BlackMetamorphosisCounter = 0
    else:
        __main__.ScheduleTask(1.05,"castObteneblvl4Helper1()")


Remove or comment out the line 837, 
castObteneblvl4HelperAura()
only that line. At least, it's what I would try, since it is the one that call the script triggering the black metamorphosis. I think.
« Last Edit: May 21, 2016, 07:18:21 AM by Aloysius »

Offline 3Dell

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Re: Need help with disciplines mod.
« Reply #9 on: May 21, 2016, 08:47:00 AM »
Aloysius, No, it is not :( I removed this line befor and nothing change. I mean really nothing, so I don't understand what for this AuraLine need.

Offline Aloysius

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Re: Need help with disciplines mod.
« Reply #10 on: May 21, 2016, 09:48:59 AM »
Aloysius, No, it is not :( I removed this line befor and nothing change. I mean really nothing, so I don't understand what for this AuraLine need.

Oh yes, there is no __main__.ScheduleTask() in the line 837, so it's possible the line is in fact useless. I didn't notice it.
Beside, from reading your post with the python, I notice only now that you already spotted that line...
I did say I could be very wrong though, so I was at least right about that...

Sorry Dell, no other ideas come from looking at the code.
Did you try looking into the metamorphosis model itself? Just a wild guess...

Offline 3Dell

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Re: Need help with disciplines mod.
« Reply #11 on: May 21, 2016, 06:16:23 PM »
Anyway thanks for you time.
You mean .mdl file? I replaced it to a different model. Moreover, if the way to model in python is wrong and the game writes "MISSED", the inscription also becomes black. The point somewhere in the script, can I find this line once...

And who know how can I delite sound of step in .mdl model? In original antitriby lvl_5, when PC rtansform in shadow-form we don't hear eny steps. But when I changed "MingJ. child" to "bat" PC vocalizes steps when it move.
« Last Edit: May 21, 2016, 07:21:13 PM by 3Dell »

Offline 3Dell

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Re: Need help with disciplines mod.
« Reply #12 on: May 22, 2016, 08:23:23 PM »
In doc. traiteffects000  I find this lines:
         "InternalName"      "Discipline (Obtenebration Level4)"
         TraitEffect
         {
            "Trait"      "Active_Blood_Healing"
            "Modifier"   "Value 4"
         }

         TraitEffect
         {
            "Trait"      "Fx_Mild_Shake"
            "Modifier"   "+100"
         }

         //TraitEffect
         //{
         //   "Trait"      "Fx_Motion_Trail"
         //   "Modifier"   "+5"
         //}

         TraitEffect
         {
            "Trait"      "Fx_Supernatural_Level"
            "Modifier"   "+5"
         }

         TraitEffect
         {
            "Trait"          "Soak_Pool"
            "Modifier"     "+5"
         }

         //TraitEffect
         //{
         //   "Trait"      "Fx_Bloodshield"
         //   "Modifier"   "+1"
         //}
      }

Only when I cancel the action of last (white color //) Model stop become black. BUT it stop use phyton schript for change model too :( What mean words, whose write in last TraitEffect? May be I need just change it?

Offline Entenschreck

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Re: Need help with disciplines mod.
« Reply #13 on: May 22, 2016, 09:47:19 PM »
Fx_Bloodshield doesn't have anything to do with python. It's normally used by Thaumaturgy 3: Bloodshield (who would've guessed that? :smile:) to apply a blood red texture overlay to the PC model.
Lenuska obviously changed the color to black. That's all Fx_Bloodshield does.
I don't see how commenting out these lines has an impact on the python scrpit's functionality.
The problem must be something else.

Also, I checked the Antitribu mod's map files and the explosion effect used for damage and knockback spawns another particle effect each time it detonates.
To make it stop, you'll have to go to particles/d_obtenebration_BlackMetamorphosis_emitter.txt and put // in front of each line.

Offline 3Dell

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Re: Need help with disciplines mod.
« Reply #14 on: May 23, 2016, 04:07:56 PM »
Entenschreck, I tired to try make work all that so I just wrote to Lenushka. She said yes, "Fx_Bloodshield" make model become black. So I blocked it again. Then she open my eyes -- I need to hide pc model, when phyton add my animation model. So I use principle, as in lvl_5. Also she said add console code for delete sounds of steps  and raise up the smoke... Well, I guess it ready! Thanks everyone for help!
Lvl_4


Lvl_5
« Last Edit: May 23, 2016, 04:11:56 PM by 3Dell »