Bay 12 Games Forum

Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Putnam on February 14, 2012, 08:51:51 pm

Title: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: Putnam on February 14, 2012, 08:51:51 pm
Latest releases (https://github.com/Putnam3145/SPARKING-Dwarf-Fortress-DBZ-mod/releases)
Wiki (https://github.com/Putnam3145/SPARKING-Dwarf-Fortress-DBZ-mod/wiki/Ki)

-One of the DFHackiest mods in existence, very necessary!

-Ki adds power to strikes and allows faster movement; requires DFHack.

-Playable Saiyans.

-Saiyans can go Super Saiyan (and beyond), which multiplies their power; requires DFHack.

-Planet Trade Organizations as an invading race, led by a fearsome frost demon*.

-Androids, bionic androids, Majin Buu, immortal makyans, God of Destruction Beerus, legendary super saiyans, super nameks, frost demons*, oh my!

-Secrets of ki usage; humans can figure out or be taught by gods how to use ki and develop the Turtle School or Crane School of martial arts.

-Certain priests may get the privilege of undergoing a ritual to have their potential unlocked by Old Kai.

-Peaceful namekians.

-Dragon Balls.

First mod to update to DF2014! (https://www.youtube.com/watch?v=D-OGsSb0BPU)

*Some fanon thing that I for the life of me cannot find the origin of, but a better name than "freeza race". Seems to have been mentioned by Cell in Xenoverse.
Title: Re: Dragon Ball (Z) Mod: Now with Saiyans and very little more! (0.34.01)
Post by: Guylock on February 14, 2012, 09:21:52 pm
Saiyans usually wear armor, but don't use weapons.
But that's your decision on how you feel about that.

It's nice to see a DBZ mod being made because I was wondering to myself earlier of what if DF had a
DBZ mod; because there's already a Final Fantasy Mod; so why not DBZ?

Will there be Ki Blasts and Ki beams on this?
*wonders how the fighting will be like*

No I can't download this Mod because I use OS X Tiger for my mac and the newer DF is not compatible with it..
which sux a lot.. D:
Title: Re: Dragon Ball (Z) Mod: Now with Saiyans and very little more! (0.34.01)
Post by: Putnam on February 14, 2012, 09:27:23 pm
There already are ki blasts.

I gave them leather armor; I figure I should make some of that special armor that saiyans always wear, but I forgot what it's called.
Title: Re: Dragon Ball (Z) Mod: Now with Saiyans and very little more! (0.34.01)
Post by: Blue-Demon on February 14, 2012, 09:30:50 pm
There already are ki blasts.

I gave them leather armor; I figure I should make some of that special armor that saiyans always wear, but I forgot what it's called.
Battle Armor
http://dragonball.wikia.com/wiki/Battle_Armor
Title: Re: Dragon Ball (Z) Mod: Now with Saiyans and very little more! (0.34.01)
Post by: DarthBoogalo on February 14, 2012, 09:46:03 pm
Due to a recent conversation about this mod with a friend..
I humbly suggest a Dwarven Saiyan civ, golden beard bodyparts with the power of steel and the ability to punch things.
Please make this a reality.
Title: Re: Dragon Ball (Z) Mod: Now with Saiyans and very little more! (0.34.01)
Post by: Putnam on February 14, 2012, 09:48:19 pm
How 'bout some sort of "super saiyan dwarf" instead? :P

Also, I'm having problems with the interactions. I'm not sure if I'm able to change the colors of bodyparts with syndromes (specifically, green eyes and yellow hair).
Title: Re: Dragon Ball (Z) Mod: Now with Saiyans and very little more! (0.34.01)
Post by: Greyejoy on February 14, 2012, 10:08:59 pm
Unless you're a perfectionist, I say don't worry about it. I mean, we provide all our own mental images anyway. I just can't wait to try out the new interactions once you get more of them ironed out.
Title: Re: Dragon Ball (Z) Mod: Now with Saiyans and very little more! (0.34.01)
Post by: Putnam on February 14, 2012, 10:09:56 pm
I AM A PERFECTIONIST

but I can let it slide
Title: Re: Dragon Ball (Z) Mod: Now with Saiyans and very little more! (0.34.01)
Post by: Spirit of Power on February 14, 2012, 10:49:37 pm
Suggestion: As a Saiyan equivalent to candy, Katchin (http://dragonball.wikia.com/wiki/Katchin).

Edit: arena testing shows Flash Step doesn't seem to stop. Is this intended? And in later versions, I'd recommend it be essentially the Bogeyman's teleport, once we can replicate that on other creatures.
Title: Re: Dragon Ball (Z) Mod: Now with Saiyans and very little more! (0.34.01)
Post by: Putnam on February 15, 2012, 06:54:43 pm
Yeah, flash step is a bit problematic. No idea what the hell is going on there. It stops during travel.

Also, a few rare saiyans can now transform into super saiyans, who can easily kill, while completely naked, a fully armed human equivalent decked in steel.

EDIT: I fixed flash step.
Title: Re: Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Putnam on February 18, 2012, 09:22:59 pm
Okay, the Cell creature is done (though bugs may exist). Time to make its regenerate interactions, then move on to make the interactions for its other abilities...

Then, after that, it's time to have the secrets of Ki manipulation.
Title: Re: Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Pan on February 18, 2012, 09:41:58 pm
Regenerate for the Namekians? Limbs?
Title: Re: Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Putnam on February 18, 2012, 09:44:50 pm
Regenerate for the Namekians? Limbs?

Yeah, the whole shebang.
Title: Re: Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Spirit of Power on February 18, 2012, 11:05:50 pm
Made a contribution, ki blasts should come from the hands if you use this.

Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
  [CDI:ADV_NAME:ki blast]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:KI:SOLID_GLOB]
[CDI:VERB:fire a ki blast:fires a ki blast:NA]
[CDI:TARGET_VERB:are hit by a ki blast:is hit by a ki blast]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:20]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
Title: Re: Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Putnam on February 18, 2012, 11:16:30 pm
Tried VERB before didn't work, but yours sure does, so that's going in the next version. I'm currently working on some extra interactions for Cell. Here's a list:

Power Up (Just a generic temporary power-up)
Absorption (Oh man, that's going to be hard. Maybe it'll suck blood and give Cell more power? I'm not sure if that's possible, but I sure as hell tried it with the light god tiers in Fortbent, and it didn't work there, IIRC...)
Explosive Wave (Perhaps could be a simple undirected dust? Would probably kill the shit out of Cell if he used it, though)
Zenkai/Saiyan Power-up (Perhaps I could make this part of the regeneration? A permanent power-up to go alongside the interaction)
Title: Re: Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Guylock on February 19, 2012, 12:56:40 pm
Question.. Is it possible to program in a golem type system for Bio-Androids? (aka the Cell creatures)
Because that's how the cell types are usually made. (Aka example of how Dr. Gero produced them)

Also it would be cool to have a Power level system programed into the game, but that seems to be a bitch. XD
Title: Re: Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: jaxy15 on February 19, 2012, 01:55:13 pm
Is it just me or can super saiyans take out megabeasts with ease?
Title: Re: Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Putnam on February 19, 2012, 01:57:22 pm
Is it just me or can super saiyans take out megabeasts with ease?

Yup.
Title: Re: Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Spirit of Power on February 19, 2012, 03:20:35 pm
Another contribution, for your consideration:

Code: [Select]
[ITEM_ARMOR:ITEM_ARMOR_SAIYAN]
[NAME:saiyan battle armor:saiyan battle armor]
[ARMORLEVEL:3]
[UBSTEP:1]
[LBSTEP:1]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:100]
[LAYER_SIZE:20]
[LAYER_PERMIT:50]
[MATERIAL_SIZE:9]
[HARD]
[METAL]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]

[ITEM_ARMOR:ITEM_ARMOR_SAIYAN_JUMPSUIT]
[NAME:saiyan jumpsuit:saiyan jumpsuits]
[ARMORLEVEL:2]
[UBSTEP:MAX]
[LAYER:UNDER]
[COVERAGE:100]
[LAYER_SIZE:15]
[LAYER_PERMIT:50]
[MATERIAL_SIZE:6]
[HARD]
[METAL]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]

[ITEM_PANTS:ITEM_PANTS_SAIYAN_JUMPSUIT]
[NAME:lower saiyan jumpsuit:lower saiyan jumpsuits]
[ARMORLEVEL:2]
[LBSTEP:MAX]
[LAYER:UNDER]
[COVERAGE:100]
[LAYER_SIZE:15]
[LAYER_PERMIT:50]
[MATERIAL_SIZE:6]
[HARD]
[METAL]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]

[ITEM_GLOVES:ITEM_GLOVES_GAUNTLETS_SAIYAN]
[NAME:saiyan battle armor gauntlet:saiyan battle armor gauntlets]
[ARMORLEVEL:3]
[UPSTEP:1]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:100]
[LAYER_SIZE:20]
[LAYER_PERMIT:15]
[MATERIAL_SIZE:2]
[METAL]
[HARD]

[ITEM_SHOES:ITEM_SHOES_BOOTS_SAIYAN]
[NAME:saiyan battle armor boot:saiyan battle armor boots]
[ARMORLEVEL:3]
[UPSTEP:1]
[METAL_ARMOR_LEVELS]
[LAYER:ARMOR]
[COVERAGE:100]
[LAYER_SIZE:25]
[LAYER_PERMIT:15]
[MATERIAL_SIZE:2]
[METAL]
[HARD]

More armor raws! I made a slight adjustment to the battle armor, I changed [UBSTEP:0] to [UBSTEP:1] because I figured those huge pauldrons would protect the upper arms pretty well. Also, I increased the armorlevel to 3.

I also added saiyan battle armor gauntlets and boots, which are essentially regular old gauntlets and high boots, with the names changed for flavor, and the [SCALED] and [BARRED] tags removed because I have no idea what those do, and also some slight changes to the boots (I changed [LAYER:OVER] to [LAYER:ARMOR] and [ARMORLEVEL:1] to [ARMORLEVEL:3]).

The saiyan jumpsuit is to reflect the jumpsuit deal saiyans usually wear under their armor, and to add some extra protection. I'm not sure if they can be made from cloth though. I'm pretty sure making things from cloth requires the item have the [SOFT] tag, but I'm not sure whether or not that conflicts with [HARD].

Arena testing shows all these items can be worn together, and seem to be functioning as expected as well.

If you do use these, remember to add them to the saiyan entity, or else they won't appear in-game (I think).
Title: Re: Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: EnigmaticHat on February 22, 2012, 12:19:05 am
You ever considered taking the vanilla races and making them all DBZ like?  Maybe allow a few of them to learn ki attacks as secrets, or give them their own abilities more on par with the other races.
Title: Re: Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Putnam on February 22, 2012, 12:39:21 am
Planned.
Title: Re: Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Slax on February 22, 2012, 01:50:23 am
Saiyan Fortress!
Scientists (energy weapons, weak, smart), Slave (workers?), Warriors (tough, strong, dumb), Elites (the next step in warrior technology, powered by willpower and ignorance).

That'd be nice. Real nice.
(http://i.imgur.com/KzkBK.png)
Sorry. I just love that grin.
Title: Re: Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Putnam on February 22, 2012, 01:53:07 am
Mmm... Saiyan fortress...

Megabeasts dropping dragon balls, 7 can be used to wish at a "shenron summoning workshop"? Hell yes.
Title: Re: Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Slax on February 22, 2012, 01:59:00 am
There'd have to be some work done on the engine but I say it's a good idea. Power level management for your guys (fighting at full power drains you quicker and such) handled by mini transformations?
Get some ideas together, try to work it in and see what won't work. Give Toady another wish-list. ;)
Title: Re: Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: jaxy15 on February 22, 2012, 01:28:54 pm
I have an idea. Why not add the turtle hermit's secrets? You could do the Kamehameha as a fire jet type attack.
Title: Re: Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Courtesy Arloban on February 22, 2012, 04:57:06 pm
Cool Idea the megabeasts fought for the dragnballs should be the "dragon gods" or whatever they dubbed the splintered corrupted spirit of shenlong, and maybe adventuring reactions for using the balls anytime anywhere.
Title: Re: Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Spirit of Power on February 22, 2012, 07:47:44 pm
I can see nothing but trouble coming from trying to include the Dragon Balls. I mean, firstly, how would the wish mechanic even WORK? What if you wished to be something impossible like a vampire-husk-necromancer? How would you even relay to the game that you wanted to be a vampire-husk-necromancer?

Still, if you can get it to work, I'm all for it. Now, a couple things:

1. If you want to add in rapid-fire Ki blasts, all you have to do is increase the number of targets. I noticed that the Ki blasts right now seem a bit underpowered, and simply copied the interaction and upped the number of targets to 10 and doubled the recharge time. I went into the arena, used it to completely screw over some poor saps, and labeled it a success. So there's that, but using it in adventure mode makes me scared sockless (and you know how much dwarves love socks) of saiyan bandits.

2. You may want to consider changing the Super Saiyan interaction into a transformation interaction instead of a syndrome interaction. This would allow you to get the "gold hair and turquoise eyes" descriptors, and make increasing things like speed easier, and also maybe add in a rapid-fire Ki blast and improved flash step to the creature, to reflect Super Saiyan's increase in speed and power. This would also open up the possibility of Legendary Super Saiyan, as you could modify body size. Also among the possibilities this presents are Super Saiyan 2 and 3, as you would need to go Super Saiyan to access 2, and need to go 2 to access 3, and so forth, if you want to add in Super Saiyan 4.

Lastly, the Kamehameha Wave. Trust me, I want this just as much as you do, but I cannot think of any way it would accurately reflect the Kamehameha, unless firebreath-type interactions can be set to have increased range. Speaking of that, I'm off to the arena to see what I can do. Will edit/post again with the results.
Title: Re: Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Putnam on February 22, 2012, 07:53:55 pm
I already have rapid ki blast waves and a sort of Kamehameha ball (>_<) with Cell for now, so that's all good.
Title: Re: Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Spirit of Power on February 22, 2012, 08:58:18 pm
Yeah, it looks like there's no way to get a Kamehameha. I don't think it's possible to have a dragonfire-esque attack without having you breathe dragonfire, and TRAILING_VAPOR_FLOW was unimpressive in scale as well as damage. Besides that, I got caught in the blast, so even if it was deadly I'd be signing my death warrant by using it. Though that does somewhat remind me of this (http://www.youtube.com/watch?v=4gP9hzyTars) (Vegeta's Sacrifice, just in case you haven't watched DBZ to that point and don't want to see spoilers). Perhaps it could be added as a sort of final "screw you" towards anyone who kills you?

Also, this topic (http://www.bay12forums.com/smf/index.php?topic=101538.0) has a lot of data on transformation interactions, so that can help with a possible revamped Super Saiyan.

So, "Kamehameha ball," eh? Perhaps it would be better to call it "Big Bang Attack".
Title: Re: Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: agertor on February 23, 2012, 12:07:48 am
Mmm... Saiyan fortress...

Megabeasts dropping dragon balls, 7 can be used to wish at a "shenron summoning workshop"? Hell yes.

Probably could be like the well in towns, just have mystical tables that you can use the dragonballs on. putting dragonballs in a container on top of it or something and then interacting with it to summon some sort of monster. And as for the werebeast transformation. Think it'd be editable to make it so saiyans can turn into giant monkeys? Probably not, but an idea. Also, editing the mod a little myself right now. Making it suit me.
Title: Re: Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Putnam on February 23, 2012, 12:27:14 am
I would absolutely love having the oozaru transformation, but the problem is that I don't think there's a way to get creatures to transform intermittently unless there's a syndrome applied to them, which unfortunately may mean that there is no way to have it work at all.


Perhaps a secretion from the tail that causes a contact syndrome, forcing every saiyan with a tail to transform into the oozaru every full moon?

EDIT: Released 0.3.

EDIT 2: I started making a few speeches for when enemies go super saiyan on you, but then I realized that these speech would only be seen when YOU go super saiyan...
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: agertor on February 23, 2012, 03:15:36 pm
Are you going to make them crazed if you do make them?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Putnam on February 23, 2012, 03:17:06 pm
Are you going to make them crazed if you do make them?

Maybe for lower-class saiyans. The elite tend to be as intelligent as ever when they're oozaru.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: agertor on February 23, 2012, 03:18:07 pm
Are you going to make them crazed if you do make them?

Maybe for lower-class saiyans. The elite tend to be as intelligent as ever when they're oozaru.

That was fast lol,  Also it may have to be a different ape for super saiyans, making them golden or something?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Putnam on February 23, 2012, 03:20:47 pm
I kind of like the idea of the golden great ape; heck, maybe the transformation could allow Super Saiyan 4!

(And if so, consider it an easter egg and that's all the GT I'm putting in this mod :P)
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: agertor on February 23, 2012, 03:24:29 pm
Yes well if we were to talk technicalities, they were as strong as super saiyan 4, though i didnt much like the GT series. Also if the syndrome is in the tail when they are ape, if it were to be cut off they would go back to normal? Or would they just eventually go back to normal and never be able to change again?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Putnam on February 23, 2012, 03:26:07 pm
I think it would be the eventual thing, probably.

I probably won't do it, actually, since I imagine it would cause lots of spam of "The saiyan has transformed into a oozaru!"
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: agertor on February 23, 2012, 03:32:46 pm
maybe but an eventual thing would be nice, and as for cell, now that i think about it, maybe have him capture people and turn them into cell jr.? *as if he ate them or something*
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Spirit of Power on February 23, 2012, 03:36:05 pm
Are you going to make them crazed if you do make them?

Maybe for lower-class saiyans. The elite tend to be as intelligent as ever when they're oozaru.

Well, that's because the elite-class saiyans tend to be trained to do so. Theoretically speaking, any saiyan can control the Oozaru, they just have to receive the proper training first. Goku, being a low-class saiyan with a power level of 2 at birth, did not receive this training. Vegeta, on the other hand, did.

Also, is it odd that I can't help but watch this video (http://www.youtube.com/watch?v=Ujpo9b8c9WY) from about 0:15 to 0:30 whenever I go Super Saiyan? Or this one (http://www.youtube.com/watch?v=IqEqgEXHYkM), depending on what I feel like.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: agertor on February 23, 2012, 04:26:58 pm
I always thought this mod to be a pre-frieza sort of thing where nameks and saiyans are sort of mashed together. So I would think that most would not have that training.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Putnam on February 23, 2012, 08:58:51 pm
I don't really have a conceived idea of what the mod should be in my head; I'm mostly making it up as I go along :P

Also, I released an update that fixes a crash every time the cell creature is called into memory. As it turns out, the bite attack creature variation crashes the game.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: agertor on February 24, 2012, 03:04:14 am
So about that Cell Jr. idea, do you want me to give some codes, or just a crap idea?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Putnam on February 25, 2012, 02:46:10 pm
Using the BODY_TRANSFORMATION syndrome for Super Saiyans gives me a weaker super saiyan than before I changed the interaction who happens to have taupe hair and green eyes AND makes you lose your entire inventory.

Yeah, that isn't working.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Spirit of Power on February 25, 2012, 03:21:36 pm
Using the BODY_TRANSFORMATION syndrome for Super Saiyans gives me a weaker super saiyan than before I changed the interaction who happens to have taupe hair and green eyes AND makes you lose your entire inventory.

Yeah, that isn't working.

Okay, but perhaps you could post the interaction and the creature raws? I don't think it should be possible for a syndrome to make something stronger than the game can support in the raws, but I have the distinct disadvantage of not being Toady, so I can't say for sure.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Putnam on February 25, 2012, 05:16:46 pm
The original super saiyan interaction (the one you can download right now) makes the saiyan DAMN strong, enough to near-instantly kill pretty much anything. Cell has nothing on them.

Code: [Select]
[CREATURE:SUPER_SAIYAN]
[DESCRIPTION:A rare breed of Saiyan, one who can ascend to incredible heights.]
[NAME:super saiyan:super saiyans:super saiyan]
[CASTE_NAME:super saiyan:super saiyans:super saiyan]
[CREATURE_TILE:'S'][COLOR:6:0:1]
[INTELLIGENT]
[CANOPENDOORS]
[LIKES_FIGHTING]
[TRANCES]
[PREFSTRING:incredible strength]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:TAIL:FACIAL_FEATURES:TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:SAIYAN_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[FLIER]
[CREATURE_CLASS:SAIYAN]
[BODY_SIZE:0:0:4400]
[BODY_SIZE:1:168:19250]
[BODY_SIZE:12:0:77000] 10% increase in size for muscle mass increase.
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires. Yes, saiyan vampires. Fuck. Yeah.
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[MAXAGE:60:120]

[PHYS_ATT_RANGE:STRENGTH:4000:4050:4150:4550:4750:4950:5000]            Mostly extremely powerful.
[PHYS_ATT_RANGE:AGILITY:4000:4050:4150:4550:4750:4950:5000]             same as above
[PHYS_ATT_RANGE:TOUGHNESS:2450:2950:3150:3250:3350:3550:5000]             1000 across the board.
[MENT_ATT_RANGE:SPATIAL_SENSE:2000:2200:2400:2500:2600:2800:5000]        ++

[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_VELOCITY_MODIFIER:10000]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_VELOCITY_MODIFIER:10000]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[BABY:1]
[CHILD:12]
[EQUIPS]
[DIURNAL]
[HOMEOTHERM:10067]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:hair]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_LIPS:lips]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[SPOUSE_CONVERSION_TARGET]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TL_COLOR_MODIFIER:GOLDEN_YELLOW:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyebrows:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:15:30:80:130:210:310:510] It's well known that saiyans don't grow hair :P
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_DESC_RANGE:10:25:75:125:200:300]
[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
[TSU_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]
[TSU_NOUN:beard:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]
[TSU_NOUN:moustache:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]
[TSU_NOUN:sideburns:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_GREEN:1]
[TLCM_NOUN:eyes:PLURAL]


[USE_MATERIAL_TEMPLATE:KI:ENERGY_TEMPLATE]
[SYNDROME]
[CE_PAIN:SEV:50:PROB:100:LOCALIZED:START:0:END:1000]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
     [CDI:ADV_NAME:ki blast volley]
   [CDI:USAGE_HINT:ATTACK]
   [CDI:BP_REQUIRED:BY_CATEGORY:HAND]
   [CDI:MATERIAL:LOCAL_CREATURE_MAT:KI:SOLID_GLOB]
   [CDI:VERB:fire a ki blast:fires a ki blast:NA]
   [CDI:TARGET_VERB:are hit by a ki blast:is hit by a ki blast]
   [CDI:TARGET:C:LINE_OF_SIGHT]
   [CDI:TARGET_RANGE:C:20]
   [CDI:MAX_TARGET_NUMBER:C:5]
   [CDI:WAIT_PERIOD:30]
[CAN_DO_INTERACTION:FLASHSTEP]
   [CDI:ADV_NAME:flash step]
   [CDI:TARGET:A:SELF_ONLY]
   [CDI:USAGE_HINT:ATTACK]
   [CDI:TARGET_RANGE:A:1]
   [CDI:MAX_TARGET_NUMBER:A:1]
   [CDI:TARGET_VERB:are moving incredibly fast:suddenly disappears]
   [CDI:WAIT_PERIOD:200]

Code: [Select]
[INTERACTION:SUPER_SAIYAN_MALE]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:super]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0:END:5000]
[CE_CREATURE:SUPER_SAIYAN:MALE]

[INTERACTION:SUPER_SAIYAN_FEMALE]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:super]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0:END:5000]
[CE_CREATURE:SUPER_SAIYAN:FEMALE]
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Spirit of Power on February 25, 2012, 08:20:25 pm
Huh. Apparently syndromes can increase attributes beyond normal physical limits.

COOL.

Anyways, I remember hearing that the ATT_CHANGE token works in percentages, i.e. if you had [PHYS_ATT_CHANGE:STRENGTH:200:0] it would double your strength. This would explain why the current version is so badass, and also presents a solution: Namely, give the creature an identical, albeit renamed, interaction called "flare aura" or something. Give an even more powerful version to Cell (possibly an 80x multiplier compared to Super Saiyan's 50x, giving a huge advantage to Cell but also making Super Saiyan 2 have a big advantage over Cell (it has a 100x multiplier compared to base)) and we can get stupidly powerful in comparison to normal creatures, just like in DBZ.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Putnam on February 25, 2012, 08:25:10 pm
My problem is that I don't know how the hell Super Saiyan 2 could be implemented. Maybe an "enrage" interaction that give super saiyans the ability to go Super Saiyan 2 for Cell? That sounds awfully self-destructive, but Cell is kind of self-destructive anyway (considering the way he kind of forced Gohan to go super saiyan 2 >_>)
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Spirit of Power on February 25, 2012, 08:41:31 pm
Well, I was thinking you could either just give the interaction to the creature, or make turning into a Super Saiyan/2 a secret (like necromancy). Because going Super Saiyan for the first time has pretty much the same requirements as Super Saiyan 2, It's just that 2 requires you master 1 first. So it's pretty much either make it a secret or give it away, I can't really think of any other way to do it, besides the Cell-makes-you-angry thing.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: agertor on February 26, 2012, 04:48:40 am
I agree with the secret.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Slax on February 26, 2012, 05:04:12 am
Golden oozaru, lays golden oozaru eggs.  :o
The other occasional GT super secret could be... A MUSTACHE!

And yeah, super saiyans should be really rare and very much mythical. Lose a friend, be very unhappy, be enraged... all kinds of requirements. A power level requirement would be ideal too but is that even remotely possible to do?
First time super saiyans revert to a body which can transform at will maybe? (Just pulling ideas out of my ass here since I have very little knowledge of what can and cannot be done.)
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Putnam on February 26, 2012, 01:27:08 pm
Golden oozaru, lays golden oozaru eggs.  :o
The other occasional GT super secret could be... A MUSTACHE!

And yeah, super saiyans should be really rare and very much mythical. Lose a friend, be very unhappy, be enraged... all kinds of requirements. A power level requirement would be ideal too but is that even remotely possible to do?
First time super saiyans revert to a body which can transform at will maybe? (Just pulling ideas out of my ass here since I have very little knowledge of what can and cannot be done.)

Yeah, none of that is quite possible yet. Interactions can't be given based on pre-existing conditions, so it's either from birth, given from a god's curse, or a secret.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: truckman1 on February 26, 2012, 04:11:45 pm
(Joke suggestion, don't actually do this it would be awful)


Since the current DF release made bosses just say "I am X. Prepare to die!," any chance you could undo that in your mod? If your fighting a vampire with thousands of worldgen kills, the ensuing "IT WAS I WHO KILLED X, BECAUSE HE WAS A LAMEASS..." for pages and pages and pages might realistically simulate the typical amount of pre-fight talking in DBZ!
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Putnam on February 26, 2012, 04:39:14 pm
Ohohoh, I'm planning something for that.

"I am Kakarot Applecreams!"
"I'mma deck you in the schnoz!"

(that's probably not what I'm going to do :P)

EDIT: I had to tone down Super Saiyan 2s once I realized that their power was overwhelming in a literal sense; the game was literally overflowing with their power, causing their hits to be ineffectual.

Super Saiyan 3 probably won't even be possible <_<
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: agertor on February 26, 2012, 09:50:24 pm
Ohohoh, I'm planning something for that.

"I am Kakarot Applecreams!"
"I'mma deck you in the schnoz!"

(that's probably not what I'm going to do :P)

EDIT: I had to tone down Super Saiyan 2s once I realized that their power was overwhelming in a literal sense; the game was literally overflowing with their power, causing their hits to be ineffectual.

Super Saiyan 3 probably won't even be possible <_<

They were so powerful.... that they became ghosts...
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Putnam on February 26, 2012, 09:55:45 pm
Can anyone give me some good alternative names for the default in-game nobles?

I'm currently in the process of converting the mod entirely to fortress mode playability, and it's going to be similar to my old trollmod, with a fully above-ground race and all.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Spirit of Power on February 26, 2012, 10:56:26 pm
Dang, it would've been so cool to be able to increase attributes until wearing armor was literally a hindrance, due to it slowing you down.

Now, for Saiyan/Namekian nobles... Well, Saiyans obviously have a king/queen, but I don't think any other Saiyan positions besides squad leader or something (what Bardock was) have been canonically stated. As for Namekians, the civ leader would probably be guardian (i.e. the planet's guardian leads all Namekians living there). Again, I don't think any other Namekian positions have been canonically stated. So perhaps just assume they mimic Dwarven civs, at least mostly?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Putnam on February 26, 2012, 11:01:26 pm
Dang, it would've been so cool to be able to increase attributes until wearing armor was literally a hindrance, due to it slowing you down.

Oh, no, that's still 100% possible. I could just make Super Saiyan 3 have this be its primary effect:

[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:1:6:START:0:END:5000]

Or something like that. Currently, Super Saiyan 2 has a 2:3 for its ratio, and 1:6 would be 4 times as strong, which is the closest to canon we've seen in comparison between the two.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: truckman1 on February 26, 2012, 11:06:08 pm
As for Namekians, the civ leader would probably be guardian (i.e. the planet's guardian leads all Namekians living there). Again, I don't think any other Namekian positions have been canonically stated. So perhaps just assume they mimic Dwarven civs, at least mostly?


Um......remember Guru? I always assumed that his title was Guru and everyone just called him Guru.
Also, does the titles system work so the son of a king is a prince, by any chance?

Also, when Goku was born his power level was 2? I forgot that.
That means he was 2.5x weaker than the best character in DBZ, The Farmer With A Shotgun.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Putnam on February 26, 2012, 11:09:47 pm
Yes, unfortunately, the Prince of All Saiyans would instead be called Peasant with the way the game works.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: truckman1 on February 26, 2012, 11:25:46 pm
I'm going to guess that in a world genned with this mod, an average day in a Saiyan town would would look something like this:
http://www.youtube.com/watch?v=1EKTw50Uf8M (http://www.youtube.com/watch?v=1EKTw50Uf8M)


Title: Re: Sparking!!! Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: agertor on February 26, 2012, 11:39:12 pm
Can anyone give me some good alternative names for the default in-game nobles?

I'm currently in the process of converting the mod entirely to fortress mode playability, and it's going to be similar to my old trollmod, with a fully above-ground race and all.

Saiyans
King=King/Queen=Queen Not much difference there
General=Saiyan General
Lieutenant= Saiyan Royal Elite *not exactly royal but based as if they were some of the best around royalty*
Captain = Saiyan Elite
Militia Commander = Saiyan Commander
Militia Captain = Team Captain *such as bardock's team*
Sheriff = Saiyan Enforcer
Captain of the Guard = Saiyan Guardian
Expedition Leader = Saiyan Conquerer *such as what was meant with goku at first*
Mayor = Saiyan Settler *after conquering, there is only settling*
Manager = Manager *Feel free to add saiyan on there, its a trend after all, vegeta only screamed about it every 5 seconds of his screen time*
Chief Medical = Healing Operator *They had pods, so they more had operators for those, otherwise... what doctors?*
Broker = Saiyan Tradesman/Tradeswoman
Outpost Liason = Royal Saiyan Recorder *no idea really, but most likely sent be the king so they become royal!*
Diplomat = Royal Saiyan Genocideer *Diplomacy?, I just made genocide a job*
Duke = Royal Saiyan Duke
Count = Royal Saiyan Count
Baron = Royal Saiyan Baron
Champion = Hercule... no wait no... Warrior's Champion
Tax_Collector = Royal Saiyan Collector *I wanted it to be Royal Saiyan Givemeyomoney*
Hammerer = Warrior of Execution
Dungeon Master = Saiyan Elite Trainer
Forced Administrator = Saiyan Forced Administrator, got nothing on this one...
Soliders = Warriors *Should change them if possible, if not its fine, but they were warriors not soldiers

Namek Time!
King/Queen *They are gendered?*= Guru
*I got nothing on any real military positions as they were an extremely peaceful race*
Expedition Leader = Namekian Settler *Aren't they born as eggs?*
Mayor = Village Elder
Manager = Village Manager
Chief Medical = Namekian Healer
Broker = Goods Handler
Outpost Liason = Namekian Trader Scout
Champion = Nale... Green Machine? I got nothing
Tax Collector = ? *They had an economy?*
Hammerer = ? *Again peaceful*
Dungeon Master = Native Land Master
Forced Admin = ?
Soldiers = Warriors... yet again
Nameks are pretty hard, they arent a warring race... or gendered... they just sort of spit eggs... They were in villages and this tells me that they did not have an organized military or sense of government...
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Putnam on February 26, 2012, 11:57:42 pm
I figure having variable positions for the nameks would be fine; they seem to have a nebulous sense of government at best anyway.

EDIT: Tentative changelog for upcoming version:

1. Super Saiyan 2.
2. Muscles won't shatter to blunt weapons anymore.
3. New nobles for Saiyans. I just played 3 seasons as saiyans in fort mode, but they can't chop trees due to having no weapons whatsoever, so I'm going to fix that with some shenanigans.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Putnam on February 27, 2012, 10:42:11 pm
Update on next version:

All I need are a some book titles and book descriptions for books written by ki users who learned how to manipulate ki through interactions.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Courtesy Arloban on February 27, 2012, 10:49:09 pm
from http://www.seventhsanctum.com/generate.php?Genname=mamove
Spoiler (click to show/hide)
For Super Saiyan 3 & 4 you could transform them into bigger, built of tougher material castes and/or creatures. A godlike strong human is still weak to a godlike strong giant or bronze collosus.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Saiyans, Namekians, still alpha. (0.34.02)
Post by: Putnam on February 27, 2012, 10:52:18 pm
Oh, I've done something for Super Saiyan 3 alright. Rather than making them stronger, they simply become far, far more durable.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Super Saiyans, Namekians, the works. (0.34.02)
Post by: Kraggh on March 01, 2012, 05:15:01 am
Hi! This mod could be awesome! Can you tell me if there is any kind of graphic pack? and if there, can you upload some sprites to the first post?
Thanks!
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Super Saiyans, Namekians, the works. (0.34.02)
Post by: Mithril Leaf on March 01, 2012, 03:48:37 pm
Any chance for an update in the very near future with your updates to Super Saiyan? I'm loving this mod.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Super Saiyans, Namekians, the works. (0.34.02)
Post by: Stirk on March 01, 2012, 06:00:15 pm
Quote
Any chance for an update in the very near future with your updates to Super Saiyan? I'm loving this mod.

It is already out
Spoiler (click to show/hide)
. Just go download it again. I was just playing in adventurer as a Super Saiyan and got to Super Saiyan three...
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Super Saiyans, Namekians, the works. (0.34.02)
Post by: Putnam on March 01, 2012, 06:45:25 pm
Yeah, there's a bug (http://www.bay12games.com/dwarves/mantisbt/view.php?id=5473) that makes travel completely ignore all interaction START/END times, instead immediately doing whatever the START is if there's no END and ending it if there is an END.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Super Saiyans, Namekians, the works. (0.34.02)
Post by: Mithril Leaf on March 02, 2012, 03:59:37 am
Noticed something when playing as a either of the new races, I wasn't gaining any benefits of my improving ability scores. I started playing as a peasant Namek, got my strength and agility both to Superior, but my speed was the same as when I started.

Note about my previous comment, if you could note somewhere that the mod updates independent of the first post, changing first posts with updates seems to be the norm. Please and thank you.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Super Saiyans, Namekians, the works. (0.34.02)
Post by: Prats on March 02, 2012, 01:02:46 pm
Wow! Nice mod! Any chance for graphic pack?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Super Saiyans, Namekians, the works. (0.34.02)
Post by: Putnam on March 02, 2012, 07:30:44 pm
Oh, there's always a chance.

I can't do sprite art well, though <_<
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Super Saiyans, Namekians, the works. (0.34.02)
Post by: Stirk on March 02, 2012, 11:14:06 pm
Interesting (Glitch?). I noticed that the sayans and the nemekians never came to trade, I assumed that that was programmed. Then, five minutes ago, I was going threw with my decent fortress and a Nemekian caravan came out of no where. I was, of course, interested in what they would sell, so I started to bring my finest gold crafts to them. Looking at their civ page, they where lead by a Lizard Monster. Interesting, I thought, I wonder what they will sell. Then they came to my trading post...

