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Glowing Norns   
Luzze

Luzze
Germany  


  7/30/2014

I'm trying to make some Norns glow... as in, make them emit CA 1.

I gave them a extra gene, a initial concentration with chemical 214 at 0.25.

The script I'm building consists of this so far:

ENUM 4 0 0
setv va00 CHEM 214
EMIT 1 va00
NEXT

But how do I make the script run at all times without crashing the game?

I also read in many tutorials that people generaly dislike giving their creatures genes that involve new/mystery chemicals. I wonder why? Beside the problem that another breed may already use them..

 
RisenAngel
Sanely Insane

RisenAngel

Manager


 visit RisenAngel's website: The Realm
  7/30/2014

You'll need to create a monitor agent that does nothing except run in the background and make it so that creatures with this chemical in their system start emitting CA 1. For example, here's the agent that makes Metallophagus Grendels able to eat gadgets:

*Grendel Manager
inst
new: simp 1 1 18828 "blnk" 1 0 0
attr 16
tick 10
endm

*Grendel Manager Script
scrp 1 1 18828 9
enum 4 0 0
*Should this creature be able to eat gadgets?
doif chem 120 > 0.5 and ov54 = 0
*If yes, make the creature able to eat gadgets
setv ov54 10
endi
next
endm


Yours would look different obviously, but it'll look something like this in the long run. I'd also suggest using a 255 script to prevent the agent from autokilling (255 handles exceptions).

As for the second question, I personally don't like using the unknownase chemicals as it can make a genome look sloppy and unofficial, as well as negatively affecting compatibility between breeds. It's one of those things that varies depending on the person, however.


~ The Realm ~
Risen Angel's Creatures Blog


 
Luzze

Luzze



  7/30/2014

many thanks, I think I know what to do now :)

Edit: It's working perfectly, yey!

 


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