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Creature DoneTo Scripts C3DS Malkin | 2/4/2015 | 10 |
type | Misc | author | CLabs (alteration by Malkin) | updated | 4/3/2015 | version | 1.2 | These copies of the official Creature DoneTo Scripts are altered to reduce the random chance that a creature will express their feelings about another creature, which can lead to 'like' or 'dislike' loops in creatures with a working Friend or Foe brain lobe, including the Creatures Full of Edits (CFE). It reduces the chance of a random expression from 1 in 5 to 1 in 100.
'creatureDoneTo' is for Creatures 3, and 'DS creatureDoneTo' is for Docking Station. You will need to replace both of the originals in the Bootstrap if you have C3 and DS or Creatures Exodus, and only the DS version if you only have DS.
For further information, read this thread.
New version now with less chance of random expression and without the wallbonking stimulus. |
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That script has several places where it checks to see if the norn does a 'like from' interaction, and at each place it is a 1 in 5 chance normally... It is possible that one of those spots were missed and not altered to be 1 in 100... Either that, or there is a script somewhere else doing it, though logically it should be in the CreatureDoneTo.cos... look for any line in the script that has 'like from' and make sure that it is also reduced to a 1 in 100 chance.
EDIT: Checked, and at least in the 'DS CreatureDoneTo.cos' the 'tickle' interaction from the hand still lets them express their like 1 time in 5, also being hit. You have to change ALL the 1 in 5 chances in that script to be 1 in 100.
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I may have accidentally tried to use ject 1 instead (removal), but as far as I can tell this doesn't do damage if you use ject 7 (replacement) afterwards, which I did. I could try a new world and see what happens, but it appears the script is effecting "affiliation" loops from creature-to-creature but not creature-to-hand.
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Did you make sure to ject 7 the scripts?
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With this script installed my creatures seem to have a /much/ greater propensity to go through annoying "eem like hand" loops. Not sure if I screwed it up or if this is an oversight in the replacement script.
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Cool!
There is another very good edit I recommend that is more of a fix to the game than anything else... It allows creatures to know when they are wallbonking. See, if you look in a normal C3/DS creature's genome, there is a stimulus response gene that supposedly gives them some pain and other things from hitting a wall. It doesn't work though, it actually does nothing because the game script responsible is broken, and never actually sends the stimulus...
This is also in the creatureDoneTo scripts. This piece of code is responsible:
** bump script
scrp 4 0 0 7
inst
doif movs = 0
* disapoint to discourage
stim writ targ 0 1
endi
endm |
The fix is to just add 'stim writ targ 7 1' right after the other 'stim writ' line. That will send the creature the 'walked into a wall' stimulus so that they can respond to it.
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