And my game crashed.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Super Saiyans, Namekians, the works. (0.34.02)
Post by: Putnam on March 02, 2012, 11:27:36 pm
Okay, the crash... I have no idea how that could happen. Saiyans and namekians should trade, unless at war. IIRC, flying creatures have problems with trading, but I think wagons may have fixed that, since the saiyan traders have worked quite well for me.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Super Saiyans, Namekians, the works. (0.34.02)
Post by: Stirk on March 02, 2012, 11:31:56 pm
To be fair, the game I was currently playing was a melting pot of several mods, it could be something about that.

Ah. Not important. Just got rid of my fortress for the day.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Super Saiyans, Namekians, the works. (0.34.02)
Post by: Putnam on March 02, 2012, 11:34:52 pm
Testing fort mode in the mod. Everyone's unhappy because ceilings are too difficult to create because there isn't enough building material to go around; I could probably have some sort of reaction that makes blocks out of thin air with some sort of "grabs rocks from the ground and crushes in hands" handwave. The fortress crumbled to its end when Cell came in and killed everyone, which I think is a very, very good thing. He's working as intended!
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Super Saiyans, Namekians, the works. (0.34.02)
Post by: Stirk on March 03, 2012, 12:12:00 pm
Wow. Cell just attacked my fortress.

Do you think you could make him wait to attack until you get like 80 people? I had like 70, and it turned out that I didn't have any iron on this area, so all the defense I had was five marks dwarfs with silver bolts, who logically where unable to do much except shoot and slow him down for a few seconds while I attempted to build a wall over my stairs (I didn't hit and they didn't slow him down long enough)
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Super Saiyans, Namekians, the works. (0.34.02)
Post by: Putnam on March 03, 2012, 12:22:29 pm
Wow. Cell just attacked my fortress.

Do you think you could make him wait to attack until you get like 80 people? I had like 70, and it turned out that I didn't have any iron on this area, so all the defense I had was five marks dwarfs with silver bolts, who logically where unable to do much except shoot and slow him down for a few seconds while I attempted to build a wall over my stairs (I didn't hit and they didn't slow him down long enough)

Yeah, that's more than reasonable; I did it just now. I realized soon after you posted that that he killed all my saiyans when I had about 25 people, which is kind of bad.

EDIT: Devlog: made a reaction to turn clay into hard stone, used kaolinite as hard stone, forgot that kaolinite just so happens to be used to make porcelain, and I ended up with the saiyans sitting the in the workshop, turning kaolinite into kaolinite over and over again.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Test fort mode! (0.34.04)
Post by: Putnam on March 04, 2012, 01:44:45 am
I feel like bumping this to say that a preliminary fort mode has been released, and I need some balancing etc. opinions.

I was playing 40d recently and it inspired me a bit. What about, I'm not sure >_>.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Test fort mode! (0.34.04)
Post by: truckman1 on March 04, 2012, 09:55:33 pm
I was playing 40d recently and it inspired me a bit. What about, I'm not sure >_>.

People being punted several screens away by hammer strikes, mayhaps?  ;D
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Test fort mode! (0.34.04)
Post by: Spirit of Power on March 05, 2012, 04:06:10 pm
I was playing 40d recently and it inspired me a bit. What about, I'm not sure >_>.

People being punted several screens away by hammer strikes, mayhaps?  ;D

YES. Except with fists.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Test fort mode! (0.34.04)
Post by: NTJedi on March 05, 2012, 05:38:09 pm
New Ideas:
FOOD:
1} How about adding sensu beans?   I know they're extremely powerful because of their healing, but perhaps this can be balanced by only allowing them to be found for sale by traders and even then the traders could rarely have them making them more of an easter egg discovery.  Or create a special cat trader called Korin who rarely appears and would only sell like 5 or less.  Rare special easter eggs are great fun.   
If you allow the player to grow the sensu beans it could be some very time consuming, expensive and/or complex process...  whatever combination works for you.

SideNote:*I recall saiyans eat lots more food than the average human or dwarf, not sure if you're interested in changing this variable depending on how closely you wish to match what we know about saiyans.

ROOMS:
2} How about gravity training chambers?  What better way to discourage the cheating/exploit of danger training rooms than to create a more balanced training room which matches the theme of dragonballz.  Probably make them slightly better than a regular barracks, but perhaps require more furniture?

3} How about the hyperbolic time chamber?  Another type of training room, but it could only be used once and has a great boost in stats for the saiyan.  Such a special room should have difficult building requirements because we don't want someone who just started with 50dwarves to have created this powerful structure so early.  I'm not sure which of those variables are possible for such a room... just another idea.


ENEMIES:
4} Here are some enemy ideas:   
    A) Garlic Junior - He's immortal so even if he's killed it's possible for him to return 2 seasons later for another attack.   *Special bonus if you can somehow link him with an evil dark water mist causing insanity.
    B) Androids - Lots of android history within Dragonball and DragonballZ for some fun creations later.  I estimate the number of attacking androids would range between 1 and 4 based on the dragonball & dragonballz history.
    C) Ginyu Force - Doesn't have to be exactly the same ones we saw from the episodes, my impression from the show was new members would replace older members if they were stronger, faster or unique abilities.   So having a selection of 200 unique beings where only 5 or 7 of them are randomly selected for each attacking ambush could work.  I know 200 unique beings is a lot of work, but you can start with a few and just add more when it's fun.
    D) Red Ribbon Army - A combination of attacking humans which could be as many as 100 since they are an army.  This could probably be created/managed by a new enemy civilization. The enemy army might even have one or two androids.


*SideNote - I didn't like the GT series so I didn't include any of those possibilities.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Test fort mode! (0.34.04)
Post by: Putnam on March 05, 2012, 06:07:14 pm
Senzu beans are great idea, and they would have to be implemented through difficult growing processes. I think a good way to start with them would be to have seeds come out as EBOs for rare creatures.

Rooms are impossible to mod in.

Garlic Junior would make a good megabeast.

Androids would be an interesting invading force, but I can't limit the attacking amount like that.

I would love the ability for the Ginyu force to be invading, but, like I said, invasions can't be customized. They'll all be goblin sized.

Red Ribbon army would definitely be possible, and one or two androids would be good as well, as I could simply make them rare castes. Similarly, I could make, say, Freeza's army which would include the occasional Freeza-esque creature and ginyu-force types.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Test fort mode! (0.34.04)
Post by: Spirit of Power on March 05, 2012, 06:24:45 pm
I did some arena testing with the punch and kick attacks to see if I could make them more devastating, as right now they're kinda underpowered, even with ridiculous saiyan strength backing them up. I tried upping [ATTACK_VELOCITY_MULTIPLIER:X] to 10,000 (double it's original value), and that did seem to make it more devastating, but still not quite what I wanted. So I tried upping it to 100,000 and I think the value overflowed, as I only seemed to be able to tear the skin no matter where I hit. However, when I tried going Super Saiyan to see if anything changed, my attacks became effective again. So, this leads me to believe [ATTACK_VELOCITY_MULTIPLIER:X] and strength are used in a formula which determines attack effectiveness. Have not yet tried upping it to 10,000 and going Super Saiyan 2 and 3, will test.

edit: Initial testing seems to suggest either going Super Saiyan 2 and 3 cause the value to loop back around again after overflowing, or they work fine. Haven't fought with those much, so I can't be sure.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Test fort mode! (0.34.04)
Post by: Stirk on March 05, 2012, 06:45:44 pm
Quote
Rooms are impossible to mod in.

Although you could make it a workshop? Maybe one that uses something from rare creatures (Like something dropped by Cell?)
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Test fort mode! (0.34.04)
Post by: Slax on March 06, 2012, 04:55:18 am
Climbing Korin's tower used to be a bitch, lore wise. Man, imagine the torment involved in building it! (Dwarves did it, naturally.)
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Test fort mode! (0.34.04)
Post by: rex mortis on March 06, 2012, 09:49:34 am
Climbing Korin's tower used to be a bitch, lore wise. Man, imagine the torment involved in building it! (Dwarves did it, naturally.)
An obvious megaproject for anyone playing this mod.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Test fort mode! (0.34.04)
Post by: Courtesy Arloban on March 06, 2012, 04:27:54 pm
How about a Dr. Gero to create the androids, like my Dr. Frankenstein secret in the spellbook, but instead of targeting corpses he targets intelligent creatures for his experiments.  (What made my Dr. Frankenstein different from a necromancer was that he changed the corpse into another creature.)

Heck Dr. Gero even created a Frankenstein looking android!  http://dragonball.wikia.com/wiki/Android (http://dragonball.wikia.com/wiki/Android)
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Test fort mode! (0.34.04)
Post by: Putnam on March 06, 2012, 06:04:22 pm
Ooh. A Gero megabeast (perhaps he should be Android 20?) that turns touchable enemies into android thralls. However they could be enthralled, I don't know. Heck, why make them enthralled at all? It'd be great if they turned on Gero just as 18 and 17 did, and they were originally human besides.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Test fort mode! (0.34.04)
Post by: Guylock on March 07, 2012, 08:15:42 pm
Wouldn't cell also count for this as well? He was created by Dr. Gero after all.. o.o;
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Test fort mode! (0.34.04)
Post by: Putnam on March 07, 2012, 08:22:50 pm
Do megabeasts attack each other? If so, then Cell and Gero would probably duke it out.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Test fort mode! (0.34.04)
Post by: Guylock on March 07, 2012, 08:44:51 pm
I don't remember seeing mega's fighting each other before, not once so far...
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Test fort mode! (0.34.04)
Post by: Courtesy Arloban on March 07, 2012, 09:16:50 pm
I've seen dragons fight Demons, but don't know how you could exploit it.  Maybe by having Dr. Gero only transform to Android 20 in a fight.  Then he wouldn't be a megabeast at the beginning of a fight. (I don't know if interactions work that way in worldgen.  I know that in the previous version, when I modified someones last airbender mod, the avatars and benders were slaughtered by megabeasts that they could defeat in the arena without breaking a sweat.)

 Since he tended to make androids in pairs(or trios), maybe they could be reduced the same creature, like android 17 and 18 could be the male and female castes of one type of android.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Test fort mode! (0.34.04)
Post by: Putnam on March 07, 2012, 09:32:56 pm
Yeah, interactions aren't really taken into much account in worldgen. No super saiyan transformations or anything like that.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Test fort mode! (0.34.04)
Post by: Courtesy Arloban on March 07, 2012, 09:41:10 pm
Oh then I guess that wouldn't help, do you think there's a way to make Cell stronger if he drinks an androids blood, or is he as strong as possible already?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Test fort mode! (0.34.04)
Post by: Putnam on March 07, 2012, 10:03:53 pm
Oh then I guess that wouldn't help, do you think there's a way to make Cell stronger if he drinks an androids blood, or is he as strong as possible already?

He's strong as fuck, but not as strong as possible. Oh, no, not nearly.

I could give android blood an interaction that makes only Cell get powered up, but Cell won't naturally drink blood.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Test fort mode! (0.34.04)
Post by: Stirk on March 10, 2012, 09:01:01 pm
What is with the muscle fracturing? I just started fighting nemekians and sayians as a human swordsman (Which has a slight range difficulty) but when I hit them, it is always something like " You slash the Namekian wrestler in the right hand with your iron scimitar and shatter the muscle and dent the bone! An artery has been open to attack, the nerves have been severed, and a legitimate has been torn!

Does it do anything, or is it just part of making them stronger?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Test fort mode! (0.34.04)
Post by: Courtesy Arloban on March 10, 2012, 09:45:17 pm
Does Dwarf Fortress respect Caste exclusive Nobles yet?  Because I see that you made Male and Female Namekians, and I have an Idea for the Grand Elder.  You could make the female castes "Elders" (I know they'll have that caste from birth.) and have a Noble Position that's Either lawmaker or preist called "Grand" that can only be filled by an Elder.  And with a few tweaks to Pop ratio and removing Multiple Litter Rare, you could have them be the "Mother" of a significant population of Namekians.  As to there being other "Mother's", they could be various "King Piccolos".

Sorry I didn't think of this when you were looking for Noble Positions!
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Test fort mode! (0.34.04)
Post by: Putnam on March 10, 2012, 09:52:55 pm
What is with the muscle fracturing? I just started fighting nemekians and sayians as a human swordsman (Which has a slight range difficulty) but when I hit them, it is always something like " You slash the Namekian wrestler in the right hand with your iron scimitar and shatter the muscle and dent the bone! An artery has been open to attack, the nerves have been severed, and a legitimate has been torn!

Does it do anything, or is it just part of making them stronger?

I thought I had fixed that with 0.9...

EDIT: Quick, I need a generic cold-based name for Frieza's species.

EDIT 2: Preview of next version. (http://www.youtube.com/watch?v=vcgDgwNR1ZE)

EDIT 3: In related news, I have a new ringtone.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Test fort mode! (0.34.04)
Post by: Stirk on March 10, 2012, 10:21:13 pm
Quote
I thought I had fixed that with 0.9...

Well for me, it still thinks their muscles are harder than they are. The new fortress works, so I doubt I am outdated. Anyone else having this problem? Ill run it in arena, just to check again?

Yeah. I put two nemekians against each other, gave them both battle axes, and watched it work again....
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Tokusentai! (0.34.05)
Post by: Putnam on March 11, 2012, 04:47:52 am
1.0 pre released.

How shall the special metal for armors be made? Should I do it in a similar matter to the troll mod, where woolbeasts are sheared to make metal, or should I have plants that may be planted into thread that can be made into metal?

Suddenly reminded of Saibamen, I've decided on plants.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Tokusentai! (0.34.05)
Post by: agertor on March 12, 2012, 04:50:12 am
Cold based names?

Refidgeron(s)
Ise *pronounced ice*
Brizzard(s)
Kalveen *as in the temperature Kelvin*
all i got for now.

Title: Re: Sparking!!! Dragon Ball (Z) Mod: Tokusentai! (0.34.05)
Post by: Putnam on March 12, 2012, 08:23:51 am
Oh, I forgot to mention that 1.0 is now out. You should be able to plant these armor plants that may be spun into thread which can then be made into wafers.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Tokusentai! (0.34.05)
Post by: ArKFallen on March 12, 2012, 07:28:54 pm
Nice. For a while there I was actually wondering if a DBZ mod would pop up, glad to see a good one has. Got attacked by a saiyan bandit leader. I save scummed after each fight to try to survive and failed (was human). Funnily enough I tried it along my own personal additions and Better Vampires .8 and there was a lich tower with around 30 saiyan liches :P

Though I did notice the game was spitting out errors. Seems Guldo's special eyes and Freiza's tail don't have tissue's assigned putting [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] below each [BODY:] token fixes the errors.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Tokusentai! (0.34.05)
Post by: Putnam on March 12, 2012, 07:43:49 pm
Ah, thank you. I was ignoring that particular error log because it was really kind of superfluous.

Also, Guldo has the wrong tile for some reason. Fixing now.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Tokusentai! (0.34.05)
Post by: Pokon on March 12, 2012, 08:02:55 pm
Cold based names?
Kalveen *as in the temperature Kelvin*


This seems nice and not automaticly corny. Seconded.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Tokusentai! (0.34.05)
Post by: Putnam on March 12, 2012, 08:49:04 pm
And it's better than mine.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Tokusentai! (0.34.05)
Post by: Spirit of Power on March 13, 2012, 02:15:59 pm
"Frieza, of the Kalveen race."


I like it. Also, perhaps you could make it possible, albeit MASSIVELY unlikely, that Saiyans can use swords (My reasoning is this (http://www.youtube.com/watch?v=iGMtXqo1N9E))? Not sure if possible, I don't know just how rare you can make something for a certain entity/civ/whatever.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Tokusentai! (0.34.05)
Post by: Xangi on March 13, 2012, 03:05:00 pm
Nice. For a while there I was actually wondering if a DBZ mod would pop up, glad to see a good one has. Got attacked by a saiyan bandit leader. I save scummed after each fight to try to survive and failed (was human). Funnily enough I tried it along my own personal additions and Better Vampires .8 and there was a lich tower with around 30 saiyan liches :P

Though I did notice the game was spitting out errors. Seems Guldo's special eyes and Freiza's tail don't have tissue's assigned putting [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] below each [BODY:] token fixes the errors.
Dude... I don't even... I have to try that now. Saiyan Infernomancers would be insane.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Tokusentai! (0.34.05)
Post by: jaxy15 on March 13, 2012, 03:08:21 pm
..The new download only seems to have the speech files.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Tokusentai! (0.34.05)
Post by: Putnam on March 16, 2012, 03:15:58 am
Sorry, fixed a while ago. Internet was down for a while. I spent nearly all my free time today playing Budokai 3 :P

It's warmed me up to GT; the concepts were pretty good, but the execution was pretty horrible.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Tokusentai! (0.34.05)
Post by: ArKFallen on March 17, 2012, 01:00:24 pm
Not sure if you noticed but it seems elves(, humans, and dwarves) wear saiyan shirts, chausses, gloves, etc. So they come wearing the equivalent of random pieces of body armor. They also make other random crap out of it.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Tokusentai! (0.34.05)
Post by: Putnam on March 17, 2012, 02:46:26 pm
No, that's intentional. Saiyan is the adjective for the material that the armor is usually made of, so it's not so much body armor as just cobalt-blue shirts. Think of it as like adamantine clothing, except it's grown from the ground.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Tokusentai! (0.34.05)
Post by: Guylock on March 17, 2012, 06:21:47 pm
The frieza race names huh?

- Frostous
- Diccious
- Blizzaga
- Icia
- Glassious
- Fridge
- Snow
- Icicle
- Glacier
- Avalanche?
- Hail
- Frozen


I'll pop more in later..
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Tokusentai! (0.34.05)
Post by: agertor on March 19, 2012, 03:12:44 pm
Yay I helped. Just makes sure frieza's race as those finger beams. Also how will they live, mostly in form 1/2? While the elite can only get to 3? And only the most powerful get to the 4/5?(Last form frieza/cooler) Or will you have them age into it? I'm curious how this will work.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Tokusentai! (0.34.05)
Post by: jaxy15 on March 19, 2012, 03:14:51 pm
I have an idea. Give frieza's race a special tail bodypart that can grasp things.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Tokusentai! (0.34.05)
Post by: agertor on March 19, 2012, 03:20:25 pm
indeed it is vital i strangle people with my tail while i give them kidney shots.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Tokusentai! (0.34.05)
Post by: jaxy15 on March 19, 2012, 03:30:37 pm
And do not forget the tail whip attacks, or the telekinetic powers (Could be just a material emission interaction which shoots globs of stone).
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Tokusentai! (0.34.05)
Post by: Spirit of Power on March 19, 2012, 03:42:00 pm
And do not forget the tail whip attacks, or the telekinetic powers (Could be just a material emission interaction which shoots globs of stone).

But then how would I explode short bald humans and inadvertently seal my demise?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Tokusentai! (0.34.05)
Post by: jaxy15 on March 19, 2012, 03:47:57 pm
And do not forget the tail whip attacks, or the telekinetic powers (Could be just a material emission interaction which shoots globs of stone).

But then how would I explode short bald humans and inadvertently seal my demise?
I dunno.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Tokusentai! (0.34.05)
Post by: agertor on March 19, 2012, 04:26:38 pm
And do not forget the tail whip attacks, or the telekinetic powers (Could be just a material emission interaction which shoots globs of stone).

But then how would I explode short bald humans and inadvertently seal my demise?
I dunno.

Maybe making one of their emissions a virus, that makes the other person explode. Basically infect them with explosives.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Tokusentai! (0.34.05)
Post by: Putnam on March 19, 2012, 05:10:58 pm
Or maybe, instead of emissions, just an "explode" thing that they could use rarely, combined with a second effect that they'll be able to use on Super Saiyans to force their transformations (because that'd just be hilarious :P)

They're currently all form four, with no horns and such, but that could change.

Grasping tail is a requirement and I should have done it in the first place.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Tokusentai! (0.34.05)
Post by: agertor on March 19, 2012, 06:43:55 pm
Yes, I do need those kidney punches. Honestly if a form had to be a constant, wouldn't it be 1, considering the new bardock storyline *where chilled was form 1*? I mean obviously you are making this, but still, just saying it seems to be more common if you want to consider ancestry.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Tokusentai! (0.34.05)
Post by: Putnam on March 19, 2012, 07:44:29 pm
Supposedly, Frieza was supposedly born in form 4, and form 1 is just made to contain his power; Chilled is obviously form 1, but King Cold appears to be form 2. Cooler's base form is form 4.

That's 2 out of 4, so I'm sticking with form 4.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Tokusentai! (0.34.05)
Post by: Spirit of Power on March 19, 2012, 08:00:25 pm
Supposedly, Frieza was supposedly born in form 4, and form 1 is just made to contain his power; Chilled is obviously form 1, but King Cold appears to be form 2. Cooler's base form is form 4.

That's 2 out of 4, so I'm sticking with form 4.

Think of it this way: Were Chilled and (to a lesser extent) King Cold abnormally weak, or were Frieza and Cooler abnormally strong? Personally, I believe the latter, seeing as King Cold was SHOCKED when Frieza was absolutely destroyed by Trunks, implying he was abnormally strong (at least to me). Also, Dragon Ball Heroes. Not canon, yeah, but there are 3 of Frieza's race in it, and all 3 are form 1, implying that's the norm.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Tokusentai! (0.34.05)
Post by: Xangi on March 19, 2012, 09:42:13 pm
Any plans for Majin Buu yet? Cell was a bit too fragile for my master vampires, though when infected with vampirism himself... well, it wasn't pretty. I'd love to see a Buu in DF form, made of some material that can't be cut, and stretches unbelievably.

Also, form 4 for Frieza is probably best, though I think you should try to make him start in form 1, then transform to 4 later in the battle. It could be fun.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Tokusentai! (0.34.05)
Post by: Putnam on March 19, 2012, 09:50:48 pm
Buu... I already have a type of creature that can resist death entirely except by total annihilation, so that should work. I originally resisted because Buu is basically a clone of Cell ability-wise (a near indestructible creature created by a weaker villain that has the ability to absorb its foes and add its foes power to its own), but I guess it would be nice.

The problem is that complete destruction would require atom-smashing or cave-ins...
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Tokusentai! (0.34.05)
Post by: Xangi on March 19, 2012, 09:55:42 pm
Buu... I already have a type of creature that can resist death entirely except by total annihilation, so that should work. I originally resisted because Buu is basically a clone of Cell ability-wise (a near indestructible creature created by a weaker villain that has the ability to absorb its foes and add its foes power to its own), but I guess it would be nice.

The problem is that complete destruction would require atom-smashing or cave-ins...
Just give it blood, but make it VERY hard to cut. 9999999999999 shear or something.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Tokusentai! (0.34.05)
Post by: Putnam on March 19, 2012, 10:48:13 pm
I'm not sure if that would really make it that difficult to cut. Really, the material properties are kinda wonky. I like the way Toady described them: "nothing that won't make an engineer cry".

Anyway, I've started on 1.1. Currently, I'm working on an overhaul for Super Saiyans; they aren't used by anyone other than adventurers at this point, so I'm fixing them up so that they're caused by fleeing, because that's pretty much the only combat situation that self_only interactions will ever be used. I've also decided to replace the default "stronger through physical attributes" interaction with a full-on transformation because:

1. It will heal their wounds, which is pretty necessary for a FLEEING interaction.
2. Adventurers don't need clothes, backpacks, or anything else similar to that. What are you even talking about when you say you do. I mean seriously.
3. It allows for far more variation; I currently have (albeit untested) green-eyed gold-haired Super Saiyans, long-haired Super Saiyan 3s, and black-haired Super Saiyan 4s. I may also add fur to the rest of the Super Saiyan 4's body.

After this, I may work on Frieza's transformations.

Title: Re: Sparking!!! Dragon Ball (Z) Mod: Tokusentai! (0.34.05)
Post by: Spirit of Power on March 20, 2012, 10:48:03 am
Adventurers don't need clothes, backpacks, or anything else similar to that. What are you even talking about when you say you do. I mean seriously.

Sig'd.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Tokusentai! (0.34.05)
Post by: Putnam on March 21, 2012, 12:27:14 am
Well, I spent all of my modding day fixing a problem where Super Saiyan 4s were having attacks pass right through.

I didn't think it was a problem until one finally connected and they flew off into the nether and blew apart at the seams...

So I halved their body size. As it turns out, there's an overflow, and it's less than 280,000,000.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Tokusentai! (0.34.05)
Post by: agertor on March 21, 2012, 02:47:02 am
Well, I spent all of my modding day fixing a problem where Super Saiyan 4s were having attacks pass right through.

I didn't think it was a problem until one finally connected and they flew off into the nether and blew apart at the seams...

So I halved their body size. As it turns out, there's an overflow, and it's less than 280,000,000.

So... Dwarven Super Saiyan 4?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Tokusentai! (0.34.05)
Post by: Spirit of Power on March 21, 2012, 10:52:54 am
I like how overflows are practically standard protocol in this mod  8)
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Tokusentai! (0.34.05)
Post by: Putnam on March 21, 2012, 05:35:24 pm
I like how overflows are practically standard protocol in this mod  8)

Well, Dragon Ball Z had a lot of limit-pushing going on. Every time someone seemed as powerful as possible, something else showed up that was even stronger. When Super Saiyans seemed unbeatable after Vegeta defeated Android 19, Androids 17 and 18 showed up to ruin that, then Vegeta and Trunks came up with stages 2 and 3 of Super Saiyan, then Cell surpassed both of those with his perfect form, then Gohan surpassed that with Super Saiyan 2, then Buu showed up...

Basically, Dragon Ball is the codifier for the trope Beyond the Impossible (http://tvtropes.org/pmwiki/pmwiki.php/Main/BeyondTheImpossible). How many times have the villains in Dragon Ball said "No, that's impossible!"? Many. Overflows are going to happen because I want the powers to be as close to the show as possible when it comes to these things, which could cause some interesting things. In, say, Dragon Ball Z: Budokai 3, Super Saiyans are 10% stronger than the base form. In this mod, they're 50 times stronger. Super Saiyan 2s are 15% versus 100 times, 3 is 25% versus 400 times, and 4 is 40% versus 2000 times.

Yes, 2000 times. I was hoping for 4000 times, but I already said what happens there >_>

EDIT: Damn it. So transformed saiyans crash when looked at. I know exactly how to fix this, but I'll have to remove hair colors and eye colors entirely from base saiyans. This isn't too much of a problem, though, really; name all of the non-black-haired non-filler non-anime non-movie pure saiyans.

(The total of those saiyans add up to, I believe, Goku, Vegeta, Bardock, Raditz, Nappa. Note that all 5 have black hair.)
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I'm stronger this time! (0.34.06)
Post by: Putnam on March 23, 2012, 11:43:02 pm
Updated, had to remove lots of tissue modifiers, but now we have working super saiyans in fort mode, so that's all good.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: Putnam on April 06, 2012, 10:19:08 pm
Updated again. Senzu and potential unlocking.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: Spinal_Taper on April 07, 2012, 02:48:36 pm
SCP downloads from the link good sir.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: Putnam on April 07, 2012, 02:51:22 pm
Damn it. This is what I get for putting all of my mods in the same folder.

Fixed.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: Spinal_Taper on April 07, 2012, 03:05:51 pm
Disregard this.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: jaxy15 on April 07, 2012, 03:07:47 pm
Damn it. This is what I get for putting all of my mods in the same folder.
..Does that mean you have done Cell vs SCP-682?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: Putnam on April 07, 2012, 03:09:14 pm
Damn it. This is what I get for putting all of my mods in the same folder.
..Does that mean you have done Cell vs SCP-682?

I haven't put the SCP mod in with the dragonball mod yet because the SCP mod replaces entity_standard, which would cause problems.

I have put the troll mod, Dragonball mod, LFR, and Dwarf Chocolate in together, however.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: Spinal_Taper on April 07, 2012, 03:33:37 pm
Two questions:

Are we going to get bigger moves i.e. Kamehameha Destructo Disc etc.

Are mystic powers gained like necromancy?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: Putnam on April 07, 2012, 03:38:08 pm
It should be fully compatible with wanderer's friend.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: Putnam on April 14, 2012, 03:04:00 am
As a double post for an update/question to ask/answering:

Bigger moves aren't really quite possible at this venture, unfortunately. If I could do destructo disc, I sure as hell would.

Mystic powers are gained like vampirism. If you set the number of vampire and werewolf curses to a low number in worldgen, you'll see lots of mystic people at every church.

Fixed senzu beans (SYN_INJECTED? dumb dumb dumb).

Should super saiyans have a more obvious method of identifying them? Right now, the easiest way is to see that they're called "super saiyan (profession)" in engravings.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: Meta The Golem on April 22, 2012, 12:47:59 am
wheres the kai ball raws located?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: Putnam on April 22, 2012, 12:50:16 am
wheres the kai ball raws located?

huh
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: Meta The Golem on April 22, 2012, 12:52:16 am
kai blasts*
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: Putnam on April 22, 2012, 12:52:58 am
kai blasts*

They're just material emissions, the same as a lot of things.

Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION] Working version thanks to Spirit of Power
     [CDI:ADV_NAME:ki blast]
   [CDI:USAGE_HINT:ATTACK]
   [CDI:BP_REQUIRED:BY_CATEGORY:HAND]
   [CDI:MATERIAL:INORGANIC:KI:SOLID_GLOB]
   [CDI:VERB:fire a ki blast:fires a ki blast:NA]
   [CDI:TARGET:C:LINE_OF_SIGHT]
   [CDI:TARGET_RANGE:C:20]
   [CDI:MAX_TARGET_NUMBER:C:1]
   [CDI:WAIT_PERIOD:1200]
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: Meta The Golem on April 22, 2012, 12:58:05 am
where the materiel emission thing?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: Putnam on April 22, 2012, 01:01:26 am
where the materiel emission thing?

interaction_default.txt
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: Meta The Golem on April 22, 2012, 01:40:22 am
and where do i go to edit them?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: Putnam on April 22, 2012, 01:51:24 am
Use notepad++ or Notepad.

Also, why?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: Meta The Golem on April 22, 2012, 10:45:20 am
sorry i meant that im trying to edit them so i can use multiple blasts at any one time
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: Putnam on April 22, 2012, 12:52:45 pm
sorry i meant that im trying to edit them so i can use multiple blasts at any one time

Ah, yes. For that, you would go into creature_saiyan.txt or creature_namek.txt, go to the bottom of the saiyan or namekian creatures (at the very bottom for the namekians, about halfway for saiyans) and change this:

Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION] Working version thanks to Spirit of Power
     [CDI:ADV_NAME:ki blast]
   [CDI:USAGE_HINT:ATTACK]
   [CDI:BP_REQUIRED:BY_CATEGORY:HAND]
   [CDI:MATERIAL:INORGANIC:KI:SOLID_GLOB]
   [CDI:VERB:fire a ki blast:fires a ki blast:NA]
   [CDI:TARGET:C:LINE_OF_SIGHT]
   [CDI:TARGET_RANGE:C:20]
   [CDI:MAX_TARGET_NUMBER:C:1]
   [CDI:WAIT_PERIOD:1200]

To this:

Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION] Working version thanks to Spirit of Power
     [CDI:ADV_NAME:ki blast]
   [CDI:USAGE_HINT:ATTACK]
   [CDI:BP_REQUIRED:BY_CATEGORY:HAND]
   [CDI:MATERIAL:INORGANIC:KI:SOLID_GLOB]
   [CDI:VERB:fire a ki blast:fires a ki blast:NA]
   [CDI:TARGET:C:LINE_OF_SIGHT]
   [CDI:TARGET_RANGE:C:20]
   [CDI:MAX_TARGET_NUMBER:C:5] <-- This number right here.
   [CDI:WAIT_PERIOD:1200]
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: Meta The Golem on April 23, 2012, 05:30:06 pm
ty
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: Korbac on April 24, 2012, 02:54:54 pm
This mod looks amazing, just saiyan.  :P

Deffo play after exams are done! Might combine it with pokemon... MAN that would be wierd... :o
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: Spaghetti on April 29, 2012, 07:23:16 pm
I was in the middle of modding saiyans in and saw this lol great minds think alike.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: Spirit of Power on April 30, 2012, 06:05:51 pm
I think you should mod in some preventative measures to keep necromancers from rezzing Namekians and Saiyans, because I am fed up with getting torn to literal pieces by 80 ki blasts from the Namek zombie hordes 2 seconds after they see me! Nothing works against these guys! Picking them off one at a time will just get them re-rezzed if you get lucky enough to avoid being seen! Legendary Saiyan bandits from 34.01, as annoying as they were, were less of a threat, because at least they didn't have 50 Namekian zombies waiting in the first room to insta-kill you as soon as you walk in!

/venting

Anyways, keeping Saiyan and Namekian zombies from happening would, IMO, keep necromancy from being even more overpowered. A small, powerful group of Saiyans could probably take on much, much larger numbers of regular zombies, but not if those zombies are also Saiyans, because then I doubt even a Super Saiyan could take the sheer number of blasts coming at them EVERY. SINGLE. ACTION.

Gah, I just needed vent my frustration. As always, whether or not you change things is your prerogative. It is your mod, after all.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: Slax on May 01, 2012, 02:49:36 am
Keep expecting this (http://www.youtube.com/watch?v=W3QXG8xRcH0) to happen on my wasteland journeys. No luck yet.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: Spaghetti on May 03, 2012, 08:12:50 pm
modded in [Undirected_gas] in for the people while fighting to give that DBZ effect of (big power smoke going everywhere cuz i powered up and am fighting)

[Undirected_Dust] for super saiyan o.o

epic to watch
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: jaxy15 on May 06, 2012, 02:44:33 am
I think you made super saiyans a bit too common. 5 out of 7 of my starting saiyans were super saiyans.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: Putnam on May 06, 2012, 03:13:45 am
I think you made super saiyans a bit too common. 5 out of 7 of my starting saiyans were super saiyans.

Yikes. Super saiyans should only be ~2 out of 100.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: crispy01 on May 19, 2012, 12:42:18 pm
Hi, I am a full on newb at DF, having only dipped my toe into Fortress Mode, but I am learning now, and I was wondering how I activate Saiyans so I can play as them in Fortress mode?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: Putnam on May 19, 2012, 12:47:10 pm
I'll have to warn you first--playing as the saiyans is harder than dwarves. The fact that they're strong as hell is pretty much counteracted by the fact that saiyans are always above-ground, meaning that they'll get rained on, it's harder to build beds, etc. AND they don't have access to most weapons, so weapon traps are pretty much unavailable. When it rains, they'll get unhappy, and tantrum spirals happen far, far easier than with dwarves.

Anyway, to answer your question, press "tab" on the embark screen. You'll see a list of the names of civilizations. Use + and - to choose civilizations. Saiyans will be the ones with # and ○ instead of Ω.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: crispy01 on May 19, 2012, 03:00:57 pm
Oh, okay thanks. I think I will get the hang of normal DF first before I try playing as Saiyans or Namekians. Great mod by the way.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: Korbac on May 19, 2012, 07:41:14 pm
Awesome mod, Putnam, just trying it now with Saiyans! :)

May I just ask what the criteria is for a Saiyan to become Super Saiyan? I know there's an inherent factor, but is it time based or skill based?  :)

EDIT : It just happened - however, the female saiyan turned into a male SS. 0_0

DOUBLEEDIT : The problem resolved itself... O-O
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: crispy01 on May 19, 2012, 08:32:47 pm
Things like that keep happening to me. Saiyans switching genders after transforming, stripping naked when transforming too, which is annoying
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: Korbac on May 19, 2012, 08:36:34 pm
Things like that keep happening to me. Saiyans switching genders after transforming, stripping naked when transforming too, which is annoying

The second part seems true to the series.  :P
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: Putnam on May 19, 2012, 09:26:10 pm
Things like that keep happening to me. Saiyans switching genders after transforming, stripping naked when transforming too, which is annoying

The nudity is out of my control, but i'd better fix whatever's causing the gender-swap.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: MetalGear on May 20, 2012, 10:54:38 pm
How do I mod it so that I can fire Ki blasts rapidly in Adventure mode? They seem to have a long-ass cooldown, which totally isn't DBZ style. In fact, I wanna decrease cooldown on all of the skills (except maybe the transformation). It's just way too long for some reason.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: Putnam on May 20, 2012, 10:59:13 pm
CDI:WAIT_PERIOD under the creature you're playing as. Lower is shorter.

