#makeaction
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switch · 29 days ago
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there were two small issues with my escape bug and reflect turn removal fixes the other day (failed escapes gave the first enemy to move an extra turn, still not really sure why that even happened but i fixed it by swapping out 'gametroop makeactions' with 'battlemanager startaction', and if a counter-hit was triggered into an enemy who would reflect the counter-hit the game would crash because the check to remove turns was tied to a user, which became undefined at some point in that interaction (even though no actual functional visible removal of turns was happening since it was during the enemy's phase), so i swapped that out for the function to remove turns that isn't tied to a user.) critting a counter-hit when it wasn't your phase also sometimes would unpredictably give you a turn, interrupting whichever side's phase it was, and i... think i got the add turn function to check for not counterhit correctly. i haven't seen it happen since, anyway, but it was happening unpredictably in the first place so who fucking knows.
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lazyduchess · 5 years ago
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Reworked Fridge Leftovers (Updated 12/14/20)
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Update 12/14/20: Attempt to fix object error when cleaning up spoiled leftovers.
Update 12/11/20: Attempt to fix in-world dishes occasionally spawning on stacked dishes when cleaning up spoiled leftovers. 
Update 11/03/20: Made the clean up spoiled leftovers interaction display the actual stacked spoiled dishes you had in your fridge. Also updated the interaction string a lil bit.
A bit of an experimental mod that brings the leftovers system from TS2 more in line with those found in TS3 and TS4. (I didn’t forget the download link this time, heh.)
Download: SFS / MTS
Features: -Food spoils while it’s in the fridge, although at a slower rate. Takes 72 hours (or 3 days) by default. And no, you can’t reset the timer by taking it out of the fridge. -You can’t keep an unlimited amount of leftovers anymore, capped at 5 by default. -While spoiled leftovers don’t show up in the “Get Leftovers” menu, they still take up space, so you need to get rid of them. -Should work with all fridges, including CC ones.
Conflicts: Alters the following resources: Type - Name - GroupID - InstanceID BHAV - Interaction - Store LeftOvers - 0x7F8834C8 - 0x00002095 BHAV - Interaction - Store LeftOvers TEST - 0x7F8834C8 - 0x00002096 BHAV - Interaction - Get Leftovers -  0x7F8834C8 - 0x0000208B BHAV - Interaction - Get Leftovers TEST -  0x7F8834C8 - 0x0000208C STR# - MakeAction strings - 0x7F9A5330 - 0x0000012E Due to limitations with BHAV programming, it will also conflict with mods that add or remove leftovers on their own.
Tuning: -You can change how many hours food takes to spoil in the fridge by modifying the BCON entry in “ld_leftovers_tracker.package” with SimPE. -Change the maximum amount of stored leftovers and of stacked spoiled dishes when cleaning up in “ld_leftovers.package”.
Troubleshooting: -If you get an error please send the log my way and steps on how to reproduce it, I had to do a lot of workarounds to get this to work and while I tested it thoroughly myself, it might go wrong. -Reloading the lot should get rid of problematic leftovers. -Removing the mod is safe.
Any leftovers you already had in your fridge in your save will get wiped upon loading with this mod for the first time. I may update this mod further as I sometimes do.
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midgethetree · 5 years ago
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Common TS2 errors
Under the readmore is some more common errors and some info on what is happening in the BHAV to cause them, since some people find the wiki’s descriptions confusing. Also links to wiki’s explanations. Might keep expanding this.
Check tree primitive blocked completion.
This one means an interaction was flagged as “immediate” in the TTAB, but the interaction runs a BHAV with something like a dialog that can’t be run immediately. Alternatively, the BHAV is being run as an event tree for an animation and the event tree asks the game to do something that can’t be done instantaneously.
Transition to node that does not exist.
The true or false target of the node isn’t return true/false/error and also doesn’t correspond with the number of any of the nodes in the BHAV.
Too many iterations.
The BHAV got stuck in an infinite loop.
Undefined Transition.
The true or false target of the node was return error, and it returned error.
You sent me a crappy GUID, please fix it.
Used the “Run tree by name” primitive with the “push onto my stack by guid (in temp 0 & temp 1)” option but temp 0 and temp 1 did not make a valid GUID.
Missing neighbor for data access.
