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triggering relays

Posted: Fri Oct 20, 2006 11:15 pm
by THOM
I am trying to have a relay only triggered if monster-x ist swapt to monster-y.

I entered as relay-conditions VALUE OF MONSTER-X IS LESS THAN 1
and respectively VALUE OF MONSTER-Y IS GREATER THAN 0

Both terminates RTC emediatly - without writing a logfile or anything else.

Did I something wrong or is it a bug?

Or has someone a better Idea to manage this??

THOM

Posted: Sat Oct 21, 2006 9:38 pm
by George Gilbert
No idea - can you send me your RTC file with instructions on exactly what to do to cause the crash?

Also, can you send me the txt file so I can see if there's some weird combination of relays that's the cause of the problem?

Posted: Sat Oct 21, 2006 9:54 pm
by beowuuf
The vlaue of a monster isn't if it exists or not - surely checking for the tvalue of a triggering monster that doesn't now exist could be crash worthy?

Posted: Sat Oct 21, 2006 10:02 pm
by George Gilbert
He's got a good point there!

The value returned for a monster is it's health. If it's dead, then anything could happen (it doesn't have 0 health, the monster doesn't exist).

Having said that, it still shouldn't crash without giving you an error.

Posted: Sat Oct 21, 2006 11:27 pm
by THOM
George I have send you RTC-File + TXT.

If you want to understand what happens you have to have a look at level 12 where the mechanic is placed (and on the new attack method "fuse 2").

Posted: Sun Oct 22, 2006 10:04 am
by Tonari
It is likely to work perhaps well if the counter is used.
Refer to the counter for the condition of the relay.
And, when monster's state changes, the counter is changed at the same time, too.

Posted: Sun Oct 22, 2006 10:07 am
by THOM
well, Tonari, could be a good Idea!

I will play around with it...

Posted: Sun Oct 22, 2006 10:56 am
by George Gilbert
thom wrote:George I have send you RTC-File + TXT.

If you want to understand what happens you have to have a look at level 12 where the mechanic is placed (and on the new attack method "fuse 2").
That's great thanks - as suspected, the crash *is* because the relay queries the health of a dead monster.

I've now fixed this for V0.44 and your existing mechanics appear to work (though obviously I can't tell, because I don't know what you intended!). Having said that, I'd strongly recommend that you change the way your relay works, querying the health of a dead monster isn't a valid operation and so there could be other unintended side-effects!

Posted: Sun Oct 22, 2006 1:05 pm
by THOM
Thanks George.

You are right - the crash dissappeared and my mechanics works as expected.
I am happy because this is the last big problem in my costum dungeon :D

But to change the mechanics, as suggested from you, makes everything rolling up again :(

Also your suggestion, Tonari, does not help:

The Problem is always the same: how to query if a monster is in the level or not!

What you cannot do in RTC is query, what kind of monster is in front of you.

I think I leave it now as it is and will have a change, when got a flash of wit! :idea:


THOM

Posted: Sun Oct 22, 2006 1:41 pm
by beowuuf
Why do you want to know what creature is infront of you?

If you are making sure ia creature swaps, then have this as part of the swapping mechanism to activate the relay

Posted: Sun Oct 22, 2006 2:28 pm
by THOM
I have designed a weappon that swaps a monster in front of you. For this reason I have to make sure, that there is the monster in front of you and not an empty tile or another monster etc.
but the swapping happens in many steps (like the fusing of Lord Chaos) and you should have a cloud appearing no matter if the attack is successfull or not.

that means I have designed:

Code: Select all

attack -> cloud 
       -> relay1 (swap1) -> relay2(swap2) etc.
of course relay1 is triggering a SWAP_TILE_INFRONT but because it also triggers relay2 this relay2 is triggered everytime (no matter if there was a monster to swap or not)

understand my problem??

Posted: Sun Oct 22, 2006 4:38 pm
by beowuuf
???

Surely the purpose of the swap funcion is you swap one thing to another...if it's not there, no swap... you don't need a relay to determine if there is a creature there at all. You only need a relay chain there as a way to target multiple effects, and then you do it unconditionally

And the cloud can be created seperatley of course so no problem there

So it should be attack goes to relay that targets a create cloud action and another relay chain, each relay in the cahin is delayed by one say and targets a swap monster action and the next relay

Posted: Sun Oct 22, 2006 4:51 pm
by Tonari
I has understood a little.

First of all, attack method makes two relays active.
One relay makes action of SWAP_TILE_INFRONT active.
Action converts the monster-x into item.
Item has lifetime of -1. And, it changes into the monster-y when expiring. The counter is operated with additional action at the same time. (For instance, the counter of 0 is set to one. )
The second relay makes another relay(not clone)active after delay of one. Refer to the counter for the another relay.
(Refer to the counter for the relay when it is made to active.Therefore, to delay the timing, it does in this manner. )
If the counter is one, the relay will move, and action for which you hope be executed.

If you wants to delay the appearance of the monster-y, as follows is done.
Item changes into another monster when expiring.
Because the monster doesn't have graphic of dungeon, it is transparent.
Moreover, no attack is effective, too. Neither the attack nor the movement are done.
And, after your action ends, it exchanges it for the monster-y.
(The purpose of handling a transparent monster is to prevent the party from moving to the tile)

I wishes the thing that my idea for your help becomes it.
And, I am looking forward to play with your dungeon.

Posted: Mon Oct 23, 2006 12:08 pm
by Tonari
Sorry. I noticed a useless effort done. :oops:
Please make attack method that changes the monster-x into item only.
And, please make your mechanic active by using additional action when expiring.
And, it is all. The relay and the counter were unnecessary. :oops:

Posted: Mon Oct 23, 2006 1:38 pm
by THOM
TONARI SUPERSTAR!!!!!!! :mrgreen:

You have made it!

In fact it is easyer than your Idea:
monster-x swaps to object-x
object-x expires emediatly and swaps to monster-y and activates
relay-clone-z which swaps monster-y to monster-z and so on!

Thats it! It works!

I would had neved gained the Idea to swap a Monster to an Object!!! And the Idea to let it expire is great!

Thanks a lot Tonari.

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