It isn't in DBZ style, yes, but it's OP in fort mode if it isn't as it is currently.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: MetalGear on May 21, 2012, 12:55:27 am
I've tried setting wait_period to 1 and even 0. I still have a ridiculously long cooldown. In fact, I'm not sure it made any difference. Is it because I'm trying it in arena mode?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: Jeoshua on May 21, 2012, 12:57:21 am
How long does the effect you're generating last then?

And who eve heard of a Dragonball Z move with a short cooldown, anyways?  Were we watching the same show? ;)
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: jaxy15 on May 21, 2012, 06:09:42 am
And who eve heard of a Dragonball Z move with a short cooldown, anyways?  Were we watching the same show? ;)
Frieza could fire death balls in rapid succession.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: MetalGear on May 21, 2012, 10:23:24 am
Yeah, just changing it in creature_whatever, doesn't seem to work. Is there somewhere else I should change it as well?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.07)
Post by: Putnam on May 21, 2012, 04:47:04 pm
No, that's the only place...
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.10)
Post by: IndigoFenix on June 27, 2012, 12:49:41 am
Biit of a necropost here, but...

Now that the COUNTER_TRIGGER tag for COMBATHARDNESS has been discovered, I think this would be the perfect mod to use it in, yes?  Saiyans go Super when they've been either survived enough injuries or from the rage of seeing countless friends fall in battle.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: I can unlock your full potential! (0.34.10)
Post by: Putnam on June 27, 2012, 02:35:04 pm
Yesyesyes. THAT'S what I needed. I was thinking "oh, what did I need that for? I know I did", and you just reminded me. I may just remove the Super Saiyan caste entirely because of that.

...I think I'm going to remove Super Saiyan 4 entirely. It comes far too soon after Super Saiyan 3 and makes SSJ3 seem superfluous, especially considering SSJ3's drawbacks.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: Putnam on June 30, 2012, 12:50:47 pm
Updated to include aforementioned combathardness whosit.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: jaxy15 on June 30, 2012, 12:59:05 pm
Does this have Kaio-ken yet?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: Putnam on June 30, 2012, 01:00:54 pm
Derp.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: jaxy15 on June 30, 2012, 01:05:01 pm
I'll take that as a yes.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: Putnam on June 30, 2012, 01:10:36 pm
That was a "no, but it will soon, why haven't I done this".

It does now.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: Xodion on July 14, 2012, 02:45:59 pm
Err... I'm experiencing something of a bug. In my game when I go super saiyan, I only get the effects once, then every other time I try to do it, it gives me the dialogue message but no power increase.

I think it might have something to do with the syndrome thing?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: Tyg13 on August 23, 2012, 02:46:30 pm
This needs to not die. Because it is AWESOME
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: Putnam on August 23, 2012, 09:40:54 pm
Okay.

DEVLOG FOR NEXT VERSION:

EDIT 1: Theoretically fixed Xodion's problem.
EDIT 2: whipped up oozaru, it needs testing, here (https://dl.dropbox.com/u/13790475/Dragon%20Ball.zip)
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: Kobold Troubadour on August 23, 2012, 10:21:27 pm
Hmm, ever tried giving each gender different skill sets to also avoid the whole changing gender thing? It will just add more codes which are pretty much the same though. Like my own custom race has female skills & spells focus more on speed, magic and healing while males get more powerful physical buffs and such.

Game limitations still won't let us punch enemies to the stratosphere "normally" because of the whole size/materials thing even with power buffs but being able to throw Giants around is still fun (though with high speed you can actually catch up to flying bodies, the game won't let you attack them airborne...can't recreate all those aerial combos in-show :( ).
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: Putnam on August 23, 2012, 10:36:46 pm
The buffs aren't buffs, it's a full-on transformation. There should be no transforming into a different sex.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: Kobold Troubadour on August 23, 2012, 11:11:03 pm
The buffs aren't buffs, it's a full-on transformation. There should be no transforming into a different sex.
Uhm, more like:
 [CE_BODY_TRANSFORMATION:START:0:END:1000]
 [CE:CREATURE:Shupah Saiyan?:FEMALE]
you know....to make 'em more specific? Or are you using something like DEFAULT?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: Putnam on August 23, 2012, 11:27:53 pm
The buffs aren't buffs, it's a full-on transformation. There should be no transforming into a different sex.
Uhm, more like:
 [CE_BODY_TRANSFORMATION:START:0:END:1000]
 [CE:CREATURE:Shupah Saiyan?:FEMALE]
you know....to make 'em more specific? Or are you using something like DEFAULT?
Spoiler (click to show/hide)

Yeah, it's pretty specific. Found the problem. Fixed the problem. See above download.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: Xodion on August 24, 2012, 09:40:20 pm
Okay.

DEVLOG FOR NEXT VERSION:

EDIT 1: Theoretically fixed Xodion's problem.
EDIT 2: whipped up oozaru, it needs testing, here (https://dl.dropbox.com/u/13790475/Dragon%20Ball.zip)

Oh hey thanks! Also, question: Is SS4 in this or was it taken out? And if it was taken out, is there any chance you'll release a version where we can put it back in?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: Putnam on August 24, 2012, 10:39:55 pm
It's in the code, just not in the game. I removed all access, but you should be able to start as one in adventurer.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: Stirk on September 30, 2012, 06:59:36 pm
Ah, I have fun in this mod. Got to love putting up the drunken citizens of dwarf fortress against planet-busting men and seeing what happens. Half the time, the drunks win.

From my calculations, a full squad (10) of fully trained marksdwarves can beat a super saiyan with simple iron bolts, although they do lose several men. A super saiyan could beat a full squad, if they where in a worse position then the ones I had in the arena. I put the same up against a SS4 in the arena, but accidentally gave him full wrestling. He went to the closest dwarf, wrestled a bit, and eventually passed out. They each shot fifty bolts at him, then hit him over the head. Apparently he is tougher then iron.  He stopped fighting back, so I sent a axedwarf with a candy axe to execute him. Didn't work out, I even took him over and it didn't bruise him. So I restarted. I set it up properly, with a fully loaded SS4 against ten marksdwarves (With silver bolts this time. Silver is standard for armor piercing). He did much like the SS1, he went to go slaughter a few of them one by one, but he collapsed after he was shot enough times and bled to death.

So apparently, in dwarf fortress a gun in still the best weapon. A legendary man who can bench press a planet is no match for ten short, drunken men with crossbows.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: Putnam on September 30, 2012, 07:06:48 pm
Farmer with shotgun was quite the jobber. In reality, he was the most powerful character in the series.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: Stirk on September 30, 2012, 08:14:37 pm
I could only imagine the horror of meeting him in the game as an adventurer.

You approach the Farmer With a Shotgun!

FWAS: It was I who slayed Raditz the saiyan! He would not get off mah property
FWAS: It was I who slayed Cell! Thought he was a deer.

Or would that part have to be removed, in order to not crash the game?

In other news, my attempts at doing the experiment with biotic androids always crash the game. I will just assume that one of the dwarves got a head shot, and the game simply could not handle the awesomeness.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: Putnam on September 30, 2012, 08:21:37 pm
Freaking cell always crashes the damn game. I have fixed him no less than 3 or 4 times.

And now my avatar is stuck on f9agy.png.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: Torknick on December 10, 2012, 11:24:22 pm
Is this mod dead?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: Putnam on December 10, 2012, 11:27:04 pm
I can't think of anything to add right about now, so I'm working mainly on Fortbent.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: jaxy15 on December 11, 2012, 09:17:35 am
Did you add fruit from the tree of might?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: Putnam on December 11, 2012, 09:56:58 am
No, I didn't, and that's an idea. Not sure how one would find that, though.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: zimer02 on December 15, 2012, 04:34:27 pm
Great mod I have to say

Anyways, I had a bug where A say Saiyen caraven came to my fortress with nothing at all, also is it me or is it that Saiyens refuse to fly up a building unless there's a stairway even through they won't use it?.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: Putnam on December 15, 2012, 04:45:25 pm
Not sure what the former's about; the latter is a result of fort mode pathfinding and, alas, can't be fixed by me.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: AQuebman on December 15, 2012, 05:11:10 pm
So the link provided doesnt describe the mod very well.  Will I have Saiyans mixed in with dwarves or do the Saiyans become the dwarves and the other civs are the other races?  Do things run like a normal fortress but with Saiyans or have other parts been heavily modded?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: Putnam on December 15, 2012, 05:14:13 pm
It's pretty damn heavy. Don't remember if I removed dwarves, but I think I may have removed their playability because that's unfun with the invading races. You'll need to farm a bit differently, since it's all above-ground. Embarking in a good biome is a good idea, since there are senzu there.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: AQuebman on December 15, 2012, 05:23:07 pm
I assume less digging?  How about combat is it basically Goblins but as Namekians or some other DBZ race?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: Putnam on December 15, 2012, 05:29:27 pm
No digging. Namekians may or may not be at war with you (I haven't really seen them at war, though, but I figure it's possible). The Planet Trade Organization (Freeza and his goons) are an invading race.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: Torknick on December 18, 2012, 10:56:43 pm
What about adding in a majin race with very thick pudge around their body, and the ability to regenerate like namekians?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: Putnam on December 18, 2012, 11:04:47 pm
What about adding in a majin race with very thick pudge around their body, and the ability to regenerate like namekians?

Nah.

However, there is a Majin megabeast. I'm currently in the phase of mixing around his powers; right now, he's completely invincible. I just had a super saiyan 3 fight him with an adamantine two-handed sword; didn't work. The adamantine sword just glances away. Yes, he's stretchy; you can't even break his arms. But his material is too strong to cut with any item, so I think I should fix that. But if I were to fix that, he would be killable by... cutting his head off. Clearly, a different approach is in order.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: Torknick on December 18, 2012, 11:09:58 pm
Is his material flammable?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: Putnam on December 18, 2012, 11:10:23 pm
Is his material flammable?

No, but it is meltable. Gotta fix that.

...or should I?

EDIT: scratch that, it is flammable. And when he melts... he dies!
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: Torknick on December 18, 2012, 11:21:24 pm
So the only way to kill him is to dump him in lava? That seems fair. Also is it possible to add a gravity room building in fortress mode that will increase the dodge, fighter, striker and kicker skills?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: Putnam on December 18, 2012, 11:24:22 pm
Yeah, but the "not allowing you to go in there more than a few times" thing is harder.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: Torknick on December 18, 2012, 11:36:28 pm
Yeah, but the "not allowing you to go in there more than a few times" thing is harder.

Hmmmm how about making it cost a set of saiyan battle armor to train 1 time, it can be rationalized by saying that the saiyan in question needs the armor to endure the harsh enviroment.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: Putnam on December 18, 2012, 11:50:43 pm
Yeah, but it's such a low return, considering. It'll train it as fast as any reaction would; maybe if I were to have a 90% chance to give your reagent armor back. But THAT would cause the armor's value to change...
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: Torknick on December 18, 2012, 11:55:30 pm
But THAT would cause the armor's value to change...

Change the armors value? could you explain please?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: Putnam on December 19, 2012, 12:00:12 am
It would require recreating the armor in the process of the interaction and, depending on the particular skill being used (you can only train one skill at a time with this method), the armor may come out as any quality modifier.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: Torknick on December 19, 2012, 12:12:54 am
And that can also be rationalized by saying that because of the extreme condition the armor broke and lost some of its value. and if it comes out a higher value, then you can say that in between breaks the saiyan found time to polish and repair the armor.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: you ruthless, heartless bastard!!! (0.34.11)
Post by: Putnam on December 22, 2012, 01:18:19 am
UPDAAAAAAAAAATE!

This one was actually an effort, hehe. Fixed 1.4's borked-up system. Fixed 1.5 to add more yelling. Added more yelling overall. Fixed oozaru. Added a "tail-clip" interaction to the craftsman workshop so your fort avoids dying when the full moon comes around. Added some easter egg threats. More yelling, too. This mod needs more yelling. Overhauled hand-to-hand combat. Fixed the errorlog. The entire errorlog. Added Majin Buu.

EDIT: AHA! The tail-clip wasn't necessary. As it turns out, all of your saiyans simultaneously turning into oozaru WON'T destroy your fort. Likely the opposite, in fact! Hoho!

EDIT 2: I'll release one more version before working on Fortbent again. Dragon balls, mining, probably more yelling.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Torknick on December 29, 2012, 08:53:18 pm
Is it possible to fix the problem where you cant go ssj2 and beyond while ssj1?


EDIT: So I was in arena mode testing it out and I saw that "Do this to yourself once please" does not work! actually ignore this, it makes you turn into oozaru.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on December 29, 2012, 10:12:11 pm
Nope, can't fix that. It's a transformation, which you can't do while transformed.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Man of Paper on December 30, 2012, 06:46:51 pm
Okay, so (mildly) crazy question here.

Is there the possibility of having a version in the future that comes with prepackaged parameters to gen a world with a map to reflect the Dragon Ball world? Is there a program that allows you to create custom worlds? I think I remember hearing about that. Either way, with other mods on your plate I can understand if taking the time to recreate the DB world would be low priority.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Torknick on December 30, 2012, 08:03:44 pm
The thing is that nobody knows exactly how the dragon ball world is shaped like.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on December 30, 2012, 08:16:52 pm
Okay, so (mildly) crazy question here.

Is there the possibility of having a version in the future that comes with prepackaged parameters to gen a world with a map to reflect the Dragon Ball world? Is there a program that allows you to create custom worlds? I think I remember hearing about that. Either way, with other mods on your plate I can understand if taking the time to recreate the DB world would be low priority.

Oh hell yes I can do that.

The thing is that nobody knows exactly how the dragon ball world is shaped like.

The shape doesn't matter, DF is always flat. What does matter is landmasses, and those are definitely known:

Spoiler: An image (click to show/hide)
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Man of Paper on December 30, 2012, 10:04:29 pm
Excellent. This mod is also already my favorite for having fun, by the way. Only played one adventurer and was more entertained that I think I should ever have been. Nothing beats seeing half a village flying through the air, colliding into others and launching them up the the greatest domino effect I've ever seen.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Torknick on January 02, 2013, 09:28:02 pm
Hmmmm is it possible to make a kame house building that you could learn the kamehameha at?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on January 03, 2013, 04:07:51 am
No.

(i really don't like doing that with my own mods)

You can already get kamehameha with books sometimes, but it's pretty lame.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: agertor on January 10, 2013, 08:37:00 am
A lame kamehameha? That is dumb. Should of done a spirit bomb or similar, explosion!
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on January 10, 2013, 09:57:12 am
I can't do that at all.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: agertor on January 10, 2013, 12:14:10 pm
With your mind?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on January 10, 2013, 05:52:11 pm
No, with DF.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: bigbillyjohn on January 11, 2013, 10:04:51 am
Whenever I go near a temple in adventure mode my game crashes.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Deon on January 11, 2013, 10:29:39 am
You just encounter two sayans fighting each other, and the power is so overwhelming that your game cannot take it.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on January 11, 2013, 02:54:18 pm
Whenever I go near a temple in adventure mode my game crashes.

A temple meaning religious? If so, it's probably my old shitty mystic code. God I hope that's not still in the current download version...
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: bigbillyjohn on January 11, 2013, 05:08:27 pm
Temple meaning one of the spots in a town. I thought the temple may be causing it, but it seems that going to a few other locations in towns crashes it as well. It does not occur in every town and it crashes whether I travel and then exit the travel screen at the offending area or walk from another area directly.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: bigbillyjohn on January 12, 2013, 10:54:33 am
On an unrelated note, how do you get your old kai potential unlocked in adventure mode?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on January 13, 2013, 12:34:07 am
There isn't a way, yet. I should probably figure something out for it. Right now, it's a curse like vampirism; methinks I should change it to a secret.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Korbac on January 14, 2013, 07:59:58 pm
My Saiyan's won't do any mining or woodcutting - any ideas what could be causing this? :)

They power up and annihilate skeletal gophers just fine btw. :)
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on January 14, 2013, 08:24:38 pm
Are they oozaru? That seems to be an issue sometimes.

Also, do you have the required things?

If neither are true, I have no idea.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Korbac on January 16, 2013, 05:54:59 pm
Okay, they choppy - chop now but they can't diggity - dig. :(
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: OmegaX17 on January 19, 2013, 03:24:24 pm
Fighting 2 goblins, one a swordsman and the other an archer. Disarmed and delegged the swordsman easily enough, no wounds.
In Super Saiyan 2 form
The Archer manages to get a 3/4 accuracy rating on me .-.
I pass out, then I get bashed in the head about 1000 times and am dead.

How the...

Are Super Saiyan 2's just not that much more powerful than 1's in this mod? I didn't want to risk going Super Saiyan 3 due to the easily being worn out thing. I had no idea an archer could even hit me, let alone with a bronze bow and arrows .-.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on January 19, 2013, 09:36:04 pm
They're twice as strong as Super Saiyan ones, but they also have a bit of a weakness to things that kill things. They can take way less than they dish out, and really, that's the only way it can work in Dwarf Fortress; if I make them tougher, they'll be equally tougher to everything, so that (for example) Buu couldn't beat a Super Saiyan 2. So, it's either 100% invincible super saiyans or super saiyans that go down to bronze bolts to the head.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: OmegaX17 on January 19, 2013, 09:39:54 pm
Damn.

Time to put all my points into dodger.

Also, Suggestion:: If there isn't, could you add Krillin's (Everybody's) Kienzan (Destructo Disc) to the game? I'd love nothing more than to watch an enemy just get cut in two by it.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on January 19, 2013, 10:06:24 pm
I'd love it too, but I can't.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: OmegaX17 on January 19, 2013, 10:12:54 pm
Wouldn't something like MATERIAL_SHARPNESS work?

Eh, Time to set the Ki Blast's density to about 100,000 then proceed to Ki Blast Volley an entire village of namekians.

Vegeta Style.

(There is a reason it says Escaped Lunatic over there)
<--
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on January 20, 2013, 12:08:15 am
[MAX_EDGE] wouldn't affect it at all, since it's just a glob. If there were, say, an ITEM_EMISSION interaction effect, I would make the Kienzan ASAP.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Nahere on January 20, 2013, 12:19:39 am
Couldn't you have a charging interaction that uses LIQUID_SPLATTER to create an item that can then be crafted into a disk and thrown? It would be somewhat clunky but might be worth it.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on January 20, 2013, 12:26:27 am
Yes I could, hehe.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Nahere on January 20, 2013, 12:31:42 am
Yes I could, hehe.


It's worth noting that I learned that trick from you. :P
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on January 20, 2013, 12:33:18 am
It's worth noting that I already figured that :P

EDIT: Haha, testing the Kienzan revealed that it can hit the eye directly. Huh.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Korbac on January 20, 2013, 08:14:14 am
Did you fix the mining gloves yet Putnam? :)
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Lt_Alfred on January 20, 2013, 12:49:50 pm
Never mind.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on January 20, 2013, 02:07:23 pm
Did you fix the mining gloves yet Putnam? :)

'Deed I have, as far as I know.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Wafflcopterz on January 26, 2013, 12:19:23 pm
Hey Putnam, loving your mod. Started playing it after your reddit post :) .

Got a quick question about Adventure Mode. One of the Tokusentai members keeps holding his breath and reducing my speed to 99. I get that it's like Goldo's power but after I kill him (slowly) the effect stays on me.

Normally I'd just wait for an hour and it goes away but this guy is in the catacombs so when I wait he comes back. Vicious cycle. And I'm trying to find some cave troll and that's not going well because I'm stuck at 99 speed after I see this guy blocking my progress.

Any way to get rid of that 99speed effect?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on January 26, 2013, 02:15:39 pm
It should be going away after a short time. Apparently there are more around, if they keep coming back.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Wafflcopterz on January 26, 2013, 04:33:50 pm
Maybe it's just my world/save then O.o because when I "wait" for one hour in another room then go back into the room there's the same guy standing next to his mangled corpse I just killed. Then it's back to 99 speed.

But then I kill him and run around a bunch and the effect never goes away until I "sleep" or "wait" again. Weird.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on January 26, 2013, 11:05:17 pm
Next version of Dwarf Fortress: my "martial arts moves" creature variation is getting expanded to include every type of weaponless attack I can find.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: KingofstarrySkies on January 27, 2013, 03:57:15 pm
One word:
YEEEESSSSSSSSSSSSSSSSSSSS
that and
KAMEHAHMEHAAAA!......h? I dont know how to spell it.
EDIT: WAIT WAIT WAIT WAIT
Can I turn inot the Ozaru?
......
Please?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on January 27, 2013, 04:30:09 pm
Only on full moons, though it wouldn't be unreasonable to let you do it anytime with a ball.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: KingofstarrySkies on January 27, 2013, 04:30:45 pm
Only on full moons, though it wouldn't be unreasonable to let you do it anytime with a ball.
GOOD ENOUGH!
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: zimer02 on January 27, 2013, 05:08:30 pm
Quick question, do the mining gloves make good weapons, or do bare fists work best?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on January 27, 2013, 05:09:49 pm
Bare fists should work better, AFAIK.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: KingofstarrySkies on January 27, 2013, 07:40:10 pm
I got SOOOOOOOO far with my super saiyan 3 guy. I have never gotten so far that the leader of the nation is like: YOU GONNA BE A BIG HERO IF YOU DO DIS! and I did it, then he was like :YOU GONNA BE A EVEN BIGGAR HERO IF YOU DO DIS!
That one involed going to a goblin camp.
WITH LIKE TWENTY THOUSAND OF THEM!
so, me, and my crossbowwomen, attacked, and they fell, and the gobbo's brought me down to exaushtion, so I eventually bled to death.
I was angry.
VERY. VERY ANGRY.
So, in revenge, I found the camp again, took my giant party, and blewed them up.
DON'T MESS WIT DA SAIYANS
Edit: The saiyan companion AI is pretty janky.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on January 27, 2013, 08:26:11 pm
Haha, ain't my fault. Toady's companion AI is pretty janky.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: KingofstarrySkies on January 28, 2013, 03:03:02 pm
Haha, ain't my fault. Toady's companion AI is pretty janky.
Indeed.
However, I notice that with my human companions, they follow. My saiyan companions, will fly alot, and run off and get lost. Which is annoying. I also had some fun with an oozaru.........TeeHee.
Lets just say that there are not many elves left in my world.
EDIT: I need to know something! If my tail is smashed open, can I still transform into an oozaru?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on January 28, 2013, 06:10:28 pm
I think it should work as long as your tail isn't completely gone.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: KingofstarrySkies on January 28, 2013, 07:10:53 pm
So, I embarked with my saiyan group, while hitting play now, and I don't have a single axe.
Why? I can't make beds without 'em, so.......Yeah. SOS!
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on January 28, 2013, 08:52:36 pm
So, I embarked with my saiyan group, while hitting play now, and I don't have a single axe.
Why? I can't make beds without 'em, so.......Yeah. SOS!

Deconstruct your wagon, use one log to make a carpenter's workshop and the other two for wooden treechoppers.

Btw, your saiyans shouldn't really care about beds. They're pretty hardcore.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: KingofstarrySkies on January 28, 2013, 09:09:02 pm
So, I embarked with my saiyan group, while hitting play now, and I don't have a single axe.
Why? I can't make beds without 'em, so.......Yeah. SOS!

Deconstruct your wagon, use one log to make a carpenter's workshop and the other two for wooden treechoppers.

Btw, your saiyans shouldn't really care about beds. They're pretty hardcore.
Alright.....
Hey, can saiyans get stronger from almost dying? Is that possible? I really hope it is....
Also, I noticed that one of the threats is imma deck you in the snochz!
I approve.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on January 28, 2013, 11:52:48 pm
I would like that, but I haven't come up with a method.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Torknick on January 29, 2013, 02:57:41 pm
Hey Putnam! glad to see that you are still working on this mod! Have you thought about adding katchin?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on January 29, 2013, 06:34:26 pm
I had, then I forgot. I should.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: KingofstarrySkies on January 30, 2013, 07:15:54 am
The excited king bursts through the door, and the severed part sails off in a arc!
Guys! what.
About.
BUU. Is it possible to make a creature that absorbs others? Dead or alive? most likely, it would be just a simple strength boost, or perhaps a skill boost, IF this is possibuu. ((see what I did there!?))
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on January 30, 2013, 10:01:55 am
i've already made buu dube

He doesn't absorb yet, even though Cell does. I should get right on that.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: KingofstarrySkies on January 30, 2013, 10:15:30 am
i've already made buu dube

He doesn't absorb yet, even though Cell does. I should get right on that.

Ah.
Derp.
Well, I have an issue, not sure if this is intended, but namekians don't show up in arena. neither do most of the mod stuff, cept for the saiyans. I reaaaaally wanted for cell vs buu.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on January 30, 2013, 10:28:41 am
i've already made buu dube

He doesn't absorb yet, even though Cell does. I should get right on that.

Ah.
Derp.
Well, I have an issue, not sure if this is intended, but namekians don't show up in arena. neither do most of the mod stuff, cept for the saiyans. I reaaaaally wanted for cell vs buu.

Well, you kind of need to search for the right thing. Cell is "Bionic Android" while Buu is "Majin".
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: KingofstarrySkies on January 30, 2013, 11:49:39 am
Thanks!
EDIT: I started a fort with the saiyans for the first time.....Lets see how it goes. AAt least I won't have to feed the morons beer every five minutes, he said angrily.
Course, there's the oozaru problem...
took me a couple tries to get a saiyan one, as the dwarves seem to want attenion. So now, my little saiyans are living it up.....in winter. ((In reality, they are standing around a wagon, as I just started. Lets see how this works out.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on January 30, 2013, 05:35:03 pm
aah wtf 3 children just went golden oozaru at the same time

I didn't know anyone could go golden oozaru at all!!!

EDIT: Ahaha! That's what happens when an oozaru gives birth!!!
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: OmegaX17 on January 31, 2013, 08:51:07 pm
aah wtf 3 children just went golden oozaru at the same time

I didn't know anyone could go golden oozaru at all!!!

EDIT: Ahaha! That's what happens when an oozaru gives birth!!!

Nah, I'm pretty sure those are just 30th generation saiyans. The younger they are, the easier time they have being badass.
"I guess I'll just go... super" *Trunks transforms into a super saiyan*

EDIT:: Have there been any new updates recently? My internet's been out and I completely lost track of time.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on January 31, 2013, 08:53:20 pm
Not that recently, but I'm working on adding dragon balls; after that, I may add some movie villains.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: OmegaX17 on January 31, 2013, 08:58:29 pm
Broly maybe? I had a dream about meeting him once

Worst nightmare ever...

And a bit offtopic but
In Dragon Ball Z Broly: Second Coming, How could a Super Saiyan 2 not beat Broly? He was only an ultimate Super Saiyan at the time... I figured Gohan'd whoop his ass...
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on January 31, 2013, 09:05:47 pm
Toei. This mod will have no such problems.

However, I personally have no idea and will have no idea how powerful LSSJ will be, due to the way I already know I'll be programming it. It's gon be fun!!!
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: jaxy15 on February 01, 2013, 08:07:21 am
You should add giant forms (Like Slug and Piccolo) that rare castes of Namekians can use.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: OmegaX17 on February 01, 2013, 04:15:40 pm
Well, Broly was only called a Legendary Super Saiyan because Super Saiyans are Legendary. I compared his power level to about that when Vegeta fought Cell 2nd form and was kicking his ass.

His "Legendary" form is basically what Vegeta did to kick Cell's ass. Except Broly seems a bit bigger. Then again, he's bigger to begin with.

EDIT:: I have no idea how to make a Saiyan Village in Fortress mode ._.
         Or any non-Dwarf Village for that matter.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: KingofstarrySkies on February 01, 2013, 05:25:12 pm
Not that recently, but I'm working on adding dragon balls; after that, I may add some movie villains.
So, what do you think you want them to do? and how will you use 'em?
Also, PLEEEEEASE make it so the adventurers can find them somehow.
Movie villians, eh?
*coughcoolercough*
Unless frieza's race is ingame...In which case, whats it called?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on February 01, 2013, 06:29:04 pm
Frieza's race are called Frost Demons, and usually appear as the leaders of a Planet Trade Organization civ.

I may include Cooler, though, just because... might as well have a megabeast for Frieza, right?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: OmegaX17 on February 01, 2013, 06:37:53 pm
By the gods, I've faced those ingame before.

I always thought they were just jackass humans as I did with the Tokusentai members until I remembered the Ginyu force's themesong.

...No wonder I had to go SSJ just to defeat a Tokusentai member... I just now realized that. The Planet Trade assholios kinda like interrupting me when I'm in the middle of stuff... Traveling, sleeping... eating...

Also, how the hell do I get my village to have civilians that aren't dwarves?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: KingofstarrySkies on February 01, 2013, 06:46:36 pm
Frieza's race are called Frost Demons, and usually appear as the leaders of a Planet Trade Organization civ.

I may include Cooler, though, just because... might as well have a megabeast for Frieza, right?
Huh. Didn't know that.
So hows about dem dragon balls? I would LOOOOVE to be able as vegeta, and finally get immortality.
Also, I demand scouters.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on February 01, 2013, 06:47:53 pm
I demand scouters too; in fact, I'm working on them right now. I just need a way to find body size, speed, attributes etc. with DFHack and then I can give you a ridiculous inflated power level for every person :P

Immortality will be difficult, TBH; that's my main issue with Dragon Balls. Actually, I need to ask something: what would you wish for if you were to get the dragon balls in game?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: OmegaX17 on February 01, 2013, 06:49:08 pm
I demand scouters too; in fact, I'm working on them right now. I just need a way to find body size, speed, attributes etc. with DFHack and then I can give you a ridiculous inflated power level for every person :P

Immortality will be difficult, TBH; that's my main issue with Dragon Balls. Actually, I need to ask something: what would you wish for if you were to get the dragon balls in game?

As long as they're over 9000, I'm fine with it.

Maybe if a power level is too high, the scouter would break and possibly wound a weak person that might be wearing it?


EDIT:: I'd most likely wish for an item, group of items, or some stat buff like never having to eat, drink, or sleep or something like that. Or to heal really fast, since I don't like immortality that much. Too OP
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on February 01, 2013, 06:50:30 pm
The formula that I've devised has 4900 as the average for saiyans, though, of course, results in-game may be different.

With my formula, first-time Super Saiyans should have an average of ~40,000,000, first-time Super Saiyan 2s have an average of 1,200,000,000, Super Saiyan 3s should have an average of, like, 71,000,000,000 and Super Saiyan 4s should have... well, 362,000,000,000,000. Ridiculous. BTW, 362 trillion is about the max due to the limitations of the game.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: KingofstarrySkies on February 01, 2013, 07:53:48 pm
I demand scouters too; in fact, I'm working on them right now. I just need a way to find body size, speed, attributes etc. with DFHack and then I can give you a ridiculous inflated power level for every person :P

Immortality will be difficult, TBH; that's my main issue with Dragon Balls. Actually, I need to ask something: what would you wish for if you were to get the dragon balls in game?
Either immortality, controlling the world with no one questioning my rule, or a companion thats a majin.
Probably the first one. Then, i'd find them again, and use them to give me the ability to summon creatures so I can fight them.
First thing I would fight as a immortal super saiyan?
BUU.
HE KILLED MY FORT. I WAS PLAYING, DOING GREAT, THEN....BAM!
Half of them got turned into candies.  :'(
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: KingofstarrySkies on February 01, 2013, 07:58:34 pm
I demand scouters too; in fact, I'm working on them right now. I just need a way to find body size, speed, attributes etc. with DFHack and then I can give you a ridiculous inflated power level for every person :P

Immortality will be difficult, TBH; that's my main issue with Dragon Balls. Actually, I need to ask something: what would you wish for if you were to get the dragon balls in game?

As long as they're over 9000, I'm fine with it.

Maybe if a power level is too high, the scouter would break and possibly wound a weak person that might be wearing it?


EDIT:: I'd most likely wish for an item, group of items, or some stat buff like never having to eat, drink, or sleep or something like that. Or to heal really fast, since I don't like immortality that much. Too OP
Feh. I true saiyan would never turn it down, like me!
vegeta style: Immortal, a eternity of battle. Worth all the hunting for the damn things.
Uhm, little question:
Can you make it so super saiyans can revert back to normal, and after the first change from saiyan to supah saiyan, you can change at will? I kinda don't like the idea that just cause I spawn as a supah saiyan level 4, doesn't mean im that way forevar. Only if I WANT to be.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on February 01, 2013, 08:33:35 pm
No, I can't, believe it or not. The problem is that "reverting" in this case is actually transforming into something else, and a transformed creature can't re-transform. This is why tou can't go Super Saiyan if you've already gone Super Saiyan 2.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: KingofstarrySkies on February 01, 2013, 08:38:04 pm
No, I can't, believe it or not. The problem is that "reverting" in this case is actually transforming into something else, and a transformed creature can't re-transform. This is why tou can't go Super Saiyan if you've already gone Super Saiyan 2.
Damn. How about fusion ((HAH! I had to.)) I really hope THATS possible.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on February 01, 2013, 09:26:53 pm
I want it, yes. It'll have to be adventurer only and slightly non-consensual, but oh well.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: OmegaX17 on February 01, 2013, 10:37:15 pm
Now,
How the hell do I get a Saiyan Village in Fortress mode .-.

EDIT:: You're an evil saiyan, which is why u want immortality.

I'm more like Goku, except a little less forgiving and a little more evil. Not Vegetevil though.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on February 01, 2013, 10:48:18 pm
Use the tab screen to get to the civilization selection screen. At that point, go through the options with + and - until you get to a civ that has a buncha blue #s as its thing
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: OmegaX17 on February 01, 2013, 10:58:15 pm
Use the tab screen to get to the civilization selection screen. At that point, go through the options with + and - until you get to a civ that has a buncha blue #s as its thing

Thank you
Thank you so goddamn much
<---StillDFNoob
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: jaxy15 on February 02, 2013, 03:15:39 am
Cell can absorb Buu when he's regenerating.
Is.. is that supposed to happen?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on February 02, 2013, 03:16:10 am
It's not supposed to not happen :P
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: KingofstarrySkies on February 02, 2013, 10:32:24 am
It's not supposed to not happen :P
Maybe there should be things that can't be regenerated, you know?
Maybe put up a ki force field, and then BUST YOUR WAY OUTTA THEIR CHEST XENO STYLE!
EDIT: had an idea for scouters:
Letting us communicate with someone we have talked to before who has a scouter on at the time.
The way it works could be to interact with it then you'd have two options: Read power level, then select someone or something to find out said level, or whatever your doing with that, and Talk to.....It would bring you to a menu with a bunch of names, and hitting enter on one of 'em would start a chat ,thing, no matter how far away.
Thats all I gotta say for right now.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on February 02, 2013, 06:02:17 pm
If it were possible, I could totally do that, but I don't think it is even with DFHack...
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: KingofstarrySkies on February 02, 2013, 09:18:51 pm
alas, I am now sad....Still, feel like the scouter should have some options besides CHECK POWER LEVEL! Which still would be cool.
So, anyways, how will the dragons balls be obtained and used in adventure mode? I assume through killing all kinds of shit.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on February 02, 2013, 09:20:04 pm
Yeah, Dragon Balls should be able to be gotten in adventure mode.

