Development Forum |
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Editing DS creatureDecisions.cos | |
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Lurhstaap
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6/14/2017 | |
So I wanted to change the game so that when a Norn pulls another Creature, that's experienced as pleasant (small Boredom reduce, moderate Loneliness reduce). I think I've found the correct file to edit, and the correct section within that file... but now I have no idea what to do. XD Anyone have any idea how to do this without breaking it?
Conclude with killer catchphrase.
(Lurhstaap)
"This is not knowledge -
this is information!"
New Model Army, "Courage" |
Geat_Masta
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6/14/2017 | |
I told you this in a PM once, you just forgot.
So in the decisions file you'll find this line:
Looking up the stim id in the CAOS documentation we find that stim 14 stimulates the creature with "i have pulled," so this is the right place.
So we add this:
*test if the object we pulled is a creature
doif crea _it_ eq 1
endi
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Now we just need to put something in that if statement to tell the creature it pulled a creature, there are 2 ways of doing this: we can hard code in chemicals to inject in this statement, or 2, we can use an unused stimulus number.
Looking through the docs we find that stimulus 36 isn't used for anything, so we change the code from this:
to this:
stim writ targ 14 va99
*test if the object we pulled is a creature
doif crea _it_ eq 1
*stim with approaching cliff edge.
stim writ targ 36 1
endi
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Lurhstaap
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6/15/2017 | |
The only problem with using an unused stim is that genomes will have to be changed to work properly with it, whereas I was hoping to just hand out the edited copy of the file to people and be done with it. But I have to say, using the stimulus gene is tempting because it allows one to set up breed-specific responses to that scenario.
But yes, you're right, I forgot we'd talked about this one already. XD
Conclude with killer catchphrase.
(Lurhstaap)
"This is not knowledge -
this is information!"
New Model Army, "Courage" |
Geat_Masta
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6/15/2017 | |
if you don't want to use stims you'd use
chem <chemical number> <amount>
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in place of
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Intyalle
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6/15/2017 | |
You could put in both, at least for in the meantime. That would let people add extra responses that are breed-based, while still allowing the overall effect.
Also known as bab_5_freak from the old Gameware forums. |
Peppery One
Papriko
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6/15/2017 | |
I'd just like to toss out there that drive-adjustments should be done with driv and not chem. Something about the brain not making the connection otherwise.
Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis... |
Geat_Masta
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6/15/2017 | |
As far as i know, the response lobe in the brain contains the results of the driv commands, as well as when drives are adjusted by stimulus genes and don't have "silent" checked. |
Missmysterics
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6/26/2017 | |
Creatures have a "creature patted me" stim but I'm taking you want an "I patted creature" situation?
Maybe it could be accomplished with a neuroemitter? Though I'm not sure how it works, maybe something like decn= push, stim= norn? |
Geat_Masta
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6/26/2017 | |
It can't be done with a neuroemitter, because then the neuremitter would be active while the script is taking place, rather than when it finishes. This means that the norn would essentially be flooded with reward similar to OHSS |
Lurhstaap
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6/27/2017 | |
Yes, I want "I have tickled" (pulled Norn). "I have kissed" (pushed Norn) would also be handy so as to make romantic behavior (as opposed to only mating itself) enjoyable.
I did consider a neuroemitter using Boredom instead of Reward, but they only, well, emit, and I'd need it to reduce Boredom. And if I made an unknownase into a Boredom Decrease thing, the brain wouldn't learn from it the way I want it to because of the indirect relationship. It might still produce some kind of interesting result if I can make the chemistry run fast enough that the effect is temporally very very close to the action, but even then, to the brain, it's not the same as when a Stimulus gene directly lowers a drive chemical. Alas!
Fwiw the reason I want this is simply realism. We physical life forms enjoy and gain benefit from touching as well as being touched. But Norns derive no direct benefit from touching each other. They know it's a good idea to hit your enemies and tickle/kiss your friends, but they don't do it because it gives them any immediate personal benefit. It has at best the indirect benefit of making it more likely that the recipient will in turn offer a pleasant touch. So they're operating purely on this logic: "I like Amy. So the urge to tickle is stronger when I look at her."
As such, I'm thinking that if they simply had realistic touch experiences, with both involved parties gaining benefit like in real life, the result would be more complex an realistic social behavior, allowing the reduction or removal of cruder genetic behavior modification methods. (Like my battery of neuroemitters.)
Conclude with killer catchphrase.
(Lurhstaap)
"This is not knowledge -
this is information!"
New Model Army, "Courage" |
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