BHAV tried to access the persondata with an invalid id not corresponding to any sim
Inventory token propert index out of range.
BHAV tried to read a token’s nth property except the token has less than n* properties.
Inventory token index out of range.
BHAV tried to do something with the nth token in an inventory that has less than n* objects.
Trying to push nested interaction on someone not in an 'allow nested' interaction
In TTAB, interactions can be flagged as “nest” or “allow nested”; this is how you get nested interactions like kissing while cuddling on bed (kiss is “nest”, cuddle is “allow nested”). If a sim is currently not in an interaction flag “allowed nested” but you try to push a “nest” interaction you get this error.
Bad Object Array
The BHAV tried to do something with an object’s array n, but that object’s OBJD has under data space a “number of object arrays” less than n*.
Missing Action String in table.
The BHAV used “add/change the action string” but whatever number was at the end of the MakeAction:0xnum displayed to the right in the BHAV editor when that line was selected doesn’t correspond to a line with actual text in it in the associated “MakeActionString prim string set” text list.
Hit Break Point Primitive.
There’s a “break point” primitive used in some Maxis BHAVs that can cause this error if a mod changes things such that the primitive actually gets run.
Trying to perform an animation from the Social Interaction list against a non person.
An animation primitive was run but it was trying to run anim 0x** and the anim text list for adults/children/cats/dogs/objects/whatever it is you’re animating doesn’t have a line with that index with an anim name in it.
Local out of range.
In the top-right of the BHAV editor you’ll see two boxes, arg count and local var count. If Local 0x**** is referenced in the BHAV and the local var count is 0x**** or less you get this error.
Invalid constant.
The BHAV references Const 0x****:0x** but either the BCON of isntance 0x**** doesn’t exist or it doesn’t have a line labeled 0x**.
Slot number out of range.
The BHAV references a slot n but the object’s SLOT has less than n* entries.
Reference to tree table entry that does not exist.
Typically occurs with “push interaction”, where interaction 0x**** is being pushed but there is no line in the TTAB of the target object labeled 0x****.
No stack object present when required.
The BHAV references Stack Object but it’s set to something that’s not a valid object ID
Expression attempting to write in a read-only area.
When the expression primitive tries to :=, +=, -=, or otherwise change the value of something like a literal number or BCON constant that isn’t supposed to be changeable
Bad gosub tree number.
The BHAV is trying to call another BHAV but no BHAV with that opcode exists, either because of a missing EP or a missing mod like Cyjon’s better EP check.
Stack number out of range.
In the top-right of the BHAV editor you’ll see two boxes, arg count and local var count. If Param 0x**** is referenced in the BHAV and the arg count is 0x**** or less you get this error.
Attribute number out of range
The BHAV tried to do something with an object’s attribute n, but that object’s OBJD has under data space a “number of attributes” less than n* (although if “number of attributes” is 0 the object actually is automatically given 8 attributes.
* be mindful of the fact that “0″ is a valid index, so the nth of something might have index n - 1 and that might be the number you see used in the BHAV
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andylifschutz · 11 years ago
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From earth to the moon. LUANE fine Jewelry by Andy Lifschutz has landed @originfair with @notjustalabel #18kgold #diamonds #dreambig #makeaction
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itstartswithlight · 9 years ago
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Make: Action By Simon Monk
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(image courtesy of the Maker Shed. I was too lazy to photograph my own copy)
I’ve had this beautiful book rotting in my house for about three months. (Along with a Raspberry Pi2 bought last autumn!)  I’ve always had an interest in hardware, but, much like my interest in coding, I haven’t had the courage to nourish such interest until very recently.  
Now I’m determined to finish one of the big projects in this book by the end of next week, I’ll keep you all posted on my progress!
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midgethetree · 4 years ago
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Hi midge! I'm looking for guidance on how to make Dizzy's stuff face hack (adds Go Shopping to the fridge, meaning you can restock it more easily without having to order groceries) with Lazy Duchess's Leftovers Rework mod. The only issue I can't seem to resolve is that the two mods have conflicting makeaction string entries. Do you know what tutorial I could look at to merge these entries so I can have both mods without having weirdness like a second Go Shopping/Get Leftovers pie menu entry?
I don't know of a tutorial for this. You just need to add the extra lines to one combined makeaction string STR# and change the interaction test BHAVs to point to the right line.
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