BTW, here's the code for the scouter as it currently is:

Code: [Select]
-- Gives power level of selected unit.

local selectedUnit = dfhack.gui.getSelectedUnit(silent)

local arg = ...

function isWinded(unit)
if unit.counters.winded > 0 then return true end
return false
end
function isStunned(unit)
if unit.counters.stunned > 0 then return true end
return false
end
function isUnconscious(unit)
if unit.counters.unconscious > 0 then return true end
return false
end
function isParalyzed(unit)
if unit.counters2.paralysis > 0 then return true end
return false
end
function getExhaustion(unit)
local exhaustion = 1
if unit.counters2.exhaustion~=0 then
exhaustion = 1000/unit.counters2.exhaustion
if exhaustion>1 then exhaustion = 1 end
else unit.counters2.exhaustion=1
return exhaustion
end
return 1
end
function getBoost(unit)
return unit.counters.soldier_mood
end

--power levels should account for disabilities and such

--I have to declare the individual skill's numbers, including these here makes the program easier to read
local MELEE_COMBAT = 99
local WRESTLING = 102
local GRASP_STRIKE = 104
local STANCE_STRIKE = 105
local BITE = 103
local THROW = 55
local RANGED_COMBAT = 101

if df.isnull(selectedUnit) then
qerror('Need to select a unit.')
end

--blood_max appears to be the creature's body size divided by 10; the power level calculation relies on body size divided by 1000, so divided by 100 it is. blood_count refers to current blood amount, and it, when full, is equal to blood_max.
local exhaustion = getExhaustion(selectedUnit)
local bodysize = selectedUnit.body.blood_count/100
local fighting = dfhack.units.getEffectiveSkill(selectedUnit, MELEE_COMBAT)*1000
local wrestling = dfhack.units.getEffectiveSkill(selectedUnit, WRESTLING)*1000
local grasp_strike = dfhack.units.getEffectiveSkill(selectedUnit, GRASP_STRIKE)*1000
local stance_strike = dfhack.units.getEffectiveSkill(selectedUnit, STANCE_STRIKE)*1000
local biting = dfhack.units.getEffectiveSkill(selectedUnit, BITE)*1000
local ki = dfhack.units.getEffectiveSkill(selectedUnit, THROW)*1000 + dfhack.units.getEffectiveSkill(selectedUnit, RANGED_COMBAT)*1000
local powerlevel = bodysize*bodysize*exhaustion+fighting+wrestling+grasp_strike+stance_strike+biting+ki
if getBoost(selectedUnit)==0 then powerlevel=powerlevel*1.5 end
if getBoost(selectedUnit)==1 then powerlevel=powerlevel*2 end
if getBoost(selectedUnit)==2 then powerlevel=powerlevel*1.3 end
if isWinded(selectedUnit) then powerlevel=powerlevel/1.2 end
if isStunned(selectedUnit) then powerlevel=powerlevel/1.5 end
if isParalyzed(selectedUnit) then powerlevel=powerlevel/5 end
if isUnconscious(selectedUnit) then powerlevel=powerlevel/10 end

if arg == "popup" or arg == "Popup" then
dfhack.gui.showPopupAnnouncement("The scouter says " .. math.floor(powerlevel) .. "!",11)
elseif arg == "announce" or arg == "Announce" then
dfhack.gui.showAnnouncement("The scouter says " .. math.floor(powerlevel) .. "!",11)
else dfhack.print("The scouter says " .. math.floor(powerlevel) .. "!")
end
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: KingofstarrySkies on February 02, 2013, 09:34:30 pm
Maaan, the next updates for the mod is gonna be sweeeeeeeet
Waaaaaaaaaant.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: Putnam on February 02, 2013, 09:40:16 pm
Woohoo math.

350000*1.01^x=2^31=876.541, and broly shouldn't get to full power in less than, say, two months, so 67200/876=76.712, so Broly will increase in power and speed once every 72 frames for 2 months, at which point he will be stronger than a Super Saiyan 4. Better kill him before then.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: CHOCOLAAAAAATE!!!!! (0.34.11)
Post by: KingofstarrySkies on February 02, 2013, 09:43:13 pm
Woohoo math.

350000*1.01^x=2^31=876.541, and broly shouldn't get to full power in less than, say, two months, so 67200/876=76.712, so Broly will increase in power and speed once every 72 frames for 2 months, at which point he will be stronger than a Super Saiyan 4. Better kill him before then.
OH GAWD
considering I fought freaking buu in arena, with nothing on ((the same with him)) and WON, Imma scared.
VERRRRRRRRRRY SCARED.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: KAKAROT!!!!! (0.34.11)
Post by: Putnam on February 03, 2013, 02:26:23 am
You should be.

1.8 released.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: KAKAROT!!!!! (0.34.11)
Post by: KingofstarrySkies on February 03, 2013, 09:20:10 am
You should be.

1.8 released.
YESH!
Uhm.....Do I need DFhack open to use the scouter? I assume so, but....
Knowing is half the battle, DAMMIT!
EDIT: the ingame scouter doesn't seem to be working......I need some help!
Title: Re: Sparking!!! Dragon Ball (Z) Mod: KAKAROT!!!!! (0.34.11)
Post by: Korbac on February 03, 2013, 10:04:51 am
Putnam : SSJ 4 is very nearly the most powerful the game will allow you to make something.

Putname : Broly is stronger.

Me : O_O
Title: Re: Sparking!!! Dragon Ball (Z) Mod: KAKAROT!!!!! (0.34.11)
Post by: KingofstarrySkies on February 03, 2013, 10:36:40 am
so, I have some problems:
As mentioned before, The ingame scouter isnt working for me ((I think))
First off, where is the status screen?
Second, DFhack won't start up.
I need your help.
Pl0x.
EDIT: Nevermind, Im good. I figured it out.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: KAKAROT!!!!! (0.34.11)
Post by: Putnam on February 03, 2013, 01:33:47 pm
Putnam : SSJ 4 is very nearly the most powerful the game will allow you to make something.

Putname : Broly is stronger.

Me : O_O

Note that scouters don't really work on Broly; his power level remains at ~12 million, IIRC, despite the fact that he's getting stronger constantly.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: KAKAROT!!!!! (0.34.11)
Post by: Torknick on February 03, 2013, 03:47:16 pm
I fucking love you putnam, I saw that sometimes when someone goes super saiyan they say "I am real super sand!" I laughed so fucking hard.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: KAKAROT!!!!! (0.34.11)
Post by: Putnam on February 03, 2013, 04:08:21 pm
I refuse to make a mod about something so extensively parodied without referencing those parodies... and maybe making fun of it myself. :P
Title: Re: Sparking!!! Dragon Ball (Z) Mod: KAKAROT!!!!! (0.34.11)
Post by: crazyjake56 on February 03, 2013, 05:20:25 pm
I'm not really sure how to go super saiyan.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: KAKAROT!!!!! (0.34.11)
Post by: KingofstarrySkies on February 03, 2013, 05:35:19 pm
I refuse to make a mod about something so extensively parodied without referencing those parodies... and maybe making fun of it myself. :P
I reallllllly want some more abridged references.
 Mostly nappa quotes.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: KAKAROT!!!!! (0.34.11)
Post by: Putnam on February 03, 2013, 06:11:35 pm
I'm not really sure how to go super saiyan.

Acquired powers menu after you've gone through enough trauma/combat.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: KAKAROT!!!!! (0.34.11)
Post by: Torknick on February 03, 2013, 06:15:05 pm
Errrr are you sure that the legendary super saiyan is as strong as a SSJ4? I tested him out in the arena and a regular super saiyan could beat him easily.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: KAKAROT!!!!! (0.34.11)
Post by: Korbac on February 03, 2013, 06:16:00 pm
He gets more powerful with time, so let a few hundred tics or so pass before trying it again. :)
Title: Re: Sparking!!! Dragon Ball (Z) Mod: KAKAROT!!!!! (0.34.11)
Post by: Putnam on February 03, 2013, 06:16:28 pm
Errrr are you sure that the legendary super saiyan is as strong as a SSJ4? I tested him out in the arena and a regular super saiyan could beat him easily.

I said after a couple months. No idea why regular super saiyans can beat him so easily, though; that does bother me.

He gets more powerful with time, so let a few hundred tics or so pass before trying it again. :)

More like a few thousand. I didn't want it to happen too quickly.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 03, 2013, 06:31:50 pm
Updated with fix for Broly (or it should be a fix >_>) and the Dragon Balls.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Torknick on February 03, 2013, 06:39:17 pm
Yeah the LSSJ is much stronger now and wont die so easily.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: KingofstarrySkies on February 03, 2013, 08:07:56 pm
Updated with fix for Broly (or it should be a fix >_>) and the Dragon Balls.
How do they work, and how can I find them? I MUST BECOME IMMORTAL!!!
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 03, 2013, 08:12:11 pm
Megabeasts only, for now. They work through reactions.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: KingofstarrySkies on February 03, 2013, 08:26:18 pm
Megabeasts only, for now. They work through reactions.
Urist Mcsaiyan: Herrrrrrre buu.....Come out, come out, where ever you ar-
Buu: BOO (COMEDY!))!
Urist: OHJESUSWHHHHHHHHHY!?
And then he died.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 03, 2013, 10:16:50 pm
Hmm. I was going to update again today, but then I noticed that Super Saiyans don't keep their training after transforming into super saiyan. This is sad, but can be rectified through liberal application of "saiyans don't transform into super saiyan anymore, instead going through a power-up process".

Highest powerlevel seen so far: I made a test fort where physical attributes have no reasonable cap (this is actually going in next version, btw) and where physical attributes go up as quickly as possible (not going in the mod after I saw what it did to power levels).

There are two people in my military, Kakarot and Che.

Kakarot's power level: 40,311,450,595,116.

Che's: 26,119,129,182,557.

EDIT: Haha, shit, after the latest sparring session the script started outputting their powerlevels in scientific goddamn notation. They're both over 200 trillion.

EDIT 2: Over a quintillion now.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Korbac on February 04, 2013, 01:20:42 pm
O_O

For comparison, how much (in terms of power level) is Frieza / Bionic Android / Majin, and our humble Dwarves? :)
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: KingofstarrySkies on February 04, 2013, 03:30:35 pm
Uhm
I mean't how do you USE the dragon balls?
As in, what key/operation do I do to use them?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 04, 2013, 03:35:26 pm
They're a reaction.vwyhen you gather 7, press x.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: KingofstarrySkies on February 04, 2013, 03:38:52 pm
thanks.
Also, I think you MAY have broken the scouter. It ain't working.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 04, 2013, 03:41:05 pm
Oh damn it.

Does it spit out an error?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: KingofstarrySkies on February 04, 2013, 03:47:16 pm
Oh damn it.

Does it spit out an error?
DFhack was like MAAAAAH RANDOM SHAT THAT TIM CAN'T UNDERSTAND MAAAAH ((In red text))
Also, it said this at one part of the error:
[C]: in function 'error'
It does this every time I try to scouterize things.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: KingofstarrySkies on February 04, 2013, 04:56:59 pm
I had a idea for a wish, not sure if its possible.
Make a season endless. for example, if urist mcsaiyan collects them and wishes for that, then BAM!
Always winter. Maybe until someone unwishes it.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: zimer02 on February 04, 2013, 05:23:21 pm
Question, are sayians as weak to poison (like a rattle snake bite) as dwarves are?

Also I'm pretty sure the scouter may be inaccurate as it says that a sturgeon power was 11048 (that's more than my strongest sayian)
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 04, 2013, 05:46:32 pm
Oh damn it.

Does it spit out an error?
DFhack was like MAAAAAH RANDOM SHAT THAT TIM CAN'T UNDERSTAND MAAAAH ((In red text))
Also, it said this at one part of the error:
[C]: in function 'error'
It does this every time I try to scouterize things.

Post the entire thing.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: KingofstarrySkies on February 04, 2013, 05:49:04 pm
Oh damn it.

Does it spit out an error?
DFhack was like MAAAAAH RANDOM SHAT THAT TIM CAN'T UNDERSTAND MAAAAH ((In red text))
Also, it said this at one part of the error:
[C]: in function 'error'
It does this every time I try to scouterize things.

Post the entire thing.
Ahhhhh shit. hold on, this'll take a bit.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: KingofstarrySkies on February 04, 2013, 06:10:40 pm
Sandra\appdata\Local\temp\Rar$EX57.792\hack\lua\dfhack.lua:326 ...Appdata\local\temp\Rar$EX57.792\hack\scripts/scouter.lua:1: unexpected symbol near '[' stack tradeback:

[C]: in function 'error'

Sandra\appdata\Local\temp\Rar$EX57.792\hack\lua\dfhack.lua:326: in function <Sandra\appdata\Local\temp\Rar$EX57.792\hack\lua\dfhack.lua:316>


By the way, this took AWHILE
I considered just telling you to try it yourself, but.....
Imma nice guy.

Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: smakemupagus on February 04, 2013, 06:13:17 pm
I'm guessing programming the whole mod took a while too  8)
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 04, 2013, 06:17:26 pm
Sandra\appdata\Local\temp\Rar$EX57.792\hack\lua\dfhack.lua:326 ...Appdata\local\temp\Rar$EX57.792\hack\scripts/scouter.lua:1: unexpected symbol near '[' stack tradeback:

[C]: in function 'error'

Sandra\appdata\Local\temp\Rar$EX57.792\hack\lua\dfhack.lua:326: in function <Sandra\appdata\Local\temp\Rar$EX57.792\hack\lua\dfhack.lua:316>


By the way, this took AWHILE
I considered just telling you to try it yourself, but.....
Imma nice guy.

...post the entire contents of your scouter.lua file. Just open it in Notepad.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: KingofstarrySkies on February 04, 2013, 06:24:14 pm
where would that be?
Im so terrible at this...... :'(
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 04, 2013, 06:25:44 pm
DF folder\hack\scripts\scouter.lua
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: KingofstarrySkies on February 04, 2013, 06:36:22 pm
[c-- Gives power level of selected unit. Type "popup" for popup announcement.

local selectedUnit = dfhack.gui.getSelectedUnit(silent)

local arg = ...

function isWinded(unit)
   if unit.counters.winded > 0 then return true end
   return false
end
function isStunned(unit)
   if unit.counters.stunned > 0 then return true end
   return false
end
function isUnconscious(unit)
   if unit.counters.unconscious > 0 then return true end
   return false
end
function isParalyzed(unit)
   if unit.counters2.paralysis > 0 then return true end
   return false
end
function getExhaustion(unit)
   local exhaustion = 1
   if unit.counters2.exhaustion~=0 then
      exhaustion = 1000/unit.counters2.exhaustion
      if exhaustion>1 then exhaustion = 1 end
   else unit.counters2.exhaustion=1
   return exhaustion
   end
   return 1
end
function getBoost(unit)
   return unit.counters.soldier_mood
end

--power levels should account for disabilities and such

--I have to declare the individual skill's numbers, including these here makes the program easier to read
local MELEE_COMBAT = 99
local WRESTLING = 102
local GRASP_STRIKE = 104
local STANCE_STRIKE = 105
local BITE = 103
local THROW = 55
local RANGED_COMBAT = 101

if df.isnull(selectedUnit) then
   qerror('Need to select a unit.')
end

--blood_max appears to be the creature's body size divided by 10; the power level calculation relies on body size divided by 1000, so divided by 100 it is. blood_count refers to current blood amount, and it, when full, is equal to blood_max.
local strength = selectedUnit.body.physical_attrs.STRENGTH.value/3550
local agility = selectedUnit.body.physical_attrs.AGILITY.value/3550
local endurance = selectedUnit.body.physical_attrs.ENDURANCE.value/1000
local toughness = selectedUnit.body.physical_attrs.TOUGHNESS.value/2250
local spatialsense = selectedUnit.status.current_soul.mental_attrs.SPATIAL_SENSE.value/1500
local kinestheticsense = selectedUnit.status.current_soul.mental_attrs.KINESTHETIC_SENSE.value/1000
local willpower = selectedUnit.status.current_soul.mental_attrs.WILLPOWER.value/1000
local exhaustion = getExhaustion(selectedUnit)
local bodysize = selectedUnit.body.blood_count/100
local fighting = dfhack.units.getEffectiveSkill(selectedUnit, MELEE_COMBAT)*1000
local wrestling = dfhack.units.getEffectiveSkill(selectedUnit, WRESTLING)*1000
local grasp_strike = dfhack.units.getEffectiveSkill(selectedUnit, GRASP_STRIKE)*1000
local stance_strike = dfhack.units.getEffectiveSkill(selectedUnit, STANCE_STRIKE)*1000
local biting = dfhack.units.getEffectiveSkill(selectedUnit, BITE)*1000
local ki = dfhack.units.getEffectiveSkill(selectedUnit, THROW)*1000 + dfhack.units.getEffectiveSkill(selectedUnit, RANGED_COMBAT)*1000
local powerlevel = bodysize*bodysize*strength*agility*endurance*toughness*spatialsense*kinestheticsense*willpower*exhaustion+fighting+wrestling+grasp_strike+stance_strike+biting+ki
if getBoost(selectedUnit)==0 then powerlevel=powerlevel*1.5 end
if getBoost(selectedUnit)==1 then powerlevel=powerlevel*2 end
if getBoost(selectedUnit)==2 then powerlevel=powerlevel*1.3 end
if isWinded(selectedUnit) then powerlevel=powerlevel/1.2 end
if isStunned(selectedUnit) then powerlevel=powerlevel/1.5 end
if isParalyzed(selectedUnit) then powerlevel=powerlevel/5 end
if isUnconscious(selectedUnit) then powerlevel=powerlevel/10 end

if arg == "popup" or arg == "Popup" then
   dfhack.gui.showPopupAnnouncement("The scouter says " .. math.floor(powerlevel) .. "!",11)
   else dfhack.gui.showAnnouncement("The scouter says " .. math.floor(powerlevel) .. "!",11)
end
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 04, 2013, 06:37:55 pm
Aha! Delete that [c at the very start of the file. No idea what that is.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: KingofstarrySkies on February 04, 2013, 07:06:37 pm
Aha! Delete that [c at the very start of the file. No idea what that is.
Thank you.
No I can hunt for the dragon balls in peace.
MOTHAR FUCKER
I deleted JUST THE [C
AND IT STILL DOESN'T WORK
DAMMIT
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 04, 2013, 07:40:48 pm
Post the error. Start at the part right after the colon here: scripts/scouter.lua:

And end it at the end of that line.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: KingofstarrySkies on February 04, 2013, 07:42:48 pm
okay, I think I found the problem.
MAYBE.
The [C is back.
Urgh
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 04, 2013, 07:54:35 pm
wut
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: KingofstarrySkies on February 04, 2013, 08:01:36 pm
Got this down now.
Every time you update the whole file, after your done playing, in puts the [c back.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 04, 2013, 08:02:47 pm
wai

it doesn't do that for me
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: KingofstarrySkies on February 04, 2013, 08:13:11 pm
wai

it doesn't do that for me
Maybe my computer is just retarded.
Okay, NOW it stopped. Whew.
So, whatcha workin' on now?
btw, If the dragon balls are gonna be owned by megabeasts, you MIGHT wanna make them more common.
Very slightly though.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 04, 2013, 08:32:10 pm
You can also find them in rocks in dorf mode. If I can think of ways to find them elsewise, I'll include them.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: zimer02 on February 04, 2013, 09:20:49 pm
Hey, what's the requirement for sayians to go super, I'm have sayians going super because they see ravens and raccoons.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 04, 2013, 09:26:00 pm
Hey, what's the requirement for sayians to go super, I'm have sayians going super because they see ravens and raccoons.

They do it when they have enough combat experience and/or trauma; then they do it when they run away, once they're able to.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: zimer02 on February 04, 2013, 09:40:18 pm
But my sayians have never fought a day in their lives and yet they're becoming super sayians.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 04, 2013, 09:47:40 pm
But my sayians have never fought a day in their lives and yet they're becoming super sayians.

They may have fought a day in their lives. It's all based on the COMBATHARDNESS counter, which increments on traumatic events and getting hit in combat. You could have all of your saiyans go super saiyan just by having puppies drop in from the ceiling daily (assuming the puppies die in the process).
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Torknick on February 04, 2013, 09:52:28 pm
Hmmm that gives me an idea, put a saiyan in a deep pit and drop all excess cats and kittens down there to make the saiyan in question go super saiyan 3 easily.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: zimer02 on February 04, 2013, 09:54:43 pm
I was about to say that.

"The gobbos are invading. Quick drop the puppies"
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: jaxy15 on February 05, 2013, 08:26:44 am
One of my saiyans turned SSJ when killing a wild wombat, and then SSJ2 when killing another wild wombat.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: KingofstarrySkies on February 05, 2013, 03:12:16 pm
Me thinks we need more wishes......like perhaps summoning a megabeast companion?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 05, 2013, 05:45:35 pm
Ooh! While the method is hoops as fuck, it's not impossible, especially with the next version of DFHack...
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: KingofstarrySkies on February 05, 2013, 06:04:13 pm
Ooh! While the method is hoops as fuck, it's not impossible, especially with the next version of DFHack...
YAAAY! I CONTRIBUTED!
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: ArKFallen on February 06, 2013, 09:29:03 pm
Started a saiyan adventurer (she got over 9000! and was promptly killed by a sturgeon ::)) and then a saiyan fort (less than a year in).
I've found 2 little issues.
I find it funny that once every month my fort ends up with a z-screen population of '0'. Also kudos on the scouter, it's extremely useful.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 06, 2013, 09:46:18 pm
The scouter's only really useful if you take the seventh root of the power level >_>

1. Whoops haha.

2. Yeah, doesn't really matter. It's more for you than anyone else; it's what allows the special attack capsule.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: KingofstarrySkies on February 07, 2013, 12:40:00 am
hmmmm
The more hoops, the more I feel like its worth it.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: zimer02 on February 08, 2013, 07:19:36 pm
Question, how deep are the dragon balls in fortress mode?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 08, 2013, 07:45:25 pm
Question, how deep are the dragon balls in fortress mode?

Deep? There's no setting for deepness. They just kinda show up in rocks sometimes. Could be any rock, too. Heck, they probably also show up in soil. It's all just really rare.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: zimer02 on February 08, 2013, 07:57:24 pm
Hmm okay, nother question how exactly do you make saiyan strands (never figured it out)
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 09, 2013, 12:59:58 am
Hmm okay, nother question how exactly do you make saiyan strands (never figured it out)

Process plants at the farmer's workshop while you have armor plants lying around.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: KingofstarrySkies on February 09, 2013, 04:02:05 pm
so, question?
Why is it that the saiyans can't use some of the seeds that other races do?
Seems plain annoying to me, considering plump helmets are KINDA needed.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 09, 2013, 04:10:42 pm
they grow above-ground plants, try using prickle berries or fisher berries or wild strawberries as plump helmet substitute.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: HARD on February 10, 2013, 09:11:19 am
Is there any graphic mod for dat? if not then anyone working on it? could be epic
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: KingofstarrySkies on February 10, 2013, 12:58:44 pm
k then.
Ive been thinking, we need some !FUN! attacks for the saiyans. something besides Ki blasts and the sort.......For example, instead of being able to make a ki kienzan( what is that meant to do exactly? annoy them to death?) and the salza blade, perhaps we could have something different, like.....Maybe if you have a salza blade, you can do some sort of ranged slash, that would send a burst of !!FUN!! at the enemy?
Either way, It needs.....
MOAR
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 10, 2013, 02:34:14 pm
none of those are really possible...

as for graphics... i'll see what i can do
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: KingofstarrySkies on February 10, 2013, 03:43:37 pm
none of those are really possible...

as for graphics... i'll see what i can do
shit. welp, I tried.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Torknick on February 10, 2013, 08:23:23 pm
So I was recently watching some dbz movies and I was thinking, maybe you could add in Janemba with a reaction to "switch" to his second form. And maybe Putnam could also add Abo and Cado.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 11, 2013, 01:55:50 am
I have officially done the impossible*, bitch.

I've made instant transmission. Coming next version of Sparking!!!

*or at least impossible to me a week or two ago
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Man of Paper on February 11, 2013, 11:22:24 am
Spoiler (click to show/hide)
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Korbac on February 11, 2013, 01:57:01 pm
O_O

WHTWHGB

O_O

HOLY

O_O

...

Putnam, just wondering. Are the SSJ 3 / Freiza Form 4's 'power draining' states? I was thinking maybe in these states a syndrome would be applied to the user which would steadily decrease recuperation and endurance, and decrease strength, agility and toughness at a slower pace. Just a thought :)
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: KingofstarrySkies on February 11, 2013, 02:24:05 pm
I have officially done the impossible, bitch.

I've made instant transmission. Coming next version of Sparking!!!
Wait, so, the whole talk to people thing is gonna be used?
FUCK YEEEEEAH!
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Torknick on February 11, 2013, 04:17:53 pm
Putnam is now the best modder ever. Congratulations!
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 11, 2013, 06:06:11 pm
I have officially done the impossible, bitch.

I've made instant transmission. Coming next version of Sparking!!!
Wait, so, the whole talk to people thing is gonna be used?
FUCK YEEEEEAH!

Nah, still can't do that. You can also only transmit to people and creatures in the local loaded area; however, I think that this should allow you to teleport across the countryside regardless.

Before I release the next version, I have to make it so that the instant transmission script can also give you other useful info about creatures--I.E, their power level. I won't give exact numbers, I'll just have the game compare theirs to yours.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Torknick on February 11, 2013, 06:48:56 pm
Do the frost demons have different forms?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 11, 2013, 06:49:45 pm
Not just yet. I may give the megabeast frost demon a fifth form, of course.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: KingofstarrySkies on February 11, 2013, 07:01:48 pm
I am so excited....
SO MUUUUCH
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 11, 2013, 07:10:22 pm
it's out now
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Torknick on February 11, 2013, 07:10:49 pm
I am having some trouble with dfhack, when i try to use it it will show a little window for a second and then dissapear.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 11, 2013, 07:12:32 pm
I am having some trouble with dfhack, when i try to use it it will show a little window for a second and then dissapear.

How are you trying to use it? It should just open when you open DF.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: KingofstarrySkies on February 11, 2013, 07:17:36 pm
Alright, so we can play it now? Sweet!
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Torknick on February 11, 2013, 07:18:52 pm
Nevermind, now it works.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Torknick on February 11, 2013, 07:28:08 pm
How do you use the scouter? Sorry for the double post

EDIT:Nevermind ignore this post
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: KingofstarrySkies on February 12, 2013, 03:20:35 pm
So, how does the the instant transmission work?
I really want to try it out....
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 12, 2013, 05:49:04 pm
So, how does the the instant transmission work?
I really want to try it out....

It's a DFHack script, of course. Just type "instant_transmission" into the DFHack console and you'll get a list of units and further instruction.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: KingofstarrySkies on February 12, 2013, 06:12:38 pm
Quick question.
Where is the notepad thing for the new DFhack command?
Which folder, and such?
I MURST KNOW
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 12, 2013, 06:23:41 pm
Quick question.
Where is the notepad thing for the new DFhack command?
Which folder, and such?
I MURST KNOW

Same as always, hack/scripts.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: KingofstarrySkies on February 12, 2013, 06:39:44 pm
Grrrr
Command not working.
GRRRRRRRRRRRRR
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 12, 2013, 06:42:23 pm
Postem the errors.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Torknick on February 12, 2013, 07:12:48 pm
SSJ4 is not working. It may just be my game, but its powerlevel is 0 all my attacks pass right trough!
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 12, 2013, 07:30:03 pm
SSJ4 is not working. It may just be my game, but its powerlevel is 0 all my attacks pass right trough!

That's why I phased it out. What you're experiencing is your body size actually overflowing into the negatives, making you an unkillable thing that can't attack.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: KingofstarrySkies on February 13, 2013, 02:56:42 pm
-- Allows instant transmission.

math.randomseed(dfhack.getTickCount())

if df.global.gamemode~=1 then
   qerror("Adventure mode only (for now). Sorry!")
end

function getIsWalkable(coords)
   local ttype=dfhack.maps.getTileType(coords)
   local tileshape=df.tiletype.attrs[ttype].shape
   if df.tiletype_shape.attrs[tileshape] ==
end

function getPowerLevel(unit)
   local speed = 1000/dfhack.units.computeMovementSpeed(unit)
   local strength = unit.body.physical_attrs.STRENGTH.value/3550
   local endurance = unit.body.physical_attrs.ENDURANCE.value/1000
   local toughness = unit.body.physical_attrs.TOUGHNESS.value/2250
   local spatialsense = unit.status.current_soul.mental_attrs.SPATIAL_SENSE.value/1500
   local kinestheticsense = unit.status.current_soul.mental_attrs.KINESTHETIC_SENSE.value/1000
   local willpower = unit.status.current_soul.mental_attrs.WILLPOWER.value/1000
   local bodysize = unit.body.blood_count*10
   local powerlevel = (bodysize*speed*((strength*endurance*toughness*spatialsense*kinestheticsense*willpower)^(1/6)))*300
   return powerlevel
end

function getSubjectPronoun(unit)
   local sex = unit.status.current_soul.sex
   if sex == 1 then return "he"
      elseif sex == 0 then return "she"
      else return "it"
   end
end

function getObjectPronoun(unit)
   local sex = unit.status.current_soul.sex
   if sex == 1 then return "him"
      elseif sex == 0 then return "her"
      else return "it"
   end
end

function getPowerLevelComparison(unit1,unit2)
   local randomnumber = math.random(2)
   local subjectPronoun = getSubjectPronoun(unit2)
   local objectPronoun = getObjectPronoun(unit2)
   local comparison = getPowerLevel(unit2)/getPowerLevel(unit1)
   if comparison < .8 then
      if comparison < .1 then
         if randomnumber == 1 then return "Hmm, " .. subjectPronoun .. "'s not very powerful..."
         else return "Ha, " .. subjectPronoun .. "'s so weak!" end
      elseif randomnumber==1 then return "I can definitely take " .. objectPronoun .. "."
      else return "Eh, " .. subjectPronoun .. " shouldn't be too difficult to beat." end
   elseif comparison >= .8 and comparison <= 1.2 then
      if comparison == 1 then return "Huh. Identical power levels? Either this is me or this is weird."
      else return "I'm about as strong as " .. objectPronoun .. "." end
   elseif comparison > 1.2 and comparison <= 10 then return "Okay, " .. subjectPronoun .. "'s a bit stronger than I am!"
   elseif comparison > 10 and comparison <= 100 then return "Oh man, " .. subjectPronoun .. "'s a lot stronger than me! I hope my skill can prevail."
   elseif comparison > 100 and comparison <= 10000 then return "Okay, I do NOT want to fight that!"
   elseif comparison > 10000 and comparison <= 1000000 then return "No way can I win against a foe like that!"
   else return "QUACK!"
   end
end   
local player = df.global.world.units.active[0]
local unitcaste
if ...==nil then
for _uid,unit in ipairs(df.global.world.units.all) do
   print(_uid,df.creature_raw.find(unit.race).caste[unit.caste].caste_name[0],dfhack.TranslateName(dfhack.units.getVisibleName(unit)),getPowerLevelComparison(player,unit))
end
qerror("type the number for the creature you want to teleport to!")
end

local unitToTeleportTo = df.global.world.units.all[tonumber(...)]

dfhack.gui.showAnnouncement("You put two fingers up to your head and concentrate...",11)

player.pos.x = unitToTeleportTo.pos.x-1
player.pos.y = unitToTeleportTo.pos.y
player.pos.z = unitToTeleportTo.pos.z
If you want the DFhack thing, my last one seems to be the exact same error, with VERRRRRY minor changes.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 13, 2013, 03:20:03 pm
minor changes are important.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: KingofstarrySkies on February 13, 2013, 03:55:59 pm
ehhhh.
Gimmie awhile. I'll be done before you know it.
Not.
Dammit.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: KingofstarrySkies on February 13, 2013, 04:26:57 pm
...ndra\appdata\local\temp\Rar$EX79.144\hack\lua\dfhack.lua:326:  ...\temp\Rar$EX79.144\hack\scripts/instant_transmission.lua:13: unexpected symbol near 'end' stack tradeback
[C]: in function 'error'
...ndra\appdata\local\temp\Rar$EX79.144\hack\lua\dfhack.lua:326: in function <...ndra\appdata\local\temp\Rar$EX79.144\hack\lua\dfhack.lua:316>
Dammit, they need to make a copy paste thing for DFhack.
Now.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 13, 2013, 04:48:43 pm
ahh wtf???

remove the getIsWalkable() function. That shouldn't be there.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: KingofstarrySkies on February 13, 2013, 06:02:08 pm
soooo, that whole function? NOT JUST THE NAME?
Like, you want me to delete this:function getIsWalkable(coords)
   local ttype=dfhack.maps.getTileType(coords)
   local tileshape=df.tiletype.attrs[ttype].shape
   if df.tiletype_shape.attrs[tileshape] ==
end
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 13, 2013, 07:50:34 pm
Yeah, the whole thing. Uploading a fix now.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: zimer02 on February 14, 2013, 10:18:42 pm
How does it work exactly, do you look at a tile, type it in, and then get transported (I haven't figured it out yet)?

EDIT: nevermind, I forgot to read it completely
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Hammerstar on February 15, 2013, 04:47:14 pm
Finally got around to trying this again. Last time I did was before the mining gauntlets were in, I don't remember the version number, and being unable to mine was pretty much what killed it for me. Honestly, I'm amazed at the stuff you've managed to figure out how to do in DF with this thing.

If you take suggestions for minor stuff, though, I was admittedly disappointed by the fact Cell has his own Threat kind of file, but Broly doesn't. Be a great place to put some of his quotes like these:
"Struggle all you want, you'll still die!"
"I'm going to cover this planet in your blood!"
"My power is rising, I am invincible!"
"If you don't fight me, I'll just destroy the planet!"
"Monster? Me? No... I'm the devil!"

And just for laughs, an in-jokey line:
"My power... IS MAXIMUM!"

Great job though. Trying to play adventure mode as a typical saiyin and keep getting squashed when entire bandit gangs turn into super saiyins, but having a blast in the process.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Torknick on February 15, 2013, 04:52:08 pm
And just for laughs, an in-jokey line:
"My power... IS MAXIMUM!"

r/DBZ amirite?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Hammerstar on February 15, 2013, 05:02:48 pm
And just for laughs, an in-jokey line:
"My power... IS MAXIMUM!"

r/DBZ amirite?

Well, it was used in DBZ Abridged, but it originated in the hilariously bad Big Green dub of Tree of Might.
Spoiler (click to show/hide)
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 15, 2013, 05:50:21 pm
I thought it was from a school assignment where a child said his hero is Broly, as "his power is maximum".

I should put more big green stuff into the threats.txt.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: KingofstarrySkies on February 15, 2013, 06:09:42 pm
Personly I would like some more DBZA qutoes. Imma deck you in the snonze and Im going to break you like a kit kat bar were a start, but we need some more.
I vote for whats up bubblegum?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Torknick on February 16, 2013, 08:21:16 am
I vote for whats up bubblegum?

I vote for DOOOOOODGE!
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Hammerstar on February 16, 2013, 01:48:09 pm
"I'm sorry. I'm usually much more composed. I'm just a little bit ABSOLUTELY LIVID."

I thought it was from a school assignment where a child said his hero is Broly, as "his power is maximum".

I thought that was mainly a 4chan thing, though also true. Was it before or after Big Green did their movie dubs?

Anyway, doesn't matter, I guess.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 16, 2013, 02:57:01 pm
The Big Green dub is a coincidence, I think; the original meme was about Broly.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: zimer02 on February 17, 2013, 06:08:44 pm
Hey Putnam, there might be a problem with the tombs,
every time I go near it my game crashes
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Baccar Wozat on February 17, 2013, 07:19:25 pm
This is a great mod idea, so though I won't be playing it I wish you great success.

And remember, it's not low FPS, it's the Hyperbolic Time Chamber!
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 17, 2013, 11:40:08 pm
Hey Putnam, there might be a problem with the tombs,
every time I go near it my game crashes

I noticed. This seems to be universal. No idea what is going on.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Torknick on February 18, 2013, 09:23:04 pm
What does the error log say zimer?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 18, 2013, 09:25:48 pm
What does the error log say zimer?

copy paste the whole thing to here
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Torknick on February 27, 2013, 09:44:38 am
Ohhh putnam I just got an idea! How about adding yardrats with powerful ki attacks?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: EmeraldWind on February 27, 2013, 10:39:45 pm
What does the error log say zimer?

IT'S... OVER... 9000!

I'm sorry. I could not resist...
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Nahere on February 27, 2013, 11:20:56 pm
I had the same tomb crash bug in or around version 1.4, and my errorlog has a bunch of unrelated pathing errors, a lot of these:
Code: [Select]
*** Error(s) found in the file "data/save/region5/raw/objects/creature_android.txt"
ANDROID_DB:Attribute range not in increasing order, repaired
ANDROID_DB:Attribute range not in increasing order, repaired
ANDROID_DB:Attribute range not in increasing order, repaired
ANDROID_DB:Attribute range not in increasing order, repaired
And these:
Code: [Select]
Unrecognized Body Part Group Token: BP
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on February 27, 2013, 11:30:18 pm
That android thing was fixed a while back, I think.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Spirit of Power on March 10, 2013, 01:55:36 pm
Sorry for the pseudo-necro, but I'm having a problem with the Instant Transmission script. Well, two, but the second is probably unavoidable, and should probably just be a risk you take when you use IT... Anyways.

See, I got a quest to go kill a serpent man or something in the sewers of a town. Since I've downloaded this mod, quests like that have suddenly become doable, since IT allows me to just teleport to the target without having to deal with impossible-to-navigate sewers. Anyways, I was scanning with IT, looking for the target, when I noticed that I got a bug in roughly the northern half of the town proper. When I run the script, it gives me like three results, and then this:

(http://img51.imageshack.us/img51/8372/dfdbzglitch01.png)

I can only assume it's some form of glitch with a creature or something, as it works great everywhere else.

As for the second, I have occasionally IT-ed into solid objects, like statues and walls. Again, this is probably unavoidable, but I thought I should let you know anyways.

Also, the skill and immortality elixirs don't really seem to be working for me. I tested the skill elixir in the arena using a reaction I made myself to summon seven Dragon Balls, but when I use it none of my skills increase and my stats stay the same. I even compared my power level, and it was exactly the same. Though I did seem to gain attributes surprisingly fast, which may have been what you intended? Anyways, for the immortality elixir, I tested it against some marksdwarves, and one of them got a lucky headshot and insta-killed me, which I don't think is supposed to happen. The regenerate reaction seems to work alright as well, though once when I used it I was getting mobbed by a bunch of Legendary Super Saiyans and they killed me while I was transformed.

Also, after I go Super Saiyan for the first time in Adventurer, I can't seem to do it again. I got some flavor text, but I didn't transform and my power level didn't increase. I can go Super Saiyan 3 just fine though.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on March 10, 2013, 02:23:43 pm
Lucky headshots are unavoidable even when immortal, unfortunately. I tried.

The flavor text thing is an annoyance to be sure. I have no idea what's causing that.

That instant transmission thing looks like you ran into a creature with no soul, which usually means undead. Yeah, that's difficult to deal with.

Instant transmissioning into solid objects I may be able to fix.

Also, the instant transmission script is kinda buggy right now--it leaves behind permanently occupied tiles, which I need to fix ASAP.

The skill elixer is odd. It should be increasing your attributes to an insane level and increasing your skill rolls also without actually affecting your skills.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Spirit of Power on March 10, 2013, 02:48:15 pm
Yeah, I just double-checked the skill elixir, and it doesn't seem to do anything. My power level doesn't increase, none of my attributes show any increases, nothing. And, for the undead thing - is it possible you could code an exception for if the creature has no soul? Like, for example, Ki is basically life-force or something, so you could get away with claiming undead creatures have no power level, and you thus can't compare yours to one that isn't there. Not necessarily make them undetectable, but make it impossible to compare power levels.

As for the flavor text, my problem is less that I have the text, and more that I can't go Super Saiyan or Super Saiyan 2 more than once per adventurer, which is kind of a letdown. Unless I'm missing something about how the transformations work?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on March 10, 2013, 03:00:59 pm
You're not. That's what I'm talking about. I have no idea what is causing you to be unable to transform oh GOD DAMMIT. Now I do.

Anyway, I would fix instant transmission right now if the Lua API had the getTileOccupancy(pos) function, but I can't.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Spirit of Power on March 10, 2013, 03:18:25 pm
So, I assume a fix for Super Saiyan will be going in the next version? And, all in all, Instant Transmission works great in almost every situation. I can live without a fix for a while.

Anyways, thanks for your time. The mod really is excellent, and I've been having a blast with Adventure Mode.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Spy227X on March 10, 2013, 05:11:13 pm
I scouted myself.
it was
OVER 9000!
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on March 10, 2013, 05:24:23 pm
Fixed super saiyan, I think.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Spirit of Power on March 10, 2013, 06:14:19 pm
Genning a quick world, gonna test and see if it works.

...Nope, doesn't seem to work...

Same thing is still happening. I even got a new install of DF and installed the mod on that and it still didn't work.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on March 10, 2013, 06:16:30 pm
I know this is a kinda dumb thing to ask, but you didn't specifically mention that you did...

did you download the new version?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Spirit of Power on March 10, 2013, 06:19:18 pm
Yes. I clicked on the link in the OP, downloaded the new version of the mod, installed it on a new install of DF, genned a new world, and annihilated the starting town until I could go Super Saiyan, then ran until I could fast travel and tried to do it again, and couldn't.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on March 10, 2013, 06:42:22 pm
Damn it!
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Spirit of Power on March 12, 2013, 01:12:12 pm
Seeing that awesome equipment-syndrome script you made, I got an idea for this mod;

What about training weights? They could be special items that, when worn, activate a syndrome that reduces your speed (or something else, the point is you're weaker) in exchange for making you gain attributes faster. In this post:

Hmm. I was going to update again today, but then I noticed that Super Saiyans don't keep their training after transforming into super saiyan. This is sad, but can be rectified through liberal application of "saiyans don't transform into super saiyan anymore, instead going through a power-up process".

Highest powerlevel seen so far: I made a test fort where physical attributes have no reasonable cap (this is actually going in next version, btw) and where physical attributes go up as quickly as possible (not going in the mod after I saw what it did to power levels).

There are two people in my military, Kakarot and Che.

Kakarot's power level: 40,311,450,595,116.

Che's: 26,119,129,182,557.

EDIT: Haha, shit, after the latest sparring session the script started outputting their powerlevels in scientific goddamn notation. They're both over 200 trillion.

EDIT 2: Over a quintillion now.

You claimed that you had made attributes increase ridiculously fast. Firstly, HOW, because I want to replicate that in my game, and secondly, would adding something similar (probably not as strong, but similar) via a syndrome using that script be possible? Because that would be perfect for training weights, IMO. It makes you weaker, but makes you get stronger much quicker.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on March 12, 2013, 01:13:49 pm
PHYS_ATT_RATES:ATTRIBUTE:1:etc.

The first number after the attribute in PHYS_ATT_RATES determines how quickly the attribute goes up. The lower, the faster.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Spirit of Power on March 12, 2013, 01:26:51 pm
Thanks. I'm assuming 0 doesn't count?

Also, just to clarify, I would put this in the creature raws, and it would be [PHYS_ATT_RATES:STRENGTH:1:3:4:3] except replace STRENGTH with any other attribute and repeat it across all of them?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on March 12, 2013, 01:31:20 pm
Yeah
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Korbac on March 12, 2013, 02:53:57 pm
Just reading up on what was posted a while back. Poor Che, he's pretty damn strong (I think he could probably beat all the villains of DBZ / GT?) but he's still only about 60-70% of his friend KAKAROT's power.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on March 12, 2013, 03:06:28 pm
Back then the attributes weighted a bit too heavily; now, it takes the geometric mean of all the attributes' comparison with saiyan's default attributes and multiplies that instead of just multiplying them together.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Spirit of Power on March 12, 2013, 03:44:33 pm
Alright, now I've got another IT glitch.

Whenever I run the script, DF crashes. Even when I reloaded an older save where I know Instant Transmission worked, it still crashed when I tried to run the script. I even made a new world on a fresh install of DF and the mod and it still crashed when I ran the script.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: KingofstarrySkies on March 12, 2013, 03:53:00 pm
Guys.
SAIBAMEN.
that is all.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on March 13, 2013, 04:32:46 pm
There's a new movie out. It's canon.


I'll see if I can also have a monthly check for power levels to have a kind of "enemies looking for strong warriors to fight come to your fort to fight them" thing.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Spirit of Power on March 13, 2013, 05:46:53 pm
...My googling claims it comes out on the 30th. Was it released early, or what?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on March 13, 2013, 05:54:46 pm
...My googling claims it comes out on the 30th. Was it released early, or what?

That particular plot point was revealed early, I'm pretty sure :V
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Spirit of Power on March 13, 2013, 06:07:10 pm
Ah. Still, I can't wait, the movie is gonna be so dang awesome and we're gonna get Super Saiyan God which is probably gonna be awesome and I've also heard we get Super Saiyan Three Vegeta and Gogeta and I am just flipping the heck out about this and -

*pant* *pant* *pant*

Sorry. Anyways, I am psyched for this movie. So, on the subject of Super Saiyan God - just how powerful will it be, relative to things like Legendary Super Saiyans and Buu? And will we be able to use it in Adventure Mode? Also, how are you going to solve the problems you had with Super Saiyan Four? Because, from my understanding, SSG is going to be sorta like SS4, but possibly even stronger.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: KingofstarrySkies on March 13, 2013, 06:13:06 pm
On an off topic note, but still having to do with DBZ.....
Once, A saiyan prince came to my fort. So I named him vegeta.
He was enlisted into the military, and during the siege, he was the last one to go super saiyan 3. (And the last survivor.....)
He killed the rest of the bastards FOR HIS FALLEN RACE.
FROM THAT DAY, HIS PROFESSION WAS BADASS.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on March 13, 2013, 10:54:26 pm
OHHHHHHHHHHHHHHHHH facepalm.

I figured out why you can't go SSJ1 or SSJ2 after the first time -.-
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Man of Paper on March 14, 2013, 03:13:02 am
You've got a good Modders Mindset. You see where there's an error and come right out and go "OH YEP HERE'S WHERE I/FATE/WIZARDS MESSED UP IN THE RAWS MY BAD I'LL FIX THAT!"

I swear half the posts in this thread are you keeping us up to date on the errors you've found.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on March 14, 2013, 12:53:15 pm
Yeah, the issue is that the super saiyan syndrome includes a permanent ability to transform into super saiyan 2; the 2 syndrome has the same for 3. The issue is that syndrome's can't stack on themselves, which has confounded me to no end with this mod.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Spirit of Power on March 14, 2013, 01:50:01 pm
So, if I understand this right, how it works is that when you go Super Saiyan, a syndrome is applied which allows you to go Super Saiyan 2. However, this syndrome overwrites the Super Saiyan syndrome, so you can no longer go Super Saiyan. Right?

If this is the case, wouldn't it be possible to redo the SS2 and SS3 syndromes so that they build off of the SS syndrome, instead of replacing it? Like, the SS syndrome includes the ability to go SS, but the SS2 syndrome includes the ability to go SS and SS2. And so on for SS3. The only problem would be that you may get replica interactions in the acquired powers screen, but that should be fairly easy to fix, if you make it, like, "Transform into a Super Saiyan! (2)" or something.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on March 14, 2013, 01:59:27 pm
Already fixed it for next version. In fact, I may deprecate that particular system altogether, replacing it with powerlevel-based super saiyan transformations using DFHack.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Spirit of Power on March 14, 2013, 02:12:44 pm
So... There would be a script which, upon you reaching a certain power level, gives you the ability to go Super Saiyan? And then, upon reaching a higher power level milestone, you would get the ability to go Super Saiyan 2? And so on for SS3?

What, exactly, would the power level milestones be? They can't be too high, as my adventurers have never gone above ~15,000 at base. Though that was a version or two back, it might be different now. My latest adventurer is currently at around 8,000 IIRC.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on March 14, 2013, 04:50:52 pm
I can make it mode-dependent. Adventurer will probably be pretty low, but fort mode soldiers tend to get  to over 100,000 after a year or two.

EDIT: eh. In retrospect, combathardness is just fine.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Spirit of Power on March 15, 2013, 03:42:49 pm
I downloaded the new version and am currently testing it out, but I've already encountered a problem;

The scouter script won't run when I press p. It runs fine when I manually type "scouter" into DFHack, but it doesn't work when I press p. Doesn't work in fort mode either when I press ctrl + shift + p. Again, it works fine if I manually type "scouter" but not if I use the quick commands.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on March 15, 2013, 04:22:51 pm
Haha, whoops! The new dfhack.init doesn't include the keybinding for scouter.

(I didn't know it worked the first time around!)

I'll fix that. Next version should have Saibamen, since Rumrusher just posted a nice little post about how to spawn creatures.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Spirit of Power on March 15, 2013, 04:55:29 pm
...Alright, this is getting ridiculous >_>

I am still getting that damn Super Saiyan bug! I have yet to test SS3, but my adventurer can only go SS and SS2 one time. I am 100% sure I downloaded the new version, I installed the mod on a new install of DF, the works.

Edit: And I tested SS3. It doesn't work more than once either. I downloaded 1.12 Ultra and tried that, and none of the transformations worked more than once. This is seriously annoying. I'm afraid to transform because I only get to do it three times total, so I basically have to run when Saiyan bandits go Super Saiyan >_>
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Torknick on March 17, 2013, 10:43:13 am
Putnam,why does the kamehameha shoot webs? just wondering
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Spirit of Power on March 17, 2013, 11:47:58 am
Putnam,why does the kamehameha shoot webs? just wondering

There's literally no way to mod in the ability to shoot kamehameha-like lasers in DF. He tried, I tried, pretty sure a few others have tried. It does not work. Webbing is basically the visually-closest thing that still does something useful.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on March 17, 2013, 01:36:50 pm
Make sure temperature is on, too.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Torknick on March 17, 2013, 08:29:19 pm
Well, what about dragonfire? I know that it would be a clusterfuck if EVERYONE could do it, but how about only super saiyans? or if its STILL too overpowered then SSJ2.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: zimer02 on March 17, 2013, 08:47:50 pm
This may be a bit off topic but I have a saiyan who likes partially absorbed bodies for their remains,

not sure if that's be like that or not
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on March 17, 2013, 09:06:59 pm
It is be like that, and there's nothing I can do to fix it.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Torknick on March 19, 2013, 10:36:22 pm
Hmmmmm, how about a really rare tree of might plant (plant of might?) (tree of might sapling?) that produces a special fruit that increases all combat skills?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on March 19, 2013, 10:37:39 pm
no

because "really rare" in this case means "10 per map tile"
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Torknick on March 20, 2013, 08:11:28 am
well, maybe it will be possible when toady adds trees.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on March 30, 2013, 10:52:13 am
Feeling like including Birus now. You probably won't want to fight him ever. Also, maybe something else...
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Spirit of Power on March 30, 2013, 01:51:14 pm
Feeling like including Birus now. You probably won't want to fight him ever. Also, maybe something else...

Well assuming you make him the equal of a Super Saiyan God who can also turn people into sand, I'd say he's got Broly beat >_>

Also, just throwing an idea out here, would it be possible to use autoSyndrome to make a pseudo-gravity room? Like, you've got a reaction which uses, say, the striker skill, and also applies a syndrome which makes the Saiyan in question gain attributes faster for a short while, so the end result (should be) that you gain skill and attributes much faster when you spam this reaction. Unless doing a reaction doesn't increase an attribute, in which case this probably won't work.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
Post by: Putnam on March 30, 2013, 02:20:06 pm
Been playing around with Birus.

He's way, way, WAY stronger than Broly. The only defenses against him are:

1. Holing up.

2. Super Saiyan God.

Also going in next version: advfort.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Grab this earring and wear it! (0.34.11)
Post by: Putnam on March 31, 2013, 03:34:55 am
1.13!

-Added Birus.

-Overhauled Super Saiyan for better function of...

-Potara Earrings.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Grab this earring and wear it! (0.34.11)
Post by: KingofstarrySkies on March 31, 2013, 09:27:02 am
WOAH.
Potara?
How does it work?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Grab this earring and wear it! (0.34.11)
Post by: Korbac on March 31, 2013, 10:24:06 am
1.13!

-Added Birus.

-Overhauled Super Saiyan for better function of...

-Potara Earrings.

"WELL MAYBE YOU MESSED IT UP INSTEAD MISTER STRAIGHT - FINGERS!"
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Grab this earring and wear it! (0.34.11)
Post by: laularukyrumo on March 31, 2013, 10:47:52 am
Oh god Potara Earrings

I'm scared. Very, very scared.

So are the earrings in yet, or have you merely laid the foundation for them?
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Grab this earring and wear it! (0.34.11)
Post by: Spirit of Power on March 31, 2013, 12:00:28 pm
I'm getting several DFHack errors in the new version. Whenever the God of Destruction does his huge ki blast (or when I use a kienzan), this happens:

(http://img6.imageshack.us/img6/5463/dfdbzglitch02.png)

Also, when I use the scouter, this happens:

(http://img268.imageshack.us/img268/4471/dfdbzglitch03.png)

Though it was originally a glitch about an unexpected character ")" on line 62, I was able to fix that by removing an extra ) on lines 62 and 63, so you'll want to correct that. Haven't yet tested Super Saiyan to see if it works.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Grab this earring and wear it! (0.34.11)
Post by: Putnam on March 31, 2013, 12:09:58 pm
...Whoops. Uploaded it with an old version of projectileExpansion.

Sorry, here's the correct one:

beep (http://dffd.wimbli.com/file.php?id=7471)

The scouter I fixed, too, for next release:

Code: [Select]
-- Gives power level of selected unit. Type "accurate" for a more linear, but more boring number.

local selectedUnit = dfhack.gui.getSelectedUnit(silent)

local args = {...}

local accurate = false

for _,arg in ipairs(args) do
    if arg == "accurate" then accurate = true end
end

local function unitIsGod(unit)
    local unitraws = df.creature_raw.find(unit.race)
    local casteraws = unitraws.caste[unit.caste]
    local unitclasses = casteraws.creature_class
    for _,class in ipairs(unitclasses) do
        if class.value == "GOD" then return true end
    end
    for _,u_syndrome in ipairs(unit.syndromes.active) do
        local syndrome = df.global.world.raws.syndromes.all[u_syndrome.type]
        for _,synclass in ipairs(syndrome.syn_class) do
            if synclass.value == "GOD" then return true end
        end
    end
    return false
end

--power levels should account for disabilities and such
local function isWinded(unit)
    if unit.counters.winded > 0 then return true end
    return false
end
local function isStunned(unit)
    if unit.counters.stunned > 0 then return true end
    return false
end
local function isUnconscious(unit)
    if unit.counters.unconscious > 0 then return true end
    return false
end
local function isParalyzed(unit)
    if unit.counters2.paralysis > 0 then return true end
    return false
end
local function getExhaustion(unit)
    local exhaustion = 1
    if unit.counters2.exhaustion~=0 then
        exhaustion = 1000/unit.counters2.exhaustion
        return exhaustion
    end
    return 1
end

if not selectedUnit then
    qerror('Need to select a unit.')
end

--blood_max appears to be the creature's body size divided by 10; the power level calculation relies on body size divided by 1000, so divided by 100 it is. blood_count refers to current blood amount, and it, when full, is equal to blood_max.
local speed = 1000/dfhack.units.computeMovementSpeed(selectedUnit)
local strength = ((selectedUnit.body.physical_attrs.STRENGTH.value+selectedUnit.curse.attr_change.phys_att_add.STRENGTH)/3550)*(selectedUnit.curse.attr_change.phys_att_perc.STRENGTH/100)
local endurance = ((selectedUnit.body.physical_attrs.ENDURANCE.value+selectedUnit.curse.attr_change.phys_att_add.ENDURANCE)/1000)*(selectedUnit.curse.attr_change.phys_att_perc.ENDURANCE/100)
local toughness = ((selectedUnit.body.physical_attrs.TOUGHNESS.value+selectedUnit.curse.attr_change.phys_att_add.TOUGHNESS)/2250)*(selectedUnit.curse.attr_change.phys_att_perc.TOUGHNESS/100)
local spatialsense = ((selectedUnit.status.current_soul.mental_attrs.SPATIAL_SENSE.value+selectedUnit.curse.attr_change.ment_att_add.SPATIAL_SENSE)/1500)*(selectedUnit.curse.attr_change.ment_att_perc.SPATIAL_SENSE/100)
local kinestheticsense = ((selectedUnit.status.current_soul.mental_attrs.KINESTHETIC_SENSE.value+selectedUnit.curse.attr_change.ment_att_add.KINESTHETIC_SENSE)/1000)*(selectedUnit.curse.attr_change.ment_att_perc.KINESTHETIC_SENSE/100)
local willpower = ((selectedUnit.status.current_soul.mental_attrs.WILLPOWER.value+selectedUnit.curse.attr_change.ment_att_add.WILLPOWER)/1000)*(selectedUnit.curse.attr_change.ment_att_perc.WILLPOWER/100)
local exhaustion = getExhaustion(selectedUnit)


if accurate == true
then
    local bodysize = selectedUnit.body.blood_count*10
    powerlevel = bodysize*speed*((strength*endurance*toughness*spatialsense*kinestheticsense*willpower)^(1/6))*exhaustion
    powerlevel = powerlevel * 300
else
    local bodysize = (selectedUnit.body.blood_count/100)^2
    powerlevel = bodysize*speed*((strength*endurance*toughness*spatialsense*kinestheticsense*willpower)^(1/6))*exhaustion
end
if isWinded(selectedUnit) then powerlevel=powerlevel/1.2 end
if isStunned(selectedUnit) then powerlevel=powerlevel/1.5 end
if isParalyzed(selectedUnit) then powerlevel=powerlevel/5 end
if isUnconscious(selectedUnit) then powerlevel=powerlevel/10 end

if powerlevel == 1/0 or unitIsGod(selectedUnit) then
    dfhack.gui.showPopupAnnouncement("The scouter broke at this incredible power. Either the power belongs to a god... or it's immeasurable.")
    qerror("Scouter broke! Oh well, there are more.")
end

dfhack.gui.showAnnouncement("The scouter says " .. math.floor(powerlevel) .. "!",11)
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Grab this earring and wear it! (0.34.11)
Post by: Spirit of Power on March 31, 2013, 01:03:02 pm
Well projectileExpansion works alright now. But I'm still getting scouter glitches. Namely, after I first spawn a creature, I get this:

(http://img194.imageshack.us/img194/7825/dfdbzglitch04.png)

But that goes away after the creature fights a bit. But then I get this:

(http://img6.imageshack.us/img6/51/dfdbzglitch05.png)

And yes, I did replace scouter.lua with the updated script you posted.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Grab this earring and wear it! (0.34.11)
Post by: Putnam on March 31, 2013, 01:04:16 pm
Dammit. Wait a second.

EDIT: Dammit. attr_change is nil if the creature doesn't have a syndrome that changes attributes.

Code: [Select]
-- Gives power level of selected unit. Type "accurate" for a more linear, but more boring number.

local selectedUnit = dfhack.gui.getSelectedUnit(silent)

local args = {...}

local accurate = false

for _,arg in ipairs(args) do
    if arg == "accurate" then accurate = true end
end

local function unitIsGod(unit)
    local unitraws = df.creature_raw.find(unit.race)
    local casteraws = unitraws.caste[unit.caste]
    local unitclasses = casteraws.creature_class
    for _,class in ipairs(unitclasses) do
        if class.value == "GOD" then return true end
    end
    for _,u_syndrome in ipairs(unit.syndromes.active) do
        local syndrome = df.global.world.raws.syndromes.all[u_syndrome.type]
        for _,synclass in ipairs(syndrome.syn_class) do
            if synclass.value == "GOD" then return true end
        end
    end
    return false
end

--power levels should account for disabilities and such
local function isWinded(unit)
    if unit.counters.winded > 0 then return true end
    return false
end
local function isStunned(unit)
    if unit.counters.stunned > 0 then return true end
    return false
end
local function isUnconscious(unit)
    if unit.counters.unconscious > 0 then return true end
    return false
end
local function isParalyzed(unit)
    if unit.counters2.paralysis > 0 then return true end
    return false
end
local function getExhaustion(unit)
    local exhaustion = 1
    if unit.counters2.exhaustion~=0 then
        exhaustion = 1000/unit.counters2.exhaustion
        return exhaustion
    end
    return 1
end

if not selectedUnit then
    qerror('Need to select a unit.')
end

--blood_max appears to be the creature's body size divided by 10; the power level calculation relies on body size divided by 1000, so divided by 100 it is. blood_count refers to current blood amount, and it, when full, is equal to blood_max.
local speed = 1000/dfhack.units.computeMovementSpeed(selectedUnit)
if selectedUnit.curse.attr_change then
local strength = ((selectedUnit.body.physical_attrs.STRENGTH.value+selectedUnit.curse.attr_change.phys_att_add.STRENGTH)/3550)*(selectedUnit.curse.attr_change.phys_att_perc.STRENGTH/100)
local endurance = ((selectedUnit.body.physical_attrs.ENDURANCE.value+selectedUnit.curse.attr_change.phys_att_add.ENDURANCE)/1000)*(selectedUnit.curse.attr_change.phys_att_perc.ENDURANCE/100)
local toughness = ((selectedUnit.body.physical_attrs.TOUGHNESS.value+selectedUnit.curse.attr_change.phys_att_add.TOUGHNESS)/2250)*(selectedUnit.curse.attr_change.phys_att_perc.TOUGHNESS/100)
local spatialsense = ((selectedUnit.status.current_soul.mental_attrs.SPATIAL_SENSE.value+selectedUnit.curse.attr_change.ment_att_add.SPATIAL_SENSE)/1500)*(selectedUnit.curse.attr_change.ment_att_perc.SPATIAL_SENSE/100)
local kinestheticsense = ((selectedUnit.status.current_soul.mental_attrs.KINESTHETIC_SENSE.value+selectedUnit.curse.attr_change.ment_att_add.KINESTHETIC_SENSE)/1000)*(selectedUnit.curse.attr_change.ment_att_perc.KINESTHETIC_SENSE/100)
local willpower = ((selectedUnit.status.current_soul.mental_attrs.WILLPOWER.value+selectedUnit.curse.attr_change.ment_att_add.WILLPOWER)/1000)*(selectedUnit.curse.attr_change.ment_att_perc.WILLPOWER/100)
else
local strength = selectedUnit.body.physical_attrs.STRENGTH.value/3550
local endurance = selectedUnit.body.physical_attrs.ENDURANCE.value/1000
local toughness = selectedUnit.body.physical_attrs.TOUGHNESS.value/2250
local spatialsense = selectedUnit.status.current_soul.mental_attrs.SPATIAL_SENSE.value/1500
local kinestheticsense = selectedUnit.status.current_soul.mental_attrs.KINESTHETIC_SENSE.value/1000
local willpower = selectedUnit.status.current_soul.mental_attrs.WILLPOWER.value/1000
end
local exhaustion = getExhaustion(selectedUnit)


if accurate == true
then
    local bodysize = selectedUnit.body.blood_count*10
    powerlevel = bodysize*speed*((strength*endurance*toughness*spatialsense*kinestheticsense*willpower)^(1/6))*exhaustion
    powerlevel = powerlevel * 300
else
    local bodysize = (selectedUnit.body.blood_count/100)^2
    powerlevel = bodysize*speed*((strength*endurance*toughness*spatialsense*kinestheticsense*willpower)^(1/6))*exhaustion
end
if isWinded(selectedUnit) then powerlevel=powerlevel/1.2 end
if isStunned(selectedUnit) then powerlevel=powerlevel/1.5 end
if isParalyzed(selectedUnit) then powerlevel=powerlevel/5 end
if isUnconscious(selectedUnit) then powerlevel=powerlevel/10 end

if powerlevel == 1/0 or unitIsGod(selectedUnit) then
    dfhack.gui.showPopupAnnouncement("The scouter broke at this incredible power. Either the power belongs to a god... or it's immeasurable.")
    qerror("Scouter broke! Oh well, there are more.",11)
end

dfhack.gui.showAnnouncement("The scouter says " .. math.floor(powerlevel) .. "!",11)

THERE
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Grab this earring and wear it! (0.34.11)
Post by: Spirit of Power on March 31, 2013, 02:18:25 pm
And once more, you fixed that one but I found another.

(http://img404.imageshack.us/img404/2069/dfdbzglitch06.png)
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Grab this earring and wear it! (0.34.11)
Post by: Torknick on March 31, 2013, 03:00:40 pm
How do the potara earrings work? Also you said that you changed a few things about super saiyans, what did you change? I cant seem to spawn super saiyans in the arena.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Grab this earring and wear it! (0.34.11)
Post by: Putnam on March 31, 2013, 03:24:08 pm
Well, take two people; let's call them... Tarlic and Kakarot (a couple of the more common names).

Tarlic and Kakarot both put on a potara earring.

After a little while, Kakarot "vanishes", and, where Tarlic was standing is Tarrot, who has all the experience of the both of them, which much more strength (the weakest possible fusion will still be 200 times as strong as the strongest possible saiyan). Tarrot also appears as an intermediate between the two, with intermediate nose size, intermediate personality traits and all that.

And once more, you fixed that one but I found another.

(http://img404.imageshack.us/img404/2069/dfdbzglitch06.png)

Here you go:

Code: [Select]
-- Gives power level of selected unit. Type "accurate" for a more linear, but more boring number.

local selectedUnit = dfhack.gui.getSelectedUnit(silent)

local args = {...}

local accurate = false

for _,arg in ipairs(args) do
    if arg == "accurate" then accurate = true end
end

local function unitIsGod(unit)
    local unitraws = df.creature_raw.find(unit.race)
    local casteraws = unitraws.caste[unit.caste]
    local unitclasses = casteraws.creature_class
    for _,class in ipairs(unitclasses) do
        if class.value == "GOD" then return true end
    end
    for _,u_syndrome in ipairs(unit.syndromes.active) do
        local syndrome = df.global.world.raws.syndromes.all[u_syndrome.type]
        for _,synclass in ipairs(syndrome.syn_class) do
            if synclass.value == "GOD" then return true end
        end
    end
    return false
end

--power levels should account for disabilities and such
local function isWinded(unit)
    if unit.counters.winded > 0 then return true end
    return false
end
local function isStunned(unit)
    if unit.counters.stunned > 0 then return true end
    return false
end
local function isUnconscious(unit)
    if unit.counters.unconscious > 0 then return true end
    return false
end
local function isParalyzed(unit)
    if unit.counters2.paralysis > 0 then return true end
    return false
end
local function getExhaustion(unit)
    local exhaustion = 1
    if unit.counters2.exhaustion~=0 then
        exhaustion = 1000/unit.counters2.exhaustion
        return exhaustion
    end
    return 1
end

if not selectedUnit then
    qerror('Need to select a unit.')
end

--blood_max appears to be the creature's body size divided by 10; the power level calculation relies on body size divided by 1000, so divided by 100 it is. blood_count refers to current blood amount, and it, when full, is equal to blood_max.
local speed = 1000/dfhack.units.computeMovementSpeed(selectedUnit)
if selectedUnit.curse.attr_change then
strength = ((selectedUnit.body.physical_attrs.STRENGTH.value+selectedUnit.curse.attr_change.phys_att_add.STRENGTH)/3550)*(selectedUnit.curse.attr_change.phys_att_perc.STRENGTH/100)
endurance = ((selectedUnit.body.physical_attrs.ENDURANCE.value+selectedUnit.curse.attr_change.phys_att_add.ENDURANCE)/1000)*(selectedUnit.curse.attr_change.phys_att_perc.ENDURANCE/100)
toughness = ((selectedUnit.body.physical_attrs.TOUGHNESS.value+selectedUnit.curse.attr_change.phys_att_add.TOUGHNESS)/2250)*(selectedUnit.curse.attr_change.phys_att_perc.TOUGHNESS/100)
spatialsense = ((selectedUnit.status.current_soul.mental_attrs.SPATIAL_SENSE.value+selectedUnit.curse.attr_change.ment_att_add.SPATIAL_SENSE)/1500)*(selectedUnit.curse.attr_change.ment_att_perc.SPATIAL_SENSE/100)
kinestheticsense = ((selectedUnit.status.current_soul.mental_attrs.KINESTHETIC_SENSE.value+selectedUnit.curse.attr_change.ment_att_add.KINESTHETIC_SENSE)/1000)*(selectedUnit.curse.attr_change.ment_att_perc.KINESTHETIC_SENSE/100)
willpower = ((selectedUnit.status.current_soul.mental_attrs.WILLPOWER.value+selectedUnit.curse.attr_change.ment_att_add.WILLPOWER)/1000)*(selectedUnit.curse.attr_change.ment_att_perc.WILLPOWER/100)
else
strength = selectedUnit.body.physical_attrs.STRENGTH.value/3550
endurance = selectedUnit.body.physical_attrs.ENDURANCE.value/1000
toughness = selectedUnit.body.physical_attrs.TOUGHNESS.value/2250
spatialsense = selectedUnit.status.current_soul.mental_attrs.SPATIAL_SENSE.value/1500
kinestheticsense = selectedUnit.status.current_soul.mental_attrs.KINESTHETIC_SENSE.value/1000
willpower = selectedUnit.status.current_soul.mental_attrs.WILLPOWER.value/1000
end
local exhaustion = getExhaustion(selectedUnit)


if accurate == true
then
    local bodysize = selectedUnit.body.blood_count*10
    powerlevel = bodysize*speed*((strength*endurance*toughness*spatialsense*kinestheticsense*willpower)^(1/6))*exhaustion
    powerlevel = powerlevel * 300
else
    local bodysize = (selectedUnit.body.blood_count/100)^2
    powerlevel = bodysize*speed*((strength*endurance*toughness*spatialsense*kinestheticsense*willpower)^(1/6))*exhaustion
end
if isWinded(selectedUnit) then powerlevel=powerlevel/1.2 end
if isStunned(selectedUnit) then powerlevel=powerlevel/1.5 end
if isParalyzed(selectedUnit) then powerlevel=powerlevel/5 end
if isUnconscious(selectedUnit) then powerlevel=powerlevel/10 end

if powerlevel == 1/0 or unitIsGod(selectedUnit) then
    dfhack.gui.showPopupAnnouncement("The scouter broke at this incredible power. Either the power belongs to a god... or it's immeasurable.")
    qerror("Scouter broke! Oh well, there are more.",11)
end

dfhack.gui.showAnnouncement("The scouter says " .. math.floor(powerlevel) .. "!",11)

Super Saiyans can't be found in the arena because I changed them from being a creature to being a syndrome. I'd better fix it so you can still make them in the arena (though you will have super saiyan humans as a possibility)
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Grab this earring and wear it! (0.34.11)
Post by: Spirit of Power on March 31, 2013, 03:57:02 pm
And that one's now gone, except I'm getting this one:

(http://img6.imageshack.us/img6/51/dfdbzglitch05.png)

On line 94. I looked at it, and with a bit of deduction, concluded that it needs a number in the parentheses for that command based on the other announcement lines. I fixed it and now it works:

Code: [Select]
-- Gives power level of selected unit. Type "accurate" for a more linear, but more boring number.

