Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

discrepancies occur when the mast falls.

 all information about how many sails are considered attributed to this fallen mast is not available in the script part

but nevertheless, when mast falls, chr.ship.sp data is instantly updated in BattleInterface and this is not done by the calculateshipsp function.

I need information about what percentage of all ship sails the engine subtracts when the mast falls. and how I can get this persent in scripts. 

just  forget about sail holes. 

(1 edit)

You can't ignore sail holes because that is precisely the measurement the engine is using to set the .SP value and you want to know how to arrive at that figure.  The engine will send each sail through event "DoSailHole" (function ProcessSailDamage()).  During a mast fall, sMastName will not equal "*" and holeCount will equal maxHoleCount. You could possibly record the number of holes for each fallen mast.

An idea that might work in ProcessSailDamage:

if(sMastName!="#")    {
  arSail.mastFall = sMastName;
if(CheckAttribute(chref, "mastFalls." + sMastName))
    chref.mastFalls.(sMastName) = sti(chref.mastFalls.(sMastName)) + holeCount;
else
    chref.mastFalls.(sMastName) = holeCount;
}

With that information, plus the example to arrive at the same engine .SP value below, should hopefully help.

Also, an example to arrive at the same .SP the engine calculates:

float CalculateShipSP(ref chref)
{
    float fSP = GetCharacterShipSP(chref);
    aref arRoot,arGroup,arSail;
    int q,n,i,j;
    int hc = 0;

    makearef(arRoot, chref.ship.sails);
    q = GetAttributesNum(arRoot);
    for(i=0; i<q; i++)
    {
        arGroup = GetAttributeN(arRoot,i);
        n = GetAttributesNum(arGroup);
        for(j=0; j<n; j++)
        {
            arSail = GetAttributeN(arGroup,j);
            if(!CheckAttribute(arSail, "dmg"))
            {
                arSail.dmg = 0.0;
            }
            if(CheckAttribute(arSail, "hc")) //Added for test to accumulate holeCount for each sail
            {
                hc += sti(arSail.hc);
            }
            fSP -= stf(arSail.dmg);
        }
    }

    if(fSP<0.0) fSP = 0.0;
    int st = GetCharacterShipType(GetCharacter(sti(chref.index)));
    ref shref = GetRealShip(st); //This is .maxSP sent to engine in BI_objRetValue.maxSP from procGetSailTextureData() event
    int ssP = sti(chref.ship.sails); //Engine stores cumulative maxHoles in .ship.sails root attribute
    trace("ship.sails " + chref.ship.sails); //Engine stores cumulative maxHoles in .ship.sails root attribute
    trace("hc " + hc); //Accumulated holeCount
    trace("RSP = " + shref.sp); //This is the maxSP the engine will use to figure .SP
    trace("CSP = " + chref.ship.sp); //This is engine recorded .SP
   //ssP - hc is maxHoles - holecount
    trace("SPtest = " + sti(shref.sp) * (ssP - hc) / ssP);
    trace("fSP = " + fSP);
    return fSP;
}

I just tested the following, by calling: CalculateShipSP(pchar);

This was the output in compile.log:

ship.sails 126
hc 9
RSP = 350
CSP = 325
SPtest = 325
fSP = 311.4

CSP is the engine recorded ship.SP
SPTest is figured from realship.SP * (chref.ship.sails - cumulative .hc) / chref.ship.sails

as expected, it didn't work when the mast fell.
=
if (sMastName!="#")    
{
arSail.mastFall = sMastName;
if(CheckAttribute(chref, "mastFalls." + sMastName))
chref.mastFalls.(sMastName) = sti(chref.mastFalls.(sMastName)) + holeCount;
else   chref.mastFalls.(sMastName) = holeCount;
}
code doesn't work at all. Probably the name of the mast is never different from *.
I checked breakage of mast with another ship collision and from shelling. And this section of code has never been executed.

So I don't have any new information for recalculations.

You appear frustrated, but this exchange of information has proved useful.  What I described in my previous post is what I saw when I mentally traced the engine source code logic and that event should be called when a mast falls.  However, given your claim that event does not fire properly, I physically traced the logic during actual execution and found you are correct, that the event does not execute during mast fall.  But it should execute, and I found where the original developers intended it to perform, but they made a mistake, which I was able to correct.

I just updated Maelstrom, and now during a mast fall, the information for the fallen mast, and its relevant sails, will now be sent to this event.