local selectedUnit = dfhack.gui.getSelectedUnit(silent)

local args = {...}

local accurate = false

for _,arg in ipairs(args) do
    if arg == "accurate" then accurate = true end
end

local function unitIsGod(unit)
    local unitraws = df.creature_raw.find(unit.race)
    local casteraws = unitraws.caste[unit.caste]
    local unitclasses = casteraws.creature_class
    for _,class in ipairs(unitclasses) do
        if class.value == "GOD" then return true end
    end
    for _,u_syndrome in ipairs(unit.syndromes.active) do
        local syndrome = df.global.world.raws.syndromes.all[u_syndrome.type]
        for _,synclass in ipairs(syndrome.syn_class) do
            if synclass.value == "GOD" then return true end
        end
    end
    return false
end

--power levels should account for disabilities and such
local function isWinded(unit)
    if unit.counters.winded > 0 then return true end
    return false
end
local function isStunned(unit)
    if unit.counters.stunned > 0 then return true end
    return false
end
local function isUnconscious(unit)
    if unit.counters.unconscious > 0 then return true end
    return false
end
local function isParalyzed(unit)
    if unit.counters2.paralysis > 0 then return true end
    return false
end
local function getExhaustion(unit)
    local exhaustion = 1
    if unit.counters2.exhaustion~=0 then
        exhaustion = 1000/unit.counters2.exhaustion
        return exhaustion
    end
    return 1
end

if not selectedUnit then
    qerror('Need to select a unit.')
end

--blood_max appears to be the creature's body size divided by 10; the power level calculation relies on body size divided by 1000, so divided by 100 it is. blood_count refers to current blood amount, and it, when full, is equal to blood_max.
local speed = 1000/dfhack.units.computeMovementSpeed(selectedUnit)
if selectedUnit.curse.attr_change then
strength = ((selectedUnit.body.physical_attrs.STRENGTH.value+selectedUnit.curse.attr_change.phys_att_add.STRENGTH)/3550)*(selectedUnit.curse.attr_change.phys_att_perc.STRENGTH/100)
endurance = ((selectedUnit.body.physical_attrs.ENDURANCE.value+selectedUnit.curse.attr_change.phys_att_add.ENDURANCE)/1000)*(selectedUnit.curse.attr_change.phys_att_perc.ENDURANCE/100)
toughness = ((selectedUnit.body.physical_attrs.TOUGHNESS.value+selectedUnit.curse.attr_change.phys_att_add.TOUGHNESS)/2250)*(selectedUnit.curse.attr_change.phys_att_perc.TOUGHNESS/100)
spatialsense = ((selectedUnit.status.current_soul.mental_attrs.SPATIAL_SENSE.value+selectedUnit.curse.attr_change.ment_att_add.SPATIAL_SENSE)/1500)*(selectedUnit.curse.attr_change.ment_att_perc.SPATIAL_SENSE/100)
kinestheticsense = ((selectedUnit.status.current_soul.mental_attrs.KINESTHETIC_SENSE.value+selectedUnit.curse.attr_change.ment_att_add.KINESTHETIC_SENSE)/1000)*(selectedUnit.curse.attr_change.ment_att_perc.KINESTHETIC_SENSE/100)
willpower = ((selectedUnit.status.current_soul.mental_attrs.WILLPOWER.value+selectedUnit.curse.attr_change.ment_att_add.WILLPOWER)/1000)*(selectedUnit.curse.attr_change.ment_att_perc.WILLPOWER/100)
else
strength = selectedUnit.body.physical_attrs.STRENGTH.value/3550
endurance = selectedUnit.body.physical_attrs.ENDURANCE.value/1000
toughness = selectedUnit.body.physical_attrs.TOUGHNESS.value/2250
spatialsense = selectedUnit.status.current_soul.mental_attrs.SPATIAL_SENSE.value/1500
kinestheticsense = selectedUnit.status.current_soul.mental_attrs.KINESTHETIC_SENSE.value/1000
willpower = selectedUnit.status.current_soul.mental_attrs.WILLPOWER.value/1000
end
local exhaustion = getExhaustion(selectedUnit)


if accurate == true
then
    local bodysize = selectedUnit.body.blood_count*10
    powerlevel = bodysize*speed*((strength*endurance*toughness*spatialsense*kinestheticsense*willpower)^(1/6))*exhaustion
    powerlevel = powerlevel * 300
else
    local bodysize = (selectedUnit.body.blood_count/100)^2
    powerlevel = bodysize*speed*((strength*endurance*toughness*spatialsense*kinestheticsense*willpower)^(1/6))*exhaustion
end
if isWinded(selectedUnit) then powerlevel=powerlevel/1.2 end
if isStunned(selectedUnit) then powerlevel=powerlevel/1.5 end
if isParalyzed(selectedUnit) then powerlevel=powerlevel/5 end
if isUnconscious(selectedUnit) then powerlevel=powerlevel/10 end

if powerlevel == 1/0 or unitIsGod(selectedUnit) then
    dfhack.gui.showPopupAnnouncement("The scouter broke at this incredible power. Either the power belongs to a god... or it's immeasurable.",11)
    qerror("Scouter broke! Oh well, there are more.",11)
end

dfhack.gui.showAnnouncement("The scouter says " .. math.floor(powerlevel) .. "!",11)

Note this bit:

Code: [Select]
    dfhack.gui.showPopupAnnouncement("The scouter broke at this incredible power. Either the power belongs to a god... or it's immeasurable.",11)
More specifically, the ",11". I assume you forgot to add that, which was causing the problem. That particular line was moved down, and was, for lack of a better word, "buried" under some other problems, so it's understandable why you missed it. Anyways, it works now, so I'm off to test Super Saiyan.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Grab this earring and wear it! (0.34.11)
Post by: Putnam on March 31, 2013, 04:18:47 pm
I've added that ,11 3 times already :P
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Grab this earring and wear it! (0.34.11)
Post by: Spirit of Power on March 31, 2013, 04:23:54 pm
I've added that ,11 3 times already :P

Wait, seriously? Then why did I get that problem?  ???
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Grab this earring and wear it! (0.34.11)
Post by: Putnam on March 31, 2013, 04:27:08 pm
Oh, things like that happen all the time.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Grab this earring and wear it! (0.34.11)
Post by: Spirit of Power on March 31, 2013, 04:34:39 pm
Also, the errorlog tells me you've got a duplicate reaction for the reaction WISH_FOR_POTARA_DB, so I renamed the adventure mode version to WISH_FOR_POTARA_DB_ADV. Currently trying to survive long enough to kill enough things to go Super Saiyan.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Grab this earring and wear it! (0.34.11)
Post by: Putnam on March 31, 2013, 04:35:31 pm
derp
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Grab this earring and wear it! (0.34.11)
Post by: Spirit of Power on March 31, 2013, 05:13:43 pm
I'm currently a Super Saiyan 3, but weirdly enough I can't do anything but bruise people  :-\

Though I can report that I can go Super Saiyan 2 multiple times, even if I have to use the ability, then wait for it to be usable again in order to do so. Also I could only bruise people in SS2 as well. Haven't yet tested SS3, because I cannot freaking kill this guy because I can't do anything but bruise him :/

EDIT:Also, oddly, I have a speed of like 650-ish as a SS3. Might be a side effect of going SS3 while already SS2 though.

EDIT2:Okay, my attacks just started working and my speed just skyrocketed to 9708 (I'd activated flashstep to attempt to remedy the speed problem). This is really, really weird.

EDIT3:DF just crashed after trying to go SS3 after trying (and failing) to go SS and SS2. Going to reload and try this again.

EDIT4:Just reloaded and tried to go SS2 without going SS, and it worked  :o Attacks don't work though. Going to get and use SS3 again.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Grab this earring and wear it! (0.34.11)
Post by: Putnam on March 31, 2013, 05:31:41 pm
...that's odd.

I may have to include a DFHack script to prevent overflows, hehe. Just check all the various overflowable values and, if they're negative, set them to 2147483647.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Grab this earring and wear it! (0.34.11)
Post by: Spirit of Power on March 31, 2013, 05:42:47 pm
Aaaaand I died. Couldn't kill anyone because my attacks didn't do nearly enough damage to kill them even via bleeding out. I also seem completely unable to go SS more than once, though I can go SS2 at least twice. Haven't survived long enough to use SS3 twice though.

EDIT:And now I can go SS more than once. Alright, seems a bit inconsistent, but whatever works.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Grab this earring and wear it! (0.34.11)
Post by: Putnam on March 31, 2013, 05:58:56 pm
Including overflow checks as a hopeful bug fix to your inefficiency issue. Not sure if it'll work, though.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Grab this earring and wear it! (0.34.11)
Post by: Spirit of Power on March 31, 2013, 06:10:10 pm
Okay, this is getting really, really weird. I went SS3, and that worked alright. But then I tried to use it again, and it didn't work. But then I tried SS2, and that seemed to work :/

Of course, I didn't test combat, but I know speed didn't change. These results are all over the place. Sometimes I can do it properly, sometimes I can't, sometimes I do it properly but I get massive overflows...

Yeah, anyways, I'm done for now. Gonna eat dinner, see if I can find an english subbed stream of Battle of Gods, maybe try again in a couple hours.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Grab this earring and wear it! (0.34.11)
Post by: Putnam on April 01, 2013, 01:43:23 am
Okay.

Right now, I'm working on Super Saiyan 4, 5, 6, 7, 8, 9 and 10. Also going to include Super Humans 1-5; Android 21 is going to get a megabeast, and commas will end sentences,
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Grab this earring and wear it! (0.34.11)
Post by: Sergarr on April 01, 2013, 02:16:55 am
I'd recommend working on Super Saiyan 1337  ;)
Title: Re: Sparking!!! Dragon Ball AF Mod: Goku's third son is so awesome! (0.34.11)
Post by: jaxy15 on April 01, 2013, 05:12:00 am
You should totally add Xicor as a super-mega-ultra-super-strong megabeast that's like 2500000 Broly's combined.
Title: Re: Sparking!!! Dragon Ball AF Mod: Goku's third son is so awesome! (0.34.11)
Post by: alamoes on April 01, 2013, 05:40:28 am
Cannot wait to try this mod.  I will report my findings later. 
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Torknick on April 10, 2013, 05:29:34 pm
So Putnam, How do you plan on implementing SSJ 5-10?
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Putnam on April 10, 2013, 06:10:17 pm
By shoving a kazoo in my mouth and humming "through the fire and flames" while endeavoring not to make too many fandom jokes :P
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Torknick on April 10, 2013, 06:12:55 pm
Now thats a great choice of music right there!
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Xangi on April 10, 2013, 06:16:28 pm
Oh holy hell this is being updated again? Awesome!
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Torknick on April 10, 2013, 06:18:49 pm
Yeah it seems like this mod has long periodes of inactivity, followed by short bursts of activity.
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Putnam on April 10, 2013, 08:41:41 pm
It's how I roll  8)

(I can't really think of anything to add at the moment, so don't expect anything soon)
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Xangi on April 10, 2013, 08:59:09 pm
It's how I roll  8)

(I can't really think of anything to add at the moment, so don't expect anything soon)
I know the feeling, believe me. Maybe add some of the material from that new movie or something? I haven't seen it yet, but there must be something.
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Putnam on April 10, 2013, 09:00:24 pm
Already did, half before the movie came out. My information turned out to be correct.

I'm also damn quick.
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Torknick on April 16, 2013, 08:04:55 am
Putnam, to be completely honest, I don't like the new super saiyan system, the old one just seemed to flow well and it felt natural, but the new one just feels clunky and I dont feel more powerful when I transform.
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Putnam on April 16, 2013, 12:20:39 pm
I can understand that. It did feel more like a transformation back when it was actually a transformation.

However, your issue could be a bug issue. Describe your feelings of unpower.
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Torknick on April 16, 2013, 05:02:35 pm
Oh, no that's nothing, im definitely more powerful there's no doubt about that, but you dont get the same level of satisfaction when it says saiyan(super saiyan) instead of super saiyan. But that's just personal preference. 
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Putnam on April 16, 2013, 05:07:14 pm
Ah, yes. That. I wish I could do something about that.
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Hammerstar on April 17, 2013, 11:42:36 am
Hey, been messing around with the Salza Blade weapon in adventure mode and getting some really wonky behavior. See, first time I used it, it used Mining as the related skill, and while I thought that was weird, swordsman would make more sense, but whatever. Thing is, every time I load my save, it changes the related skill. And sometimes it's not even an existing skill. Yeah, I've got a character who is a Legendary Blank, not to mention that skill rose at a ridiculous level of speed. And at another time, it was only increasing by a single point at a time, in another Dabbling Blank slot. And this most recent time, I've actually got such a skill, a blank, and it's going negative by about 50000 points every time I swing it.

I'm trying to upload some screenshots of what's happening, but my internet is being stupid right now. This Salza Blade is a buggy nightmare, though. It hasn't done anything like crash my game or melt my computer yet, but I think you'll want to look into it a bit more.
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Putnam on April 17, 2013, 05:05:20 pm
...huh. That is very, very odd.
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Spirit of Power on April 17, 2013, 06:08:29 pm
Looking at the raws, Putnam, it seems like you didn't set a skill for it. Maybe that's the cause?
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Putnam on April 17, 2013, 08:07:44 pm
Did I not???

I thought I set GRASP_STRIKE or SWORD.
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Spirit of Power on April 17, 2013, 09:04:55 pm
Nope, doesn't look like you did, I can't find it anywhere:

Code: [Select]
[ITEM_TOOL:SALZA_BLADE]
[NAME:salza blade:salza blades]
[TILE:'/']
[SIZE:200]
[VALUE:1]
[MINIMUM_SIZE:12000]
[TWO_HANDED:12000]
[ATTACK:EDGE:100:20000:stab:stabs:NO_SUB:1500]
[ATTACK:EDGE:1000:15000:slash:slashes:NO_SUB:1000]
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Hammerstar on April 18, 2013, 03:11:08 pm
Oh, is that all it is? I really need to learn more about modding this game, I guess. At least I think that's easy enough to fix myself when I get home so I can mess around some more.
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Torknick on May 05, 2013, 03:49:23 pm
So Putnam, have you thought about adding in the false super saiyan? You could make it a little bit stronger than the super namekian.
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Putnam on May 05, 2013, 05:00:12 pm
Eh, I think that'd be a bit awkward with how easy Super Saiyan is to attain in this mod anyway :P
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: zimer02 on May 21, 2013, 08:53:48 pm
Hey Putnam, would you mind giving the namekians the same unarmed attacks as the saiyans? (oh and the special beam cannon too please  :)
Spoiler (click to show/hide)

and great mod by the way
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Putnam on May 21, 2013, 09:27:22 pm
They don't have the same ones? O_o

EDIT: Dammit. I've already updated the mod to the next version of DF. This means that, if I updated now, it'd error the hell out. However, the fix is simple: replace the four attacks in the namekian file (between MAXAGE:2000:3000 and BABY:1) with this:

[APPLY_CREATURE_VARIATION:HUMANOID_MARTIAL_ARTS_MOVES_DRAGONBALL]
[APPLY_CURRENT_CREATURE_VARIATION]
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Sergarr on May 29, 2013, 01:00:19 pm
How do I use special attack capsule, and why is it so freaking durable (like cotton candy)?
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Putnam on May 29, 2013, 08:11:38 pm
I'm pretty sure I removed the special attack capsule being necessary entirely. It was/is for salza blade and kienzan. Then I figured out that I could just kinda not require anything for those interactions.
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: KingofstarrySkies on June 05, 2013, 09:19:30 pm
Woooooo-wee. Been awhile since I've been here...And oh how it has changed...Slightly. Heh.

So, how does potara work? Gimmie some details, both in English, and in...putnamekian.

Oh, and at som point, think you could delete dwarves from the mod? And maybe elves? Mostly dwarves. Or at least make them not playable for fort-mode.
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Putnam on June 05, 2013, 09:38:42 pm
Magic.

I don't remember. Two people put on the potara, one vanishes, the other gets a massive (MASSIVE) boost in power, their personalities are averaged and their names are combined. I thought I had deleted dwarves; why do I keep forgetting???
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: KingofstarrySkies on June 05, 2013, 09:59:37 pm
Welp, good to know.

Also, slight bug report. Activating.

GUUUUUYS.

I was dueling cell in the arena with a super saiyan 3, and I kienzan'd him.

It took his upper body off...But SOMEHOW...
HES STILL ALIVE!?
His head and...upperspine are still there.

Floating.

LIKE FARIES.
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Putnam on June 05, 2013, 10:43:10 pm
Not floating, rolling. Big difference. That's not a bug; you cut off his head and he's still alive. It's intentional!
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: KingofstarrySkies on June 06, 2013, 01:44:55 pm
Thats...
Terrifying.
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Putnam on June 06, 2013, 01:50:24 pm
Allow Cell to explain. (http://www.youtube.com/watch?feature=player_detailpage&v=eWSKvOVXNu8#t=103s)
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Torknick on June 14, 2013, 06:50:56 pm
YAAAAAAAAY! THIS IS ALIVE AGAIN!
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Putnam on June 14, 2013, 06:52:38 pm
huh
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Torknick on June 14, 2013, 06:53:10 pm
Also, is there a way to fix the scouter?
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Sergarr on June 14, 2013, 06:54:59 pm
what do you mean fix the scouter it is not broken
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Putnam on June 14, 2013, 06:55:56 pm
And if it is, I'd like to know how.
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Torknick on June 14, 2013, 07:19:36 pm
Is there an error log for DFhack so i can just copy and paste?
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Putnam on June 14, 2013, 07:21:43 pm
Use the snipping tool and imgur.
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Torknick on June 14, 2013, 07:40:29 pm
what snipping tool? sorry, Im not very good at these things.
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Putnam on June 14, 2013, 07:41:36 pm
Windows snipping tool, under accessories. If you're not using windows, just printscreen it and paste it to imgur.
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Torknick on June 14, 2013, 07:54:15 pm
http://i.imgur.com/Vi34UuL.jpg sorry its in such low quality
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Brilliand on June 16, 2013, 05:08:04 pm
If you want to copy-paste from DFHack, right click and choose "Mark", then select the text you want to copy and press Enter.

On Windows, anyway.  Since that's exactly how the Windows console does it, I imagine the DFHack window on Linux works the same way as the Linux console.
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Sergarr on June 17, 2013, 03:17:01 pm
After I've got a similiar error myself, the error log indicates that the problem is in line 94:
Spoiler (click to show/hide)
It expects a number here? or something

EDIT: oh yeah, looking at the line 98: dfhack.gui.showAnnouncement("The scouter says " .. math.floor(powerlevel) .. "!",11), it looks like to fix this you just have to add ", 11" there.

EDIT X2 COMBO: Yep, that worked.
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Putnam on June 17, 2013, 03:18:20 pm
Oh damn, I thought I fixed that... twice. Add ,COLOR_LIGHTCYAN after the quote.
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Sergarr on June 17, 2013, 04:53:32 pm
I've figured out how to make a real kamehameha. It involves three interactions and one special material. It's glorious.
But I think it won't work in adventure mode for time related problems.

EDIT: I think I may need to tone it down a little. 10 simultaneously fired kamehamehas seriously lag down the game.

here's the relevant raws:


Spoiler (click to show/hide)
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: jinnoripperroo on June 18, 2013, 04:11:49 pm
Would it be a bother to add Saibamen, who are exclusive to planet trade organizations?
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Putnam on June 18, 2013, 04:12:39 pm
Not for the Planet Trade Organization, no, it shouldn't be.
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: jinnoripperroo on June 18, 2013, 05:50:36 pm
How would you make Saibamne, they are plant creatures, unless you mod it so you can harvest Saibaman seeds and grow them.
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Putnam on June 18, 2013, 06:06:35 pm
It would be a problem for the player to have them, but the PTO can have lots of abstraction.
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Sergarr on June 19, 2013, 02:38:39 am
Would it be a bother to add Saibamen, who are exclusive to planet trade organizations?

oh god this so much this. do it man, just do it.

EDIT: Also don't forget the kamikaze attack
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Atomicdoom on July 26, 2013, 08:36:28 am
Putnam! We need moar pew-pew lazor hand moves to do! WE NEED MOAR PEW PUTNAM, MOAR PEW.

(Also. as a god of destruction i was killed by a SSJ1 after partially hitting myself with the big fiery ki blast :( )
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Hammerstar on August 08, 2013, 02:08:17 pm
Putnam! We need moar pew-pew lazor hand moves to do! WE NEED MOAR PEW PUTNAM, MOAR PEW.

(Also. as a god of destruction i was killed by a SSJ1 after partially hitting myself with the big fiery ki blast :( )

Why has something like this never happened in the actual show?
Title: Re: Sparking!!! Dragon Ball Mod: Put on this earring! (0.34.11)
Post by: Putnam on September 06, 2013, 07:35:00 pm
It's how I roll  8)

(I can't really think of anything to add at the moment, so don't expect anything soon)

I added saibamen.
Title: Re: Sparking!!! Dragon Ball Mod: GIKGIGIGI! (0.34.11)
Post by: Putnam on September 07, 2013, 03:53:08 am
I added auras and made instant transmission better.
Title: Re: Sparking!!! Dragon Ball Mod (1.15): GIKGIGIGI! (0.34.11)
Post by: Torknick on September 07, 2013, 06:23:26 pm
What do auras do? is it just cosmetic?
Title: Re: Sparking!!! Dragon Ball Mod (1.15): GIKGIGIGI! (0.34.11)
Post by: Putnam on September 07, 2013, 10:35:32 pm
Yep. When super saiyans go into battle, they start spraying harmless gas.
Title: Re: Sparking!!! Dragon Ball Mod (1.15): GIKGIGIGI! (0.34.11)
Post by: Hammerstar on September 10, 2013, 11:23:31 am
Hey, was going through some of the creature files, and while I don't think it hurts the game any (since the creature doesn't actually exist), but the Kaioshin caste entries in the fanciful file have a bit of a typo.

Spoiler (click to show/hide)

Like I said, I don't actually know if it'll hurt the game any, but thought I'd let you know.
Title: Re: Sparking!!! Dragon Ball Mod (1.15): GIKGIGIGI! (0.34.11)
Post by: Icefire2314 on September 15, 2013, 07:11:39 pm
Do you think it would be possible to fix Oozaru's?

Problem: Every month-ish my civ turns into Oozarus for about 30 seconds, then back. All is well, except when a Saiyan child gets a strange mood right before the full moon, goes berserk do to Oozaru-ization, and then goes Super Saiyan 3 and begins strangling the other children. 1 worker died, and my militia almost got killed, and I really liked this fortress so I stepped in with a little DFHack and some magma :S

Normally I *might* be able to handle this with an actual army. Currently I have 30 population and no army; my militia I threw together of my haulers and farmers in a second.

Also, this is the second strange mood gone Oozaru... fortunately the first one just resulted in insanity, not berserk, especially given that he was an adult.

(Moral: When saiyan children don't get what they want, they go super saiyan 3 and begin killing other children and/or adults. Beware.)

EDIT: In checking the unhappy dwarves from the deaths of 3 saiyans, turns out the angry little ***** killed her grandmother o_o

EDIT2: The same person lost her mother (killed by the little saiyan) and her child (was the little saiyan) Her dad also died at some point recently, I'm presuming by the little saiyan. ._.
Title: Re: Sparking!!! Dragon Ball Mod (1.15): GIKGIGIGI! (0.34.11)
Post by: Putnam on September 15, 2013, 11:11:05 pm
Yeah, Oozaru causing insanity during strange moods is really damn annoying. I can't really do anything about it except maybe to allow a sort of tailclip reaction that lets you choose which saiyan to clip the tail of by assigning a syndrome to that saiyan that makes them immune to the Oozaru syndrome.

...Oh.
Title: Re: Sparking!!! Dragon Ball Mod (1.15): GIKGIGIGI! (0.34.11)
Post by: Icefire2314 on September 16, 2013, 10:04:13 am
 :P

Would said tail-clipping be permanent? Not that I mind if it save the fort from tantrum spiraling, but out of curiosity.

EDIT: Also, a bug I've found possibly related to Oozaru's is that occasionally a saiyan will try to get to food sitting on the floor. Not stockpiled food, just random food lying around. When they get up to it, they walk away, then back and forth. I'm assuming it's saiyans who were going to eat and dropped their food while transforming, and are trying to get back to it after changing back. I'm not quite sure why they can't get back to it and eat it, but they will start to dehydrate and starve after some time.
Title: Re: Sparking!!! Dragon Ball Mod (1.15): GIKGIGIGI! (0.34.11)
Post by: Putnam on September 16, 2013, 01:14:09 pm
Yeah, that's part of the reason I included DFHack. The food is still owned, so you need to use the clearowned or w/e command.
Title: Re: Sparking!!! Dragon Ball Mod (1.15): GIKGIGIGI! (0.34.11)
Post by: Torknick on September 16, 2013, 07:55:10 pm
Woooo! Battle of the Gods Subbed! http://www.lovemyanime.net/dragon-ball-z-movie-14-kami-to-kami-episode-1/
Title: Re: Sparking!!! Dragon Ball Mod (1.15): GIKGIGIGI! (0.34.11)
Post by: Icefire2314 on September 16, 2013, 08:36:42 pm
Yeah, that's part of the reason I included DFHack. The food is still owned, so you need to use the clearowned or w/e command.

Was unaware DFhack did that. Thanks :)
Title: Re: Sparking!!! Dragon Ball Mod (1.15): GIKGIGIGI! (0.34.11)
Post by: Putnam on September 23, 2013, 02:26:57 am
i'm thinking about replacing the DF theme with this (https://soundcloud.com/oneymusic/dragonzball-peepee-theme) not really but wouldn't that be fun
Title: Re: Sparking!!! Dragon Ball Mod (1.15): GIKGIGIGI! (0.34.11)
Post by: Icefire2314 on September 28, 2013, 08:30:41 pm
I LOVE THAT VIDEO SO MUCH. My friend showed it to me a couple months ago.

If you do change it, I will love you forever. Forever.
Title: Re: Sparking!!! Dragon Ball Mod (1.15): GIKGIGIGI! (0.34.11)
Post by: 94dima94 on September 29, 2013, 03:12:18 pm
AWESOME MOD!
I just started playing it and I already love it!

BTW, is there any tileset I can use with this mod yet?
Title: Re: Sparking!!! Dragon Ball Mod (1.15): GIKGIGIGI! (0.34.11)
Post by: Putnam on September 29, 2013, 03:17:26 pm
Eh, copy human graphics, replace HUMAN with SAIYAN, super-lazy graphics. Here, I made one for pheobus:

Code: [Select]
graphics_phoebus_humans

[OBJECT:GRAPHICS]

[TILE_PAGE:PHOEBUS_H]
[FILE:phoebus/humans.png]
[TILE_DIM:16:16]
[PAGE_DIM:12:22]

[CREATURE_GRAPHICS:SAIYAN]
0 - Defaults & Criminals
[DEFAULT:PHOEBUS_H:0:0:ADD_COLOR:DEFAULT]
[STANDARD:PHOEBUS_H:1:0:AS_IS:DEFAULT]
[BABY:PHOEBUS_H:2:0:AS_IS:DEFAULT]
[CHILD:PHOEBUS_H:3:0:AS_IS:DEFAULT]
[DRUNK:PHOEBUS_H:4:0:AS_IS:DEFAULT]
[GHOST:PHOEBUS_H:5:0:AS_IS:GHOST]

[SLAVE:PHOEBUS_H:8:0:AS_IS:DEFAULT]
[PRISONER:PHOEBUS_H:9:0:AS_IS:DEFAULT]
[THIEF:PHOEBUS_H:10:0:AS_IS:DEFAULT]
[MASTER_THIEF:PHOEBUS_H:11:0:AS_IS:DEFAULT]

1 - Monarchs & Priests
[BARON:PHOEBUS_H:0:1:AS_IS:DEFAULT]
[BARON_CONSORT:PHOEBUS_H:1:1:AS_IS:DEFAULT]
[COUNT:PHOEBUS_H:2:1:AS_IS:DEFAULT]
[COUNT_CONSORT:PHOEBUS_H:3:1:AS_IS:DEFAULT]
[DUKE:PHOEBUS_H:4:1:AS_IS:DEFAULT]
[DUKE_CONSORT:PHOEBUS_H:5:1:AS_IS:DEFAULT]
[KING:PHOEBUS_H:6:1:AS_IS:DEFAULT]
[KING_CONSORT:PHOEBUS_H:7:1:AS_IS:DEFAULT]
? [MONARCH:PHOEBUS_H:6:1:AS_IS:DEFAULT]

[DRUID:PHOEBUS_H:9:1:AS_IS:DEFAULT]
[PRIEST:PHOEBUS_H:10:1:AS_IS:DEFAULT]
[HIGH_PRIEST:PHOEBUS_H:11:1:AS_IS:DEFAULT]

2 - Merchants & Philosophers
[MERCHANT:PHOEBUS_H:0:2:AS_IS:DEFAULT]
[TRADER:PHOEBUS_H:0:2:AS_IS:DEFAULT]
[SHOPKEEPER:PHOEBUS_H:0:2:AS_IS:DEFAULT]
[BROKER:PHOEBUS_H:1:2:AS_IS:DEFAULT]
[GUILDREP:PHOEBUS_H:1:2:AS_IS:DEFAULT]
[MERCHANTBARON:PHOEBUS_H:2:2:AS_IS:DEFAULT]
[MERCHANTPRINCE:PHOEBUS_H:3:2:AS_IS:DEFAULT]
[TAXCOLLECTOR:PHOEBUS_H:4:2:AS_IS:DEFAULT]
? [TAX_COLLECTOR:PHOEBUS_H:4:2:AS_IS:DEFAULT]

? [PSYCHIATRIST:PHOEBUS_H:8:2:AS_IS:DEFAULT]
[PHILOSOPHER:PHOEBUS_H:9:2:AS_IS:DEFAULT]
[ADVISOR:PHOEBUS_H:10:2:AS_IS:DEFAULT]
[ALCHEMIST:PHOEBUS_H:11:2:AS_IS:DEFAULT]

3 - Officers
[CAPTAIN_OF_THE_GUARD:PHOEBUS_H:0:3:AS_IS:DEFAULT]
? [CAPTAIN:PHOEBUS_H:0:3:AS_IS:DEFAULT]
? [GENERAL:PHOEBUS_H:1:3:AS_IS:DEFAULT]
? [LIEUTENANT:PHOEBUS_H:2:3:AS_IS:DEFAULT]
[SHERIFF:PHOEBUS_H:3:3:AS_IS:DEFAULT]
? [MILITIA_COMMANDER:PHOEBUS_H:4:3:AS_IS:DEFAULT]
? [MILITIA_CAPTAIN:PHOEBUS_H:5:3:AS_IS:DEFAULT]

[DUNGEONMASTER:PHOEBUS_H:10:3:AS_IS:DEFAULT]
? [DUNGEON_MASTER:PHOEBUS_H:10:3:AS_IS:DEFAULT]
? [DUNGEON_KEEPER:PHOEBUS_H:10:3:AS_IS:DEFAULT]
? [DUNGEON_LORD:PHOEBUS_H:10:3:AS_IS:DEFAULT]
? [DUNGEON_NASTER:PHOEBUS_H:10:3:AS_IS:DEFAULT]
[EXECUTIONER:PHOEBUS_H:11:3:AS_IS:DEFAULT]

4 - Miners & Clerks
[MINER:PHOEBUS_H:0:4:AS_IS:DEFAULT]

[CLERK:PHOEBUS_H:7:4:AS_IS:DEFAULT]
[MAYOR:PHOEBUS_H:8:4:AS_IS:DEFAULT]
[LEADER:PHOEBUS_H:8:4:AS_IS:DEFAULT]
[ADMINISTRATOR:PHOEBUS_H:8:4:AS_IS:DEFAULT]
? [FORCED_ADMINISTRATOR:PHOEBUS_H:8:4:AS_IS:DEFAULT]
[DIPLOMAT:PHOEBUS_H:9:4:AS_IS:DEFAULT]
[MANAGER:PHOEBUS_H:10:4:AS_IS:DEFAULT]
[BOOKKEEPER:PHOEBUS_H:10:4:AS_IS:DEFAULT]
? [TREASURER:PHOEBUS_H:10:4:AS_IS:DEFAULT]
? [GRAND_TREASURER:PHOEBUS_H:10:4:AS_IS:DEFAULT]
? [HOARDMASTER:PHOEBUS_H:10:4:AS_IS:DEFAULT]
[OUTPOSTLIAISON:PHOEBUS_H:11:4:AS_IS:DEFAULT]
? [OUTPOST_LIAISON:PHOEBUS_H:11:4:AS_IS:DEFAULT]

5 - Stoneworkers & Engineers
[STONEWORKER:PHOEBUS_H:0:5:AS_IS:DEFAULT]
[ENGRAVER:PHOEBUS_H:1:5:AS_IS:DEFAULT]
[MASON:PHOEBUS_H:2:5:AS_IS:DEFAULT]
[ARCHITECT:PHOEBUS_H:3:5:AS_IS:DEFAULT]

[ENGINEER:PHOEBUS_H:7:5:AS_IS:DEFAULT]
[MECHANIC:PHOEBUS_H:8:5:AS_IS:DEFAULT]
[SIEGE_ENGINEER:PHOEBUS_H:9:5:AS_IS:DEFAULT]
[SIEGE_OPERATOR:PHOEBUS_H:10:5:AS_IS:DEFAULT]
[PUMP_OPERATOR:PHOEBUS_H:11:5:AS_IS:DEFAULT]

6 - Woodworkers & Doctors
[WOODWORKER:PHOEBUS_H:0:6:AS_IS:DEFAULT]
[CARPENTER:PHOEBUS_H:1:6:AS_IS:DEFAULT]
[BOWYER:PHOEBUS_H:2:6:AS_IS:DEFAULT]
[WOODCUTTER:PHOEBUS_H:3:6:AS_IS:DEFAULT]

[CHIEF_MEDICAL_DWARF:PHOEBUS_H:6:6:AS_IS:DEFAULT]
[DOCTOR:PHOEBUS_H:7:6:AS_IS:DEFAULT]
[DIAGNOSER:PHOEBUS_H:8:6:AS_IS:DEFAULT]
[SURGEON:PHOEBUS_H:9:6:AS_IS:DEFAULT]
[BONE_SETTER:PHOEBUS_H:10:6:AS_IS:DEFAULT]
[SUTURER:PHOEBUS_H:11:6:AS_IS:DEFAULT]

7 - Rangers & Fishery Workers
[RANGER:PHOEBUS_H:0:7:AS_IS:DEFAULT]
[ANIMAL_CARETAKER:PHOEBUS_H:1:7:AS_IS:DEFAULT]
[ANIMAL_TRAINER:PHOEBUS_H:2:7:AS_IS:DEFAULT]
[HUNTER:PHOEBUS_H:3:7:AS_IS:DEFAULT]
[TRAPPER:PHOEBUS_H:4:7:AS_IS:DEFAULT]
[ANIMAL_DISSECTOR:PHOEBUS_H:5:7:AS_IS:DEFAULT]

[FISHERY_WORKER:PHOEBUS_H:8:7:AS_IS:DEFAULT]
[FISHERMAN:PHOEBUS_H:9:7:AS_IS:DEFAULT]
[FISH_DISSECTOR:PHOEBUS_H:10:7:AS_IS:DEFAULT]
[FISH_CLEANER:PHOEBUS_H:11:7:AS_IS:DEFAULT]

8 - Metalsmiths & Jewelers
[METALSMITH:PHOEBUS_H:0:8:AS_IS:DEFAULT]
[FURNACE_OPERATOR:PHOEBUS_H:1:8:AS_IS:DEFAULT]
[WEAPONSMITH:PHOEBUS_H:2:8:AS_IS:DEFAULT]
[ARMORER:PHOEBUS_H:3:8:AS_IS:DEFAULT]
[BLACKSMITH:PHOEBUS_H:4:8:AS_IS:DEFAULT]
[METALCRAFTER:PHOEBUS_H:5:8:AS_IS:DEFAULT]

[JEWELER:PHOEBUS_H:9:8:AS_IS:DEFAULT]
[GEM_CUTTER:PHOEBUS_H:10:8:AS_IS:DEFAULT]
[GEM_SETTER:PHOEBUS_H:11:8:AS_IS:DEFAULT]

9 - Craftmans
[CRAFTSMAN:PHOEBUS_H:0:9:AS_IS:DEFAULT]
[WOODCRAFTER:PHOEBUS_H:1:9:AS_IS:DEFAULT]
[STONECRAFTER:PHOEBUS_H:2:9:AS_IS:DEFAULT]
[LEATHERWORKER:PHOEBUS_H:3:9:AS_IS:DEFAULT]
[BONE_CARVER:PHOEBUS_H:4:9:AS_IS:DEFAULT]
[WEAVER:PHOEBUS_H:5:9:AS_IS:DEFAULT]
[CLOTHIER:PHOEBUS_H:6:9:AS_IS:DEFAULT]
[GLASSMAKER:PHOEBUS_H:7:9:AS_IS:DEFAULT]
[STRAND_EXTRACTOR:PHOEBUS_H:8:9:AS_IS:DEFAULT]
[GLAZER:PHOEBUS_H:9:9:AS_IS:DEFAULT]
[POTTER:PHOEBUS_H:10:9:AS_IS:DEFAULT]
[WAX_WORKER:PHOEBUS_H:11:9:AS_IS:DEFAULT]

10 - Farmers (1/2)
[FARMER:PHOEBUS_H:0:10:AS_IS:DEFAULT]
[CHEESE_MAKER:PHOEBUS_H:1:10:AS_IS:DEFAULT]
[MILKER:PHOEBUS_H:2:10:AS_IS:DEFAULT]
[COOK:PHOEBUS_H:3:10:AS_IS:DEFAULT]
[THRESHER:PHOEBUS_H:4:10:AS_IS:DEFAULT]
[MILLER:PHOEBUS_H:5:10:AS_IS:DEFAULT]
[BUTCHER:PHOEBUS_H:6:10:AS_IS:DEFAULT]
[TANNER:PHOEBUS_H:7:10:AS_IS:DEFAULT]
[DYER:PHOEBUS_H:8:10:AS_IS:DEFAULT]
[PLANTER:PHOEBUS_H:9:10:AS_IS:DEFAULT]
[HERBALIST:PHOEBUS_H:10:10:AS_IS:DEFAULT]
[BREWER:PHOEBUS_H:11:10:AS_IS:DEFAULT]

11 - Farmers (2/2)
[SOAP_MAKER:PHOEBUS_H:0:11:AS_IS:DEFAULT]
[POTASH_MAKER:PHOEBUS_H:1:11:AS_IS:DEFAULT]
[LYE_MAKER:PHOEBUS_H:2:11:AS_IS:DEFAULT]
[WOOD_BURNER:PHOEBUS_H:3:11:AS_IS:DEFAULT]
[SHEARER:PHOEBUS_H:4:11:AS_IS:DEFAULT]
[SPINNER:PHOEBUS_H:5:11:AS_IS:DEFAULT]
[PRESSER:PHOEBUS_H:6:11:AS_IS:DEFAULT]
[BEEKEEPER:PHOEBUS_H:7:11:AS_IS:DEFAULT]

12 - Militia
[RECRUIT:PHOEBUS_H:0:12:AS_IS:DEFAULT]
[WRESTLER:PHOEBUS_H:1:12:AS_IS:DEFAULT]
[SPEARMAN:PHOEBUS_H:2:12:AS_IS:DEFAULT]
[SWORDSMAN:PHOEBUS_H:3:12:AS_IS:DEFAULT]
[AXEMAN:PHOEBUS_H:4:12:AS_IS:DEFAULT]
[HAMMERMAN:PHOEBUS_H:5:12:AS_IS:DEFAULT]
[CROSSBOWMAN:PHOEBUS_H:6:12:AS_IS:DEFAULT]
[MACEMAN:PHOEBUS_H:7:12:AS_IS:DEFAULT]
[LASHER:PHOEBUS_H:8:12:AS_IS:DEFAULT]
[PIKEMAN:PHOEBUS_H:9:12:AS_IS:DEFAULT]
[BLOWGUNMAN:PHOEBUS_H:10:12:AS_IS:DEFAULT]
[BOWMAN:PHOEBUS_H:11:12:AS_IS:DEFAULT]

13 - Militia (Masters)
[CHAMPION:PHOEBUS_H:0:13:AS_IS:DEFAULT]
[MASTER_WRESTLER:PHOEBUS_H:1:13:AS_IS:DEFAULT]
[MASTER_SPEARMAN:PHOEBUS_H:2:13:AS_IS:DEFAULT]
[MASTER_SWORDSMAN:PHOEBUS_H:3:13:AS_IS:DEFAULT]
[MASTER_AXEMAN:PHOEBUS_H:4:13:AS_IS:DEFAULT]
[MASTER_HAMMERMAN:PHOEBUS_H:5:13:AS_IS:DEFAULT]
[MASTER_CROSSBOWMAN:PHOEBUS_H:6:13:AS_IS:DEFAULT]
[MASTER_MACEMAN:PHOEBUS_H:7:13:AS_IS:DEFAULT]
[MASTER_LASHER:PHOEBUS_H:8:13:AS_IS:DEFAULT]
[MASTER_PIKEMAN:PHOEBUS_H:9:13:AS_IS:DEFAULT]
[MASTER_BLOWGUNMAN:PHOEBUS_H:10:13:AS_IS:DEFAULT]
[MASTER_BOWMAN:PHOEBUS_H:11:13:AS_IS:DEFAULT]

14 - Law Enforcers
[RECRUIT:PHOEBUS_H:0:14:AS_IS:LAW_ENFORCE]
[WRESTLER:PHOEBUS_H:1:14:AS_IS:LAW_ENFORCE]
[SPEARMAN:PHOEBUS_H:2:14:AS_IS:LAW_ENFORCE]
[SWORDSMAN:PHOEBUS_H:3:14:AS_IS:LAW_ENFORCE]
[AXEMAN:PHOEBUS_H:4:14:AS_IS:LAW_ENFORCE]
[HAMMERMAN:PHOEBUS_H:5:14:AS_IS:LAW_ENFORCE]
[CROSSBOWMAN:PHOEBUS_H:6:14:AS_IS:LAW_ENFORCE]
[MACEMAN:PHOEBUS_H:7:14:AS_IS:LAW_ENFORCE]
[LASHER:PHOEBUS_H:8:14:AS_IS:LAW_ENFORCE]
[PIKEMAN:PHOEBUS_H:9:14:AS_IS:LAW_ENFORCE]
[BLOWGUNMAN:PHOEBUS_H:10:14:AS_IS:LAW_ENFORCE]
[BOWMAN:PHOEBUS_H:11:14:AS_IS:LAW_ENFORCE]

15 - Law Enforcers (Masters)
[CHAMPION:PHOEBUS_H:0:15:AS_IS:LAW_ENFORCE]
[MASTER_WRESTLER:PHOEBUS_H:1:15:AS_IS:LAW_ENFORCE]
[MASTER_SPEARMAN:PHOEBUS_H:2:15:AS_IS:LAW_ENFORCE]
[MASTER_SWORDSMAN:PHOEBUS_H:3:15:AS_IS:LAW_ENFORCE]
[MASTER_AXEMAN:PHOEBUS_H:4:15:AS_IS:LAW_ENFORCE]
[MASTER_HAMMERMAN:PHOEBUS_H:5:15:AS_IS:LAW_ENFORCE]
[MASTER_CROSSBOWMAN:PHOEBUS_H:6:15:AS_IS:LAW_ENFORCE]
[MASTER_MACEMAN:PHOEBUS_H:7:15:AS_IS:LAW_ENFORCE]
[MASTER_LASHER:PHOEBUS_H:8:15:AS_IS:LAW_ENFORCE]
[MASTER_PIKEMAN:PHOEBUS_H:9:15:AS_IS:LAW_ENFORCE]
[MASTER_BLOWGUNMAN:PHOEBUS_H:10:15:AS_IS:LAW_ENFORCE]
[MASTER_BOWMAN:PHOEBUS_H:11:15:AS_IS:LAW_ENFORCE]

16 - Tax Escorts
[RECRUIT:PHOEBUS_H:0:16:AS_IS:TAX_ESCORT]
[WRESTLER:PHOEBUS_H:1:16:AS_IS:TAX_ESCORT]
[SPEARMAN:PHOEBUS_H:2:16:AS_IS:TAX_ESCORT]
[SWORDSMAN:PHOEBUS_H:3:16:AS_IS:TAX_ESCORT]
[AXEMAN:PHOEBUS_H:4:16:AS_IS:TAX_ESCORT]
[HAMMERMAN:PHOEBUS_H:5:16:AS_IS:TAX_ESCORT]
[CROSSBOWMAN:PHOEBUS_H:6:16:AS_IS:TAX_ESCORT]
[MACEMAN:PHOEBUS_H:7:16:AS_IS:TAX_ESCORT]
[LASHER:PHOEBUS_H:8:16:AS_IS:TAX_ESCORT]
[PIKEMAN:PHOEBUS_H:9:16:AS_IS:TAX_ESCORT]
[BLOWGUNMAN:PHOEBUS_H:10:16:AS_IS:TAX_ESCORT]
[BOWMAN:PHOEBUS_H:11:16:AS_IS:TAX_ESCORT]

17 - Tax Escorts (Masters)
[CHAMPION:PHOEBUS_H:0:17:AS_IS:TAX_ESCORT]
[MASTER_WRESTLER:PHOEBUS_H:1:17:AS_IS:TAX_ESCORT]
[MASTER_SPEARMAN:PHOEBUS_H:2:17:AS_IS:TAX_ESCORT]
[MASTER_SWORDSMAN:PHOEBUS_H:3:17:AS_IS:TAX_ESCORT]
[MASTER_AXEMAN:PHOEBUS_H:4:17:AS_IS:TAX_ESCORT]
[MASTER_HAMMERMAN:PHOEBUS_H:5:17:AS_IS:TAX_ESCORT]
[MASTER_CROSSBOWMAN:PHOEBUS_H:6:17:AS_IS:TAX_ESCORT]
[MASTER_MACEMAN:PHOEBUS_H:7:17:AS_IS:TAX_ESCORT]
[MASTER_LASHER:PHOEBUS_H:8:17:AS_IS:TAX_ESCORT]
[MASTER_PIKEMAN:PHOEBUS_H:9:17:AS_IS:TAX_ESCORT]
[MASTER_BLOWGUNMAN:PHOEBUS_H:10:17:AS_IS:TAX_ESCORT]
[MASTER_BOWMAN:PHOEBUS_H:11:17:AS_IS:TAX_ESCORT]

18 - Skeletons
!!!!!SKELETON:PHOEBUS_H:0:18:AS_IS:DEFAULT] skeleton
!!!!!WRESTLER:PHOEBUS_H:1:18:AS_IS:DEFAULT] skeleton
!!!!!SPEARMAN:PHOEBUS_H:2:18:AS_IS:DEFAULT] skeleton
!!!!!SWORDSMAN:PHOEBUS_H:3:18:AS_IS:DEFAULT] skeleton
!!!!!AXEMAN:PHOEBUS_H:4:18:AS_IS:DEFAULT] skeleton
!!!!!HAMMERMAN:PHOEBUS_H:5:18:AS_IS:DEFAULT] skeleton
!!!!!CROSSBOWMAN:PHOEBUS_H:6:18:AS_IS:DEFAULT] skeleton
!!!!!MACEMAN:PHOEBUS_H:7:18:AS_IS:DEFAULT] skeleton
!!!!!LASHER:PHOEBUS_H:8:18:AS_IS:DEFAULT] skeleton
!!!!!PIKEMAN:PHOEBUS_H:9:18:AS_IS:DEFAULT] skeleton
0 !!!!!BLOWGUNMAN:PHOEBUS_H:0:18:AS_IS:DEFAULT] skeleton
!!!!!BOWMAN:PHOEBUS_H:11:18:AS_IS:DEFAULT] skeleton

19 - Skeletons (Masters)
!!!!!MASTER_WRESTLER:PHOEBUS_H:1:19:AS_IS:DEFAULT] skeleton
!!!!!MASTER_SPEARMAN:PHOEBUS_H:2:19:AS_IS:DEFAULT] skeleton
!!!!!MASTER_SWORDSMAN:PHOEBUS_H:3:19:AS_IS:DEFAULT] skeleton
!!!!!MASTER_AXEMAN:PHOEBUS_H:4:19:AS_IS:DEFAULT] skeleton
!!!!!MASTER_HAMMERMAN:PHOEBUS_H:5:19:AS_IS:DEFAULT] skeleton
!!!!!MASTER_CROSSBOWMAN:PHOEBUS_H:6:19:AS_IS:DEFAULT] skeleton
!!!!!MASTER_MACEMAN:PHOEBUS_H:7:19:AS_IS:DEFAULT] skeleton
!!!!!MASTER_LASHER:PHOEBUS_H:8:19:AS_IS:DEFAULT] skeleton
!!!!!MASTER_PIKEMAN:PHOEBUS_H:9:19:AS_IS:DEFAULT] skeleton
0 !!!!!MASTER_BLOWGUNMAN:PHOEBUS_H:0:19:AS_IS:DEFAULT] skeleton
!!!!!MASTER_BOWMAN:PHOEBUS_H:11:19:AS_IS:DEFAULT] skeleton

20 - Zombies
[ANIMATED:PHOEBUS_H:0:20:AS_IS:DEFAULT] zombie
!!!!!WRESTLER:PHOEBUS_H:1:20:AS_IS:DEFAULT] zombie
!!!!!SPEARMAN:PHOEBUS_H:2:20:AS_IS:DEFAULT] zombie
!!!!!SWORDSMAN:PHOEBUS_H:3:20:AS_IS:DEFAULT] zombie
!!!!!AXEMAN:PHOEBUS_H:4:20:AS_IS:DEFAULT] zombie
!!!!!HAMMERMAN:PHOEBUS_H:5:20:AS_IS:DEFAULT] zombie
!!!!!CROSSBOWMAN:PHOEBUS_H:6:20:AS_IS:DEFAULT] zombie
!!!!!MACEMAN:PHOEBUS_H:7:20:AS_IS:DEFAULT] zombie
!!!!!LASHER:PHOEBUS_H:8:20:AS_IS:DEFAULT] zombie
!!!!!PIKEMAN:PHOEBUS_H:9:20:AS_IS:DEFAULT] zombie
0 !!!!!BLOWGUNMAN:PHOEBUS_H:0:20:AS_IS:DEFAULT] zombie
!!!!!BOWMAN:PHOEBUS_H:11:20:AS_IS:DEFAULT] zombie

21 - Zombies (Masters)
!!!!!MASTER_WRESTLER:PHOEBUS_H:1:21:AS_IS:DEFAULT] zombie
!!!!!MASTER_SPEARMAN:PHOEBUS_H:2:21:AS_IS:DEFAULT] zombie
!!!!!MASTER_SWORDSMAN:PHOEBUS_H:3:21:AS_IS:DEFAULT] zombie
!!!!!MASTER_AXEMAN:PHOEBUS_H:4:21:AS_IS:DEFAULT] zombie
!!!!!MASTER_HAMMERMAN:PHOEBUS_H:5:21:AS_IS:DEFAULT] zombie
!!!!!MASTER_CROSSBOWMAN:PHOEBUS_H:6:21:AS_IS:DEFAULT] zombie
!!!!!MASTER_MACEMAN:PHOEBUS_H:7:21:AS_IS:DEFAULT] zombie
!!!!!MASTER_LASHER:PHOEBUS_H:8:21:AS_IS:DEFAULT] zombie
!!!!!MASTER_PIKEMAN:PHOEBUS_H:9:21:AS_IS:DEFAULT] zombie
** !!!!!MASTER_BLOWGUNMAN:PHOEBUS_H:0:20:AS_IS:DEFAULT] zombie
!!!!!MASTER_BOWMAN:PHOEBUS_H:11:21:AS_IS:DEFAULT] zombie
Title: Re: Sparking!!! Dragon Ball Mod (1.15): GIKGIGIGI! (0.34.11)
Post by: Torknick on October 09, 2013, 07:13:31 pm
Hey Putnam, do you have some earlier versions, like when ssj was a transformation?
Title: Re: Sparking!!! Dragon Ball Mod (1.15): GIKGIGIGI! (0.34.11)
Post by: Putnam on October 09, 2013, 07:29:40 pm
My latest backup appears to be from right when I did the Super Saiyan overhaul, so you're in luck.

It's right here. (https://www.dropbox.com/s/rmp1wi6fbt7up5p/2%203%2013.zip)
Title: Re: Sparking!!! Dragon Ball Mod (1.15): GIKGIGIGI! (0.34.11)
Post by: Torknick on October 09, 2013, 07:38:34 pm
Thank you!
Title: Re: Sparking!!! Dragon Ball Mod (1.16): Fu-sion-ha! (0.34.11)
Post by: Putnam on October 12, 2013, 11:12:21 pm
Replaced the roundabout, slow-ass potara with a much more hands-on fusion system.
Title: Re: Sparking!!! Dragon Ball Mod (1.16): Fu-sion-ha! (0.34.11)
Post by: Vidox Darkling on October 19, 2013, 12:18:55 am
Hey, Putnam. Amazing mod so far. I've been following it and playing it since around 1.0. I have a quick question, though. Are you planning on including a guide anywhere? I play mainly adventure mode with this, and I came across someone with their potential unlocked. I've yet to see anything that unlocks potentials. And I'm not sure about the Super Saiyan God transformation in adventure mode. A lot of it is confusing to me.

Thanks in advance.
Title: Re: Sparking!!! Dragon Ball Mod (1.16): Fu-sion-ha! (0.34.11)
Post by: Putnam on October 19, 2013, 01:48:26 am
Gods unlock potentials, which is why you mostly only see priests with their potentials unlocked.
Title: Re: Sparking!!! Dragon Ball Mod (1.16): Fu-sion-ha! (0.34.11)
Post by: KingofstarrySkies on October 22, 2013, 03:07:11 pm
How has the Potara system changed?
Also, how do sabiaman work?

ALL THE QUESTIONS
Title: Re: Sparking!!! Dragon Ball Mod (1.16): Fu-sion-ha! (0.34.11)
Post by: Putnam on October 22, 2013, 03:32:45 pm
1. You get to choose when the reaction completes who is fused.
2. Unit spawning.
Title: Re: Sparking!!! Dragon Ball Mod (1.16): Fu-sion-ha! (0.34.11)
Post by: KingofstarrySkies on October 22, 2013, 04:06:39 pm
In that case, how do I GET the potara/fusion powahs?
Title: Re: Sparking!!! Dragon Ball Mod (1.16): Fu-sion-ha! (0.34.11)
Post by: Putnam on October 22, 2013, 04:08:18 pm
You can wish for knowledge of it if you have 7 dragon balls.
Title: Re: Sparking!!! Dragon Ball Mod (1.16): Fu-sion-ha! (0.34.11)
Post by: KingofstarrySkies on October 22, 2013, 04:29:36 pm
Hmmm.
 don't see it there, unless its the "greatest martial artist" wish.

Title: Re: Sparking!!! Dragon Ball Mod (1.16): Fu-sion-ha! (0.34.11)
Post by: Putnam on October 22, 2013, 04:34:15 pm
Fortress mode only as of now due to oddities in adventure mode.
Title: Re: Sparking!!! Dragon Ball Mod (1.16): Fu-sion-ha! (0.34.11)
Post by: bigbillyjohn on October 22, 2013, 04:40:32 pm
Which creatures can become necromancers?
Title: Re: Sparking!!! Dragon Ball Mod (1.16): Fu-sion-ha! (0.34.11)
Post by: Putnam on October 22, 2013, 04:50:52 pm
Vanilla ones. I'm pretty sure saiyans and namekians can't because saiyan and namekian zombies suck.
Title: Re: Sparking!!! Dragon Ball Mod (1.16): Fu-sion-ha! (0.34.11)
Post by: KingofstarrySkies on October 23, 2013, 06:23:52 pm
Uhm, quick question, whats the fastest way to gain the dragon balls in fort mode?

Also, personally I feel like it would be nice to just HAVE fusion. But that could be abusable, but stillllll...

But yeah. Fastest way for dem dragonic spheres?
Title: Re: Sparking!!! Dragon Ball Mod (1.16): Fu-sion-ha! (0.34.11)
Post by: Putnam on October 23, 2013, 10:43:59 pm
Highly abusable, hehe. Trust me, I've already done some Gast Carcolh (http://www.dragonball-multiverse.com/en/page-499.html)-ass stuff. (warning: lots of Franglais (http://en.wikipedia.org/wiki/Franglais)-ass translation and a bit of fanfiction-ass writing)

The quickest way is to dig deep. Sometimes you'll find dragon balls instead of adamantine.
Title: Re: Sparking!!! Dragon Ball Mod (1.17): Right in the down-under. (0.34.11)
Post by: Putnam on November 15, 2013, 08:19:47 pm
Added Zenkai. (http://www.youtube.com/watch?v=TKl02m4lkJc&t=431)
Title: Re: Sparking!!! Dragon Ball Mod (1.17): Right in the down-under. (0.34.11)
Post by: ƧƔℳƂỠⱠ ƜȺℕ on November 16, 2013, 09:26:21 am
Could you add some screenshot or something to showcase your mod?
Title: Re: Sparking!!! Dragon Ball Mod (1.17): Right in the down-under. (0.34.11)
Post by: KingofstarrySkies on November 16, 2013, 02:56:21 pm
Added Zenkai. (http://www.youtube.com/watch?v=TKl02m4lkJc&t=431)
"And then the other one dies too."
"..."
"Stop ignoring me."
Title: Re: Sparking!!! Dragon Ball Mod (1.17): Right in the down-under. (0.34.11)
Post by: Putnam on November 16, 2013, 03:00:25 pm
Could you add some screenshot or something to showcase your mod?

It really needs to be seen in motion to be understood.

I'll see if I can maybe get a gif or something together.
Title: Re: Sparking!!! Dragon Ball Mod (1.17): Right in the down-under. (0.34.11)
Post by: Torknick on November 16, 2013, 03:14:17 pm
How about Arlians and the Yetti, maybe even a Tuffle race.
Title: Re: Sparking!!! Dragon Ball Mod (1.17): Right in the down-under. (0.34.11)
Post by: Putnam on November 16, 2013, 03:38:28 pm
Oh, what would Arlians do, be crushed by the first saiyan you send out? :P

Hatchiyack would make an interesting megabeast, I think.
Title: Re: Sparking!!! Dragon Ball Mod (1.17): Right in the down-under. (0.34.11)
Post by: Torknick on November 16, 2013, 03:42:13 pm
Hmmm good point.


But yeah Hatchiyak would be good, so would Meta-Cooler
Title: Re: Sparking!!! Dragon Ball Mod (1.17): Right in the down-under. (0.34.11)
Post by: KingofstarrySkies on November 17, 2013, 04:34:39 pm
Any plans to make this a pre-packaged mod?
Title: Re: Sparking!!! Dragon Ball Mod (1.17): Right in the down-under. (0.34.11)
Post by: Putnam on November 17, 2013, 05:06:27 pm
I could, but that would mostly just increase my upload times, which are long enough as-is. My internet has really bad upload speeds.
Title: Re: Sparking!!! Dragon Ball Mod (1.17): Right in the down-under. (0.34.11)
Post by: KingofstarrySkies on November 19, 2013, 01:36:57 am
Fair enough.
I've been wondering, by the way...
Could frost giants get transformations?
They had, what, FOUR forms?
Title: Re: Sparking!!! Dragon Ball Mod (1.17): Right in the down-under. (0.34.11)
Post by: Putnam on November 19, 2013, 02:16:25 am
Right now, it's assumed to be final form.
Title: Re: Sparking!!! Dragon Ball Mod (1.17): Right in the down-under. (0.34.11)
Post by: Torknick on November 30, 2013, 01:21:40 pm
Hey Putnam, I know its not cannon (well it sorta is, if you see the picture in the later posts) but could you implement something from this quest thread? http://suptg.thisisnotatrueending.com/archive.html?tags=Saiyan%20CYOA
To be honest I am sorta grasping at straws here, I really don't want this mod to die.
Title: Re: Sparking!!! Dragon Ball Mod (1.17): Right in the down-under. (0.34.11)
Post by: Putnam on November 30, 2013, 01:35:43 pm
Die? Not dying. I've updated it within the last month. I really can't think of much to add. The problem is that Super Saiyan God already pushes the limits of power in Dwarf Fortress. I can't get any stronger than that. Seriously, the only thing that I could really add is terrain destruction from ki blasts, and that would give me an aneurysm from issues arising from it.
Title: Re: Sparking!!! Dragon Ball Mod (1.17): Right in the down-under. (0.34.11)
Post by: Torknick on November 30, 2013, 01:44:03 pm
Yeah your right. and it would be REALLY annoying if the invaders got into the fort and destroyed everything with ki blasts.
But anyways even if you don't implement anything check it out, its a pretty good read.
Title: Re: Sparking!!! Dragon Ball Mod (1.17): Right in the down-under. (0.34.11)
Post by: Sergarr on December 01, 2013, 10:39:33 am
I wonder, how will the upcoming release affect this mod?
Title: Re: Sparking!!! Dragon Ball Mod (1.17): Right in the down-under. (0.34.11)
Post by: Putnam on December 01, 2013, 04:18:18 pm
Wonderfully. Check it out. (https://github.com/Putnam3145/SPARKING-Dwarf-Fortress-DBZ-mod/tree/DF-post-34.11-version/raw/objects) Files that have been updated so far for the next version have commit notes saying so. You can also see the changes by checking the history of the file (top-right of file content display when you click on it).
Title: Re: Sparking!!! Dragon Ball Mod (1.17): Right in the down-under. (0.34.11)
Post by: Zavvnao on January 18, 2014, 01:34:39 pm
is the super sayan something you find like necromancy or fro fighting and getting stronger?
Title: Re: Sparking!!! Dragon Ball Mod (1.17): Right in the down-under. (0.34.11)
Post by: Putnam on January 18, 2014, 02:40:23 pm
Fighting.
Title: Re: Sparking!!! Dragon Ball Mod (1.17): Right in the down-under. (0.34.11)
Post by: Zavvnao on January 18, 2014, 06:06:05 pm
thank you and the init file that shares the same folder as the objects in the raw? does that go somewhere then the file already named init?
Title: Re: Sparking!!! Dragon Ball Mod (1.17): Right in the down-under. (0.34.11)
Post by: Putnam on January 18, 2014, 06:06:55 pm
init.lua? No, that goes in the raw folder.
Title: Re: Sparking!!! Dragon Ball Mod (1.17): Right in the down-under. (0.34.11)
Post by: Zavvnao on January 18, 2014, 06:08:55 pm
Thank you for help and thank you for making this then.
Title: Re: Sparking!!! Dragon Ball Mod (1.17): Right in the down-under. (0.34.11)
Post by: Zavvnao on January 18, 2014, 06:56:10 pm
and I iwll stop wiht all the questions after I ask: do they transform under the full moon or no?
Title: Re: Sparking!!! Dragon Ball Mod (1.17): Right in the down-under. (0.34.11)
Post by: Putnam on January 18, 2014, 08:00:46 pm
They used to, but I removed it because it caused a full heal every time they transformed, which would clash with getting stronger every time they get injured.
Title: Re: Sparking!!! Dragon Ball Mod (1.17): Right in the down-under. (0.34.11)
Post by: Zavvnao on January 19, 2014, 01:21:43 am
I see. And arena mode is funner now.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (DF2014)
Post by: Putnam on June 14, 2014, 08:08:08 pm
Updated for DF2014.

...Just give it a couple weeks.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (DF2014)
Post by: KingofstarrySkies on June 14, 2014, 10:44:51 pm
Can't wait, dude!  :D I'm definitely using this in DF2014. I SHALL CLIMB THE WALLS AS A SAIYAN, AND THEN JUMP OFF SHIT. Oh, and I think nonlethal combat is in.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (DF2014)
Post by: Putnam on June 14, 2014, 10:58:45 pm
It is.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (DF2014)
Post by: jaxy15 on June 15, 2014, 12:46:24 am
You ALREADY updated this for DF2014? Did you take Trunks' time machine or something?
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (DF2014)
Post by: Putnam on June 15, 2014, 01:24:12 am
You ALREADY updated this for DF2014? Did you take Trunks' time machine or something?

Nah. (https://www.youtube.com/watch?v=D-OGsSb0BPU)
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (DF2014)
Post by: Sergarr on June 15, 2014, 06:23:19 am
You ALREADY updated this for DF2014? Did you take Trunks' time machine or something?

Nah. (https://www.youtube.com/watch?v=D-OGsSb0BPU)
How far can saiyans jump?

And can they attack hundreds of times per second?
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (DF2014)
Post by: Torknick on June 22, 2014, 01:21:57 pm
What exactly will be added to this mod when DF is updated?
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (DF2014)
Post by: Putnam on June 22, 2014, 01:24:48 pm
It's basically a straight update, some features actually removed somewhat. New flying gaits for flying creatures (creatures who can fly by default will be able to fly along the ground, through water and up walls at high speed) and timing-based balancing (knifehand strike has a 1-tick startup 12-tick cooldown for when you want a stealthish kill, for example) for the martial arts moves are the main actual new features.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (DF2014)
Post by: HooliganintheFort on June 22, 2014, 02:57:43 pm
Can't wait, dude!  :D I'm definitely using this in DF2014. I SHALL CLIMB THE WALLS AS A SAIYAN, AND THEN JUMP OFF SHIT. Oh, and I think nonlethal combat is in.

DF's version of Assassins Creed. :)
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (DF2014)
Post by: Yourmaster on June 26, 2014, 07:56:38 pm
I can become laser batman! I love you putnam.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (DF2014)
Post by: Sergarr on July 03, 2014, 09:33:48 am
How many different martial art moves there will be in the next version?

EDIT: Oh, nevermind, I saw the DF2014 version on page 1.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (DF2014)
Post by: Slax on July 07, 2014, 02:35:03 pm
Would be nice to have an informative readme.
Quote
Use DFHack to check the power level of your opponents with the "scouter" script.
Not exactly helpful if you're not a DFHack veteran.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (DF2014)
Post by: Putnam on July 07, 2014, 02:48:43 pm
I think it may be "dragonball/scouter" now. Either way, you just highlight a unit and use the script, which is literally just typing the name of the script.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (DF2014)
Post by: SalmonGod on July 07, 2014, 08:23:45 pm
DUDE WHERE'S YOUR RELESASE?!

-edit-

Nevermind you already released it weeks ago.  Good fucking job!
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (DF2014)
Post by: KingofstarrySkies on July 07, 2014, 08:24:45 pm
HE DID IT ALREADY

HE'S A WIZARD

HE'S A WIZAAAAARD
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (DF2014)
Post by: Putnam on July 07, 2014, 08:42:20 pm
DOES IT WORK???

EDIT: Main problem is the standard unforeseen stuff; throats and necks ain't working for some reason, SWIM_SPEED no longer exists.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (DF2014)
Post by: Teneb on July 07, 2014, 08:49:14 pm
SWIM_SPEED no longer exists.
Did it get rolled into the gaits then?
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (DF2014)
Post by: Putnam on July 07, 2014, 08:50:51 pm
Yes, and so did SPEED. Both fixed, should be fully functional.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.01)
Post by: StupidElves on July 07, 2014, 11:12:44 pm
I wonder if I kill a Saiyan's best friend in adventure mode, will he turn into a Super Saiyan?
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.01)
Post by: Putnam on July 07, 2014, 11:35:45 pm
I wonder if I kill a Saiyan's best friend in adventure mode, will he turn into a Super Saiyan?

No, but I may be able to make that happen.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.01)
Post by: StupidElves on July 07, 2014, 11:47:02 pm
That's going to be Fun.

I'm just imagining being besieged by Saiyans, killing a guy, and having his best friend go Super Saiyan on my fort because of it.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.01)
Post by: StupidElves on July 08, 2014, 10:03:26 am
What exactly does the world_gen file replace? And is it needed to run, or can I just keep the old version?
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.01)
Post by: Sergarr on July 08, 2014, 10:51:32 am
Bug: Saiyans (and other added in mod creatures) cannot sprint.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.01)
Post by: Putnam on July 08, 2014, 12:09:09 pm
Bug: Saiyans (and other added in mod creatures) cannot sprint.

Oh, dammit, what's wrong with the gaits now?

Also, another bug is that they get stuck in trees incessantly. That's a big problem.

What exactly does the world_gen file replace? And is it needed to run, or can I just keep the old version?

It adds the Earth from DBZ, you don't need it.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.01)
Post by: Sergarr on July 08, 2014, 02:41:29 pm
Is everybody supposed to attack you if you're a Legendary Super Saiyan outsider or is it just bad luck?

EDIT: I can't catch saiyan kings because they apparently teleport at any sign of danger.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.01)
Post by: KingofstarrySkies on July 08, 2014, 05:21:57 pm
Uhm.

Is there a version available that works? DFhack isn't updated, so it auto-crashes.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.01)
Post by: Putnam on July 08, 2014, 05:45:56 pm
Uhm.

Is there a version available that works? DFhack isn't updated, so it auto-crashes.

That's not the reason, remove the entity_frieza file. I'll upload a fixed version soon.

EDIT: Uploaded a fixed version.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.01)
Post by: Sergarr on July 09, 2014, 10:24:40 am
I would be surprised if DF used long ints. I thought every variable was 32 bit integer?
IIRC temperature has a maximum value of 65,000 whatever that an unsigned long int would have (from absolute zero to dragonfire at around 50,000 urists, plus a little head room).

But if lower numbers of healing are faster, it's a moot point for these purposes. 

Did you actually test it though? A body made out of adamantine or whatever = not gonna get pulped in one hit probably, which then gives it time to heal before the next hit. It doesn't have to LITERALLY be 100% invulnerable in order to be for all intents of practical purposes invulnerable in-game.

Whether I have the material for the part with the [UPPERBODY] as adamantine or the material I made that is stronger than adamantine it ultimately gets pulped. This is even with the healing rate set to 1. A strong enough attack will just pulp it. I'm beginning to think that immortality isn't possible anymore or will require some very clever token abuse. I suppose I'll wait and see what mods the community comes up with.

I dug through the string dump list that Xangi was kind enough to provide us with earlier and found this tag [PREVENTS_PARENT_COLLAPSE]. I applied it to just the 'core' body part but that did nothing. Then I applied it to the core and the upper body and it still did nothing. Then I got really frustrated and applied it to every single body part. I think it worked. I have two of these (hopefully)unkillable creatures going at it in the arena for the last five minutes straight and neither has been able to kill the other yet. Usually one of them is dead within a few seconds. I'm going to test it a bit more to see how it works exactly but I think this may be a tag to prevent pulping.

Edit: Just had this creature up against Putnam's God of Destruction from his DBZ mod and it comes out on top every time. I can't seem to get a long test with two of them fighting for more than a few minutes without the game crashing. Could be the result of a flood of hacked off and regenerated body parts all over the place.

Here is a link to the creature in case anyone feels like messing with it.
https://dl.dropboxusercontent.com/u/33114737/Regenerator_DF2014.zip
You might want to update the high-tier creatures so they don't die to pulping...

EDIT: Bronze colossus is not instantly killed by God of Destruction. I am disappoint.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.01)
Post by: StupidElves on July 09, 2014, 08:51:03 pm
There appear to be no way to cut down trees as a Saiyan fortress.

Help. Soon they'll be starting a tantrum spiral due to a lack of beds. I don't think I can survive a ki blast infused tantrum.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.01)
Post by: Putnam on July 09, 2014, 10:20:59 pm
You need to deconstruct your wagon, build a carpenter's shop and build a treechopper. It's circuitous, but it's the only way I could get it to work without giving Saiyans metals outright.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.01)
Post by: StupidElves on July 09, 2014, 10:24:17 pm
Thank you.

Ki blasts were flying.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.01)
Post by: xoatl on July 10, 2014, 01:23:00 am
I'm new to DF mods and modding in general. Is there anyway to mod out civs in Adventure mode, but still be able to play as a Saiyan/Namekian or do you have to have a Civ to do that?
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.01)
Post by: Sergarr on July 10, 2014, 09:25:49 am
Kamehameha doesn't seem to work at all.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.01)
Post by: Putnam on July 10, 2014, 01:53:55 pm
It relied on DFHack IIRC.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.01)
Post by: Sergarr on July 10, 2014, 02:22:50 pm
It relied on DFHack IIRC.
Okay. (will replace it in my game with shotgun ki blast, then.)
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.01)
Post by: Kainen on July 11, 2014, 11:29:55 pm
Kamehameha doesn't seem to work at all.
I still don't even know how to learn those spells. Never found 'em.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.01)
Post by: Putnam on July 11, 2014, 11:30:44 pm
Kamehameha doesn't seem to work at all.
I still don't even know how to learn those spells. Never found 'em.

I should probably give them the proper secret goal instead of immortality.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.02)
Post by: Sergarr on July 12, 2014, 07:42:43 am
It would probably be hilarious if you replace spit with ki blast.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.02)
Post by: xoatl on July 12, 2014, 11:50:54 am
I've noticed consistent crashes when trying to enter tombs in Adventure Mode; Is it because the DB races can't be zombies?
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.02)
Post by: Putnam on July 12, 2014, 01:42:47 pm
I've noticed consistent crashes when trying to enter tombs in Adventure Mode; Is it because the DB races can't be zombies?

I thought it was just me! This may be the reason--I never really considered it.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.02)
Post by: Zavvnao on July 12, 2014, 06:18:42 pm
I just do not know how to get quest in 2014 df since the conversations where changed.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.02)
Post by: Sergarr on July 12, 2014, 06:36:17 pm
The quests now don't exist. Instead you can spread rumors of your exploits to people. Or you can bring a companion with you so he can do it for you. It's a more versatile system.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.02)
Post by: NRDL on July 12, 2014, 10:17:43 pm
PTW
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.02)
Post by: wazupwolf on July 13, 2014, 04:05:52 am
So i don't post much although i do lurk a bit, anyway was curious if it was known that the Super Saiyan transformations tend to glitch up quite a bit, even in different ways. Such as sometimes the speed glitches to .099 or some such on transformation, which hampers things.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.02)
Post by: Slax on July 13, 2014, 02:24:40 pm
At least the speed drop with super saiyans doesn't matter too much in the survival department. Rip and tear!

This is gonna be some great fun whenever DFHack and whatnot gets updated.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.02)
Post by: Kainen on July 14, 2014, 04:17:57 pm
I don't think that the races in the mod can spit yet. Perhaps with this you could add Dabura race at some point? I've absolutely no idea how DF race stuff works so I don't know if you could give spit the ability to petrify, but its an idea for the future, right?
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.02)
Post by: Putnam on July 14, 2014, 05:06:09 pm
WHY HAVEN'T I ADDED DABURA
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.02)
Post by: Slax on July 14, 2014, 06:20:50 pm
Because petrification is BAD FOR YOU D:

...demons writing demon magic books?
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.02)
Post by: xoatl on July 15, 2014, 02:23:48 am
Dabura so OP. Also, should every race be able to be a Super Saiyan God? (playing the 34.11 version, by the way)
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.02)
Post by: Putnam on July 15, 2014, 02:28:37 am
Dabura so OP. Also, should every race be able to be a Super Saiyan God? (playing the 34.11 version, by the way)

In arena mode, yeah.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.02)
Post by: xoatl on July 15, 2014, 04:51:09 am
Seem to be able to do it in Adventure Mode.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.02)
Post by: Kainen on July 15, 2014, 04:58:57 am
Well, I genned a world, started as a Saiyan first. Wiped out village, slaughtered by bogeyman with all legendary (Cheat Engine. I like to mess about.) and SSj3.

Next, dead. Can't remember how. Probably something stupid.

Next, God of Destruction. Still going.

Now, the thing about this is, there are -very- few people left alive from what I've seen, and the majority are children. There's a handful of adults that I've seen, but many were killed. Every town I've found has been destroyed, and I've wandered around seven or so. They all run away from my God of Destruction character. I think the presence of an LSSj and a GoD in this world has totally wrecked it.

This is 4th Slate, 21. I've managed to bring Hell itself to Earth.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.02)
Post by: Putnam on July 15, 2014, 02:08:34 pm
Seem to be able to do it in Adventure Mode.

That doesn't make any sense >_<

Unless you're in 0.34.11, in which case yeah, pretty much everyone can do that. It's kinda silly.
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.02)
Post by: DamnTheMan on July 30, 2014, 04:58:23 pm
Hey, so I'm not entirely sure how Bionic Android absorbing works in Adv mode. When I try to use it on someone, doesn't show up with the option. Tried in both DF2014 and 34.

Any ideas?
Title: Re: Sparking!!! Dragon Ball Mod (2.0): I can see the future! (0.40.02)
Post by: Eskilo on August 05, 2014, 02:07:11 pm
Hey, so I'm not entirely sure how Bionic Android absorbing works in Adv mode. When I try to use it on someone, doesn't show up with the option. Tried in both DF2014 and 34.

Any ideas?

Have you tried on normal monsters / Humans?

Also,I have some questions and ideas for the mod:

Questions

Ideas
Title: Re: Sparking!!! Dragon Ball Mod (2.1): I can see the future! (0.40.08)
Post by: darkshaed on August 16, 2014, 11:43:03 pm
Awesome thanks for the update, love this mod.
Title: Re: Sparking!!! Dragon Ball Mod (2.1): I can see the future! (0.40.08)
Post by: Dazric on September 09, 2014, 10:00:32 am
So... how would I get Saiyan armour from the armour plants in adventure mode? Or is that just not possible? I assumed it'd be something you just pick off them.
Title: Re: Sparking!!! Dragon Ball Mod (2.1): I can see the future! (0.40.08)
Post by: Hammerstar on September 10, 2014, 01:36:01 pm
So... how would I get Saiyan armour from the armour plants in adventure mode? Or is that just not possible? I assumed it'd be something you just pick off them.
No, it has to be crafted from them, so you'll just have to find them in keeps and such like other types, at least until adventure mode crafting becomes a thing.
Title: Re: Sparking!!! Dragon Ball Mod (2.1): I can see the future! (0.40.08)
Post by: Putnam on September 10, 2014, 01:37:54 pm
You can harvest plants in adventure mode now? In that case, it'll be fairly easy to put together some reactions to make saiyan armor.
Title: Re: Sparking!!! Dragon Ball Mod (2.1): I can see the future! (0.40.08)
Post by: Slax on September 10, 2014, 03:36:00 pm
Why can't I HAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!! on demand? :P
Title: Re: Sparking!!! Dragon Ball Mod (2.1): I can see the future! (0.40.08)
Post by: Putnam on September 11, 2014, 12:44:23 am
Because I didn't think about that and I am legitimately sorry that I have no included a "yell and make clouds of ki and do not much else" interaction yet.
Title: Re: Sparking!!! Dragon Ball Mod (2.1): I can see the future! (0.40.08)
Post by: Dazric on September 11, 2014, 01:34:21 pm
You can harvest plants in adventure mode now? In that case, it'll be fairly easy to put together some reactions to make saiyan armor.

Yeah, depending on the plant. If I go up to a pepper plant I can press "g" and tell my guy to pick up the pepper for example. Also I'm wondering, what causes you to go super saiyan in adventure mode? I was actually kind of ticked when the random wrestler I was wandering with spontaneously went super-saiyan and punched a crow to death.
Title: Re: Sparking!!! Dragon Ball Mod (2.1): I can see the future! (0.40.08)
Post by: Putnam on September 11, 2014, 01:44:30 pm
COMBATHARDNESS, which is combat experience or trauma; you can go super saiyan through your best friend dying or by simply grabbing onto a weasel for about 30 turns, at which point you'll likely be able to go Super Saiyan 3.

It's a bit wonky.
Title: Re: Sparking!!! Dragon Ball Mod (2.1): I can see the future! (0.40.08)
Post by: Dazric on September 11, 2014, 01:55:01 pm
Ah. That's... actually hilarious. Does having a high patience or willpower reduce COMBATHARDNESS?
Title: Re: Sparking!!! Dragon Ball Mod (2.1): I can see the future! (0.40.08)
Post by: Putnam on September 11, 2014, 01:58:54 pm
COMBATHARDNESS is the same thing as the "doesn't care about anything anymore" whosit in dwarf descriptions; it can't be reduced once it goes up, I'm pretty sure.
Title: Re: Sparking!!! Dragon Ball Mod (2.1): I can see the future! (0.40.08)
Post by: Dazric on September 11, 2014, 02:00:48 pm
I meant reduce the rate at which it's gained, sorry for poor phrasing. When playing around (still with Adventure Mode, my favourite mode) I tried a character with maxed out stats and massacred my starting village to see if killing all my friends would trigger it but it didn't.
Title: Re: Sparking!!! Dragon Ball Mod (2.1): I can see the future! (0.40.08)
Post by: Putnam on September 11, 2014, 02:09:10 pm
Nah, no way AFAIK.
Title: Re: Sparking!!! Dragon Ball Mod (2.1): I can see the future! (0.40.08)
Post by: Dazric on September 11, 2014, 02:10:06 pm
Any way to see the rate at which it's gained? And do you just instantly transform when it's high enough?
Title: Re: Sparking!!! Dragon Ball Mod (2.1): I can see the future! (0.40.08)
Post by: Putnam on September 11, 2014, 02:14:11 pm
Once it's high enough, you gain the ability to transform in the "x" menu.
Title: Re: Sparking!!! Dragon Ball Mod (2.1): I can see the future! (0.40.08)
Post by: Dazric on September 11, 2014, 02:29:28 pm
Alright thanks! Your mod is actually what convinced me to give it a try, mighty Saiyan warriors getting murdered by dingos on their way to fight dragons is just a plus. I think I found a behaviour bug with the god of destruction though. I entered his lair with battle armour that, amazingly, absorbed his first few ki blasts. He then panicked and spent several days running to and from the liar every time I entered. Eventually I tried to choke him and he punched me in the head, killing me instantly.
Title: Re: Sparking!!! Dragon Ball Mod (2.1): I can see the future! (0.40.08)
Post by: Putnam on September 11, 2014, 03:04:46 pm
Oh come on, megabeasts still do that? I should probably add legendary discipline to them. In vanilla, I once had to chase around a hydra and chop away whenever I was close to kill it. Annoying.
Title: Re: Sparking!!! Dragon Ball Mod (2.1): I can see the future! (0.40.08)
Post by: Dazric on September 11, 2014, 03:18:25 pm
Yeah, I thought so too. Isn't there a "no fear" tag or something you can add? I've been looking at modding the game and seem to remember that.
Title: Re: Sparking!!! Dragon Ball Mod (2.1): I can see the future! (0.40.08)
Post by: Dazric on September 13, 2014, 11:28:23 am
I think a found another bug. Going Super Saiyan reduces your speed by, like, a lot. That doesn't really make sense, considering the only time the transformation slows you down is Trunks' using the Ultra Super Saiyan, the rest of the time it makes you faster.
Title: Re: Sparking!!! Dragon Ball Mod (2.1): I can see the future! (0.40.08)
Post by: Putnam on September 13, 2014, 04:11:07 pm
What metric are you using to measure your speed slowing down?
Title: Re: Sparking!!! Dragon Ball Mod (2.1): I can see the future! (0.40.08)
Post by: StagnantSoul on September 13, 2014, 04:33:01 pm
I haven't read the full thing, but have you thought of putting in Kaio-Ken? You could have it double, triple, quadruple and whateverle your strength, exertion, and agility, all the way up to twenty, at which point you could probably lay off a few tough hits and pass out. Or maybe just the first Kao-Ken, where it doubles your strength and agility. Layering Kaio-Ken with the Super Saiyan forms like Goku does against Pikkon would be great.
Title: Re: Sparking!!! Dragon Ball Mod (2.1): I can see the future! (0.40.08)
Post by: Putnam on September 13, 2014, 04:36:51 pm
I have x2, x5, x10, x20, IIRC.
Title: Re: Sparking!!! Dragon Ball Mod (2.1): I can see the future! (0.40.08)
Post by: StagnantSoul on September 13, 2014, 04:38:53 pm
Oh, okay.
Title: Re: Sparking!!! Dragon Ball Mod (2.1): I can see the future! (0.40.08)
Post by: Putnam on September 13, 2014, 04:53:22 pm
I think that being able to kaioken during super saiyan would be a problem if it were possible (which it isn't due to the way they both work; DF doesn't allow stacking syndrome buffs of that kind), mostly because Kaioken x10 + super saiyan would be stronger than Super Saiyan 3 (http://www.youtube.com/watch?v=BsMSiVn6vpQ).
Title: Re: Sparking!!! Dragon Ball Mod (2.1): I can see the future! (0.40.08)
Post by: Dazric on September 13, 2014, 07:02:31 pm
What metric are you using to measure your speed slowing down?

That the thing in the lower right hand corner that says "speed" goes from 1.0 to 0.087 and that the enemy I'm fighting can beat the shit out of me six ways from sunday before I hit them once.
Title: Re: Sparking!!! Dragon Ball Mod (2.1): I can see the future! (0.40.08)
Post by: 94dima94 on September 16, 2014, 02:47:37 pm
Well, I just downloaded the new version, and already noticed a couple of things:

1) Bogeymen are still a major threat, even for sayans; a group of them attacked me in a dwarven hillock (yeah, I forgot about that) and a major fight started. I managed to kill 2 of them and incapacitate 3 others, then one of them got a lucky hit to my leg and I passed out. 47 (yes, 47; I counted) pages of kicks to the head, and I'm dead.
If only I had the time to walk outside... once you're in the air, bogeymen are not a threat anymore, and you can spam magic blades (will this be changed in the future? It looks a bit overpowered)

2) You MUST be careful with Instant Transmission... One click too much, and I appear not next to the camel, but next to a "clown" in HFS. Well, let's just say it was a short battle.
Title: Re: Sparking!!! Dragon Ball Mod (2.1): I can see the future! (0.40.08)
Post by: goodvibesforyou on September 18, 2014, 08:26:20 am
I think that being able to kaioken during super saiyan would be a problem if it were possible (which it isn't due to the way they both work; DF doesn't allow stacking syndrome buffs of that kind), mostly because Kaioken x10 + super saiyan would be stronger than Super Saiyan 3 (http://www.youtube.com/watch?v=BsMSiVn6vpQ).

Thing is, there is a Super Kaioken. It's more like an inbetween. Though if you consider the card games to be canon, then.. Goku can use this Kaio-ken in combination with any of his appearing Super Saiyan forms: Super Saiyan, Ascended Super Saiyan, Super Saiyan 2, Super Saiyan 3, Golden Great Ape, and Super Saiyan 4.
Title: Re: Sparking!!! Dragon Ball Mod (2.1.1): I can see the future! (0.40.12)
Post by: Putnam on September 18, 2014, 02:17:52 pm
I'm ignoring pretty much everything that isn't manga or movies, so filler's out, of which super kaioken is most def.
Title: Re: Sparking!!! Dragon Ball Mod (2.1.1): I can see the future! (0.40.12)
Post by: Igorshadow on September 19, 2014, 05:22:03 pm
Hi , I'm having a problem making the dfhack work whit the new version 0.40.12 of this mod .Is there any incompatibilities or issues like that or I'm doing something wrong?
Title: Re: Sparking!!! Dragon Ball Mod (2.1.1): I can see the future! (0.40.12)
Post by: Putnam on September 19, 2014, 05:33:03 pm
There cannot be incompatibilities between mods and DFHack. What's the problem?
Title: Re: Sparking!!! Dragon Ball Mod (2.1.1): I can see the future! (0.40.12)
Post by: KingofstarrySkies on September 19, 2014, 05:34:24 pm
He's trying to use DFhack on 40.12. That's probably the issue.
Title: Re: Sparking!!! Dragon Ball Mod (2.1.1): I can see the future! (0.40.12)
Post by: Putnam on September 19, 2014, 05:49:15 pm
The mod is perfectly compatible with 0.40.13.
Title: Re: Sparking!!! Dragon Ball Mod (2.1.1): I can see the future! (0.40.13)
Post by: KingofstarrySkies on September 19, 2014, 06:20:40 pm
But...DFhack isn't? I'm confused.
Title: Re: Sparking!!! Dragon Ball Mod (2.1.1): I can see the future! (0.40.13)
Post by: Putnam on September 19, 2014, 06:23:37 pm
DFHack is.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.3): (incessant yelling) (0.40.13)
Post by: Slax on September 21, 2014, 06:07:41 am
HaaaaaaaaaAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA~ ♪
Wonderful.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.3): (incessant yelling) (0.40.13)
Post by: Putnam on September 21, 2014, 11:23:44 pm
265543 in hexadecimal, 2512195 in decimal, this number is evil, both in the sense that it clashes with my interests for no discernable reason and for the fact that it is factually an evil number (http://www.numbersaplenty.com/set/evil_number/).

Any unit that has more than that goddamn number in strength is treated as if it has 0 strength.

This is what's causing Super Saiyans to act so oddly.

To this end, I'm releasing a hotfix patch that removes the strength bonus for Super Saiyans (buffing up their material force multiplier loss to make up for it).
Title: Re: Sparking!!! Dragon Ball Mod (2.2.4): (incessant yelling) (0.40.13)
Post by: xoatl on September 23, 2014, 01:22:54 pm
This is gonna sound weird, but is there anyway to make grabbing an Undisciplined Saiyans tail, a stunning move? Also, if you ever implement Oozaru again, you could make highly skilled Saiyans able to fire an Energy Ball in the sky to replicate a moon, like when Vegeta did it to transform Gohan when he saw there was no moon.

Title: Re: Sparking!!! Dragon Ball Mod (2.2.4): (incessant yelling) (0.40.13)
Post by: Putnam on September 23, 2014, 01:59:50 pm
Unfortunately, no.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.4): (incessant yelling) (0.40.13)
Post by: Slax on September 24, 2014, 02:31:28 am
I gotta ask, what's up with the special attack capsules? My stupid saiyan mind can't figure that stuff out.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.4): (incessant yelling) (0.40.13)
Post by: Putnam on September 24, 2014, 02:39:28 am
I removed their functionality. Not sure why I kept them around.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.4): (incessant yelling) (0.40.13)
Post by: Yourmaster on September 25, 2014, 03:52:45 pm
Is there a way I can cheat in dragonballs using DFhack?
Title: Re: Sparking!!! Dragon Ball Mod (2.2.4): (incessant yelling) (0.40.13)
Post by: Putnam on September 25, 2014, 03:54:44 pm
You can use gui/hack-wish for them, or createitem TOOL:DRAGONBALL NONE:NONE
Title: Re: Sparking!!! Dragon Ball Mod (2.2.4): (incessant yelling) (0.40.13)
Post by: KingofstarrySkies on September 28, 2014, 06:45:04 pm
DFhack doesn't open whence I turn on DF. Am I doing something wrong, or...?
Title: Re: Sparking!!! Dragon Ball Mod (2.2.4): (incessant yelling) (0.40.13)
Post by: Putnam on September 28, 2014, 07:28:08 pm
It has to already have been installed.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.4): (incessant yelling) (0.40.13)
Post by: KingofstarrySkies on September 28, 2014, 08:00:14 pm
? I mean, run DF after installing the DBZ mod.

And nothing happens. I can see the hack file. But DFhack doesn't open.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.4): (incessant yelling) (0.40.13)
Post by: Putnam on September 28, 2014, 08:31:41 pm
DFHack needs to be installed separately. The hack folder doesn't matter so much as a 4 megabyte SDL.dll (it's normally 460 kilobytes or so).
Title: Re: Sparking!!! Dragon Ball Mod (2.2.4): (incessant yelling) (0.40.13)
Post by: crispy01 on September 28, 2014, 08:59:10 pm
Is it normal to have so many errors in DF hack with this mod? Whenever I attempt to use one of the Dragonball scripts, such as the Instant Transmission, I get alot of errors. IT still works, albeit with some buggy Power Level readings (many creatures listed as "1.#INF"). Also, I don't think the scouter script works at all, and is not a recognised command. The errors I get usually go along the line of "...DBZ/hack/lua/plugins/stockflow.lua:390: in function 'collect_reactions". Is this normal with the current versions of DF, DFHack and DBZ?
Title: Re: Sparking!!! Dragon Ball Mod (2.2.4): (incessant yelling) (0.40.13)
Post by: Putnam on September 28, 2014, 09:02:49 pm
Stockflow's normal; scouter and instant transmission should have been fixed a while ago (the problem is with the fact that trying to get the creature's speed returns 0 and the whole thing ends up divided by the creature's speed; naturally, lua interprets x/0 as 1.#INF (complex infinity) instead of an error.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.4): (incessant yelling) (0.40.13)
Post by: AJC on September 30, 2014, 04:36:17 pm
is there anyway to make it so that your able to actually punch dudes heads off. the only way i see is by making some punch's edged attacks though but that would probably require editing body part mats to get the needed shear and yield values to be able to do that.

mean i've been able to scratch people's heads off as a Legendary Super Saiyan but that's probably more because of fuck huge strength and size making his fingers more like blades than nails
Title: Re: Sparking!!! Dragon Ball Mod (2.2.4): (incessant yelling) (0.40.13)
Post by: Putnam on September 30, 2014, 04:41:33 pm
Used to be that their muscles were hard enough for that to happen (low enough enough impact strain at yield IIRC), but I ended up removing that because ita lso caused shattered muscles and other weirdness. At least once did I successfully punch off a namekian's arm, though (he got better... or would of had I not killed him a few seconds later).
Title: Re: Sparking!!! Dragon Ball Mod (2.2.4): (incessant yelling) (0.40.13)
Post by: ArKFallen on September 30, 2014, 07:29:40 pm
Did you remove the tag line and [OBJECT:ENTITY] for the frieza civ on purpose or by mistake? Want to know if I should re-roll a new world for fort mode.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.4): (incessant yelling) (0.40.13)
Post by: Putnam on September 30, 2014, 07:51:29 pm
On purpose, they were crashing the game and I had no idea why.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.4): (incessant yelling) (0.40.13)
Post by: ArKFallen on October 02, 2014, 10:13:24 am
I'm getting DFHack console spam. This is about 2 seconds after loading up my fort (happened after embark as well, but I wanted a more concise report).
Code: (dfhack-0.40.13-r1-Windows) [Select]
Detected reaction hooks - enabling plugin.
Detected reaction hooks - enabling plugin.
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: Cannot write fi
eld unit.body_blood_count: not found.
stack traceback:
        [C]: in function '__newindex'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:281: in func
tion 'checkOverflows'
        ...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:382: in func
tion <...es\Dwarf Fortress v.40.13/data/save/region1/raw/init.lua:377>
[DFHack]#
Title: Re: Sparking!!! Dragon Ball Mod (2.2.4): (incessant yelling) (0.40.13)
Post by: Putnam on October 02, 2014, 01:44:26 pm
I had no idea that that part of the code was even gotten to. Anyway, replace all instances of unit.body_blood_count in the init.lua with unit.body.blood_count. It should be safe to just find in files that particular replacement with your whole DF folder.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.4): (incessant yelling) (0.40.13)
Post by: ArKFallen on October 02, 2014, 04:28:36 pm
Thanks, that eliminated the errors.

The saiyans giving off ki when fighting and training is a nice touch.
Also, I've gone through 3-4 saibaman seeds just to get a large cloud of saibaman stuff but no saibamen. Not a total loss though as my grower is now legendary  :D
Title: Re: Sparking!!! Dragon Ball Mod (2.2.4): (incessant yelling) (0.40.13)
Post by: Putnam on October 02, 2014, 04:30:20 pm
Yeah, spawnunit doesn't work for 0.40, so saibamen seeds don't work anymore. Not sure why I kept them around.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.4): (incessant yelling) (0.40.13)
Post by: wazupwolf on October 13, 2014, 02:55:55 am
In  the latest version i seem to not be able to go super saiyan outside of using the Arena. Regardless of how much damage i take i can't seem to go super saiyan. Is this intended or am i doing something wrong?
Title: Re: Sparking!!! Dragon Ball Mod (2.2.4): (incessant yelling) (0.40.13)
Post by: Putnam on October 13, 2014, 02:58:17 am
It's about how strong you are now, not how much damage you've taken.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.4): (incessant yelling) (0.40.13)
Post by: wazupwolf on October 13, 2014, 03:46:44 am
Ah even so i seem to not be seeing super saiyans at all anymore in adventure mode.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.4): (incessant yelling) (0.40.13)
Post by: Putnam on October 14, 2014, 12:11:41 am
Same reason. You have to be very strong. The Super Saiyan transformation is ridiculously powerful, especially as of 2.2.4, so it should be rare.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.4): (incessant yelling) (0.40.13)
Post by: wazupwolf on October 14, 2014, 09:36:40 am
Ah i see now,thanks for the reply, i do agree that it was too common in older versions ( especially since when you got beat down you almost always gained the ability to go SSJ3). Guess i'l have to just keep smashing Skulls into lumps of gore.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Putnam on February 02, 2015, 07:28:12 pm
Updated to 0.40.24, with full compatibility with the DF Starter Pack's mod merging.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Hammerstar on February 09, 2015, 08:02:56 pm
So, probably just me being dumb, but I've got a fairly sizable cache of Katchin in my current game, and can't figure out what I need to smelt it. Even set up a magma smelter just to see if that's what I need, but the option is always red and I can't select it.

Is there something besides the ore that I need to smelt it?
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Putnam on February 09, 2015, 08:17:29 pm
...There shouldn't be. That's unusual. Could be stockpile oddities. You got any stockpiles giving to the furnace?
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Hammerstar on February 09, 2015, 08:35:29 pm
No, actually, I don't even have them in a stockpile. I got lazy and used DFHack to dump the ore right outside the smelter room, and yes, I have already removed the forbidden tag that leaves on them. And doing that certainly doesn't cause issues with other metal types.

EDIT: And just to be sure, I had my miners dig out a little more and left it there, to see if I could get the furnace operater to haul it from vein. The option is still red in the smelter menu, so I'm not sure what's going on.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Putnam on February 09, 2015, 08:57:15 pm
Nono, I didn't ask if the katchin is in a stockpile, I asked if the furnace is taking from any stockpiles.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Hammerstar on February 09, 2015, 09:06:33 pm
Well, the answer is no again. Don't have a stockpile for stone or ore even set up, and naturally didn't do anything with those settings.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Putnam on February 09, 2015, 09:14:47 pm
Yeah, I can't even imagine what's causing that. Everything looks in order in the raws.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Hammerstar on February 09, 2015, 09:18:17 pm
Well, thanks anyway. I did make a change myself, but that was simply to let Saiyans make coke from coal and lignite. Guess I'll have to try from a fresh install and figure out if I did something else without meaning to.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: killy667 on February 15, 2015, 12:57:31 am
Hi, i've recently installed this and i'm having trouble running it with starter pack. I've asked on reddit and they've been helpful, but nothing has really worked so far. I've got some sort of map loading problem, because I'm seeing on DFhack it says, "Map is not available!" in red. I'm not sure if it's a preset map issue or i didn't do something right. Can you guys help me?
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Putnam on February 15, 2015, 01:41:02 am
I have honestly never seen that before and have no idea what exactly gives that error.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: killy667 on February 15, 2015, 01:55:54 am
Would it be an issue if i can't see or open up some files, like the LUA ones?
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Putnam on February 15, 2015, 01:56:39 am
It shouldn't be.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: killy667 on February 15, 2015, 11:00:29 am
I extracted the files into the starter pack mods folder and then started it up, merged it then installed it and when i create a new world and try adventure mode, it's only humans elves and dwarfs?
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Alceris on February 22, 2015, 06:53:52 pm
So, something about this mod is causing the game to almost immediately crash after barely taking a few steps, seemingly for entirely no reason. Is there a file I can check to see why it's crashing?
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Putnam on February 22, 2015, 06:55:50 pm
errorlog.txt might have some help, but probably not.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Alceris on February 22, 2015, 07:05:15 pm
errorlog.txt might have some help, but probably not.

It says this.
Spoiler (click to show/hide)
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Putnam on February 22, 2015, 07:08:39 pm
Can't be any of that...
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Alceris on February 22, 2015, 07:14:24 pm
I remember also seeing an error in the dfhack window saying something about "sparking.lua" but most of the time it crashes before it can show me anything. I can probably upload my copy of Dwarf Fortress to Mediafire or something for you to take a look at, if you can't reproduce it yourself.

Updatedit: I got a screenshot of the error messages dfhack gave me.
Spoiler (click to show/hide)
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Alceris on February 22, 2015, 08:12:14 pm
(Forgive me if I'm making too many posts)
As it turns out, zenkai boosts are crashing the game for some reason. After removing them from the code, I haven't experienced any (immediate) crashes.
Edit: Oh, but it also makes saiyans severely weakened to do that. Hm...
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Putnam on February 22, 2015, 09:04:34 pm
Is it zenkai specifically?
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Alceris on February 22, 2015, 09:44:32 pm
As far as I can tell, it is. Something about nil values, apparently.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Putnam on February 22, 2015, 10:23:14 pm
Zenkai specifically, or super saiyan too?

This specifically:

Code: [Select]
dbEvents.onUnitGravelyInjured.zenkai=function(unit)
    if df.creature_raw.find(unit.race).creature_id~="SAIYAN" or unitHasZenkaiAlready(unit) then return false end
    local zenkaiMultiplier=math.log(((unit.body.blood_max*.75)/unit.body.blood_count)*math.exp(1)) --yeah, don't want too much of a bonus
    for k,v in ipairs(unit.body.physical_attrs) do
        v.value=dbRound(v.value*zenkaiMultiplier)
        v.max_value=dbRound(v.max_value*zenkaiMultiplier)
    end
    unitHasZenkaiAlready(unit,true)
end

Or this too:

Code: [Select]
dbEvents.onUnitGravelyInjured.super_saiyan=function(unit)
if df.creature_raw.find(unit.race).creature_id=='SAIYAN' then
dfhack.run_script('dragonball/super_saiyan_trigger','-unit',unit.id)
end
end
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Alceris on February 23, 2015, 05:10:44 am
Oh, yeah, I think super saiyan is causing it, as well. It was in the error messages. I know it's hard to read, but the program had crashed at the time.
Spoiler (click to show/hide)
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Putnam on February 23, 2015, 05:51:22 am
See if it crashes with those two functions replaced with this:

Code: [Select]
dbEvents.onUnitGravelyInjured.zenkai=function(unit)
    if not unit then return end
    if df.creature_raw.find(unit.race).creature_id~="SAIYAN" or unitHasZenkaiAlready(unit) then return false end
    local zenkaiMultiplier=math.log(((unit.body.blood_max*.75)/unit.body.blood_count)*math.exp(1)) --yeah, don't want too much of a bonus
    for k,v in ipairs(unit.body.physical_attrs) do
        v.value=dbRound(v.value*zenkaiMultiplier)
        v.max_value=dbRound(v.max_value*zenkaiMultiplier)
    end
    unitHasZenkaiAlready(unit,true)
end

dbEvents.onUnitGravelyInjured.super_saiyan=function(unit)
    if not unit then return end
if df.creature_raw.find(unit.race).creature_id=='SAIYAN' then
dfhack.run_script('dragonball/super_saiyan_trigger','-unit',unit.id)
end
end
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Alceris on February 23, 2015, 06:05:06 am
It's no longer crashing as far as I can tell from a quick test, however I am getting these errors now, also my saiyans in this world appear to have been permanently dramatically weakened for some reason.
Spoiler (click to show/hide)

Edit: Yeah, Saiyans are no longer getting the 100,000+ power levels they used to have, even after changing the lua back to what it originally was and creating a new world. I'm terribly confused by this.

Secondit: And then it crashes inexplicably again.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Alceris on February 23, 2015, 12:44:33 pm
snip
Scratch that, it's still doing the same thing as before, it just takes much longer to do so, apparently.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Kraiger on February 23, 2015, 01:38:34 pm
I extracted the files into the starter pack mods folder and then started it up, merged it then installed it and when i create a new world and try adventure mode, it's only humans elves and dwarfs?

I am having this problem too.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Putnam on February 23, 2015, 05:57:01 pm
It's no longer crashing as far as I can tell from a quick test, however I am getting these errors now, also my saiyans in this world appear to have been permanently dramatically weakened for some reason.
Spoiler (click to show/hide)

Edit: Yeah, Saiyans are no longer getting the 100,000+ power levels they used to have, even after changing the lua back to what it originally was and creating a new world. I'm terribly confused by this.

Secondit: And then it crashes inexplicably again.

Did you... manually type that out instead of copying? Because the ddbevents typo isn't in anything on my side.

I extracted the files into the starter pack mods folder and then started it up, merged it then installed it and when i create a new world and try adventure mode, it's only humans elves and dwarfs?

I am having this problem too.

I had the exact same problem trying to install Rise of the Mushroom Kingdom, so I think it may be a problem with the starter pack.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Kraiger on February 24, 2015, 10:12:33 am
I extracted the files into the starter pack mods folder and then started it up, merged it then installed it and when i create a new world and try adventure mode, it's only humans elves and dwarfs?

I am having this problem too.

I had the exact same problem trying to install Rise of the Mushroom Kingdom, so I think it may be a problem with the starter pack.

It looks like that's the case. I added the DBZ mod to the r2 Starter Pack and even though I still got Dwarfs and the like spawning in, I could, in fact, become a saiyan.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Alceris on February 24, 2015, 11:09:06 am
Did you... manually type that out instead of copying? Because the ddbevents typo isn't in anything on my side.
Actually, that one was something screwy with my install, apparently. I created yet another clean install to try to get the mod to work and it stopped giving me those errors, and then I forgot to mention it. Sorry about that. However, it did crash again after much more wandering around than before.

I have no idea what I'm doing with any programming languages of any kind, so forgive me if I just inserted nonsense into the code, but I tried adding that line to more parts of the code, since the game's still crashing after trying what you said to try. Don't worry, though, I can change it back very easily.

Spoiler (click to show/hide)

Edit: Oh, also, instant transmission and scouter are both showing wildly different power levels.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Alceris on February 25, 2015, 01:40:08 pm
Look, I'm sorry if I'm making this difficult somehow, but I've created multiple clean installs trying to get this thing to work and it just refuses. Is there something besides dfhack that I need to have? Because it doesn't seem like other people are having the same problems, which doesn't make any sense to me.

Edit: I'm not sure if this matters, but I'm playing Adventurer Mode when it crashes.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Alceris on February 25, 2015, 05:27:11 pm
Nevermind again, it crashed even after setting it so that Saiyans can't show up in the world, so I haven't the foggiest clue what's going wrong with this mod.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Sergarr on March 03, 2015, 01:08:37 pm
Apparently the upcoming movie will have yet another form of Frieza who looks like a SSJ Cooler and which is apparently strong enough to match and beat the power of the SSJG Goku. (he probably wished for power)

The real question is: can Dwarf Fortress handle this much power without overflowing?
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Putnam on March 03, 2015, 04:59:21 pm
What, Frieza? Yeah, it can. The fact that it can already contain Birus means that it can probably contain New Frieza without stretching.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Alceris on March 06, 2015, 10:09:15 pm
What, Frieza? Yeah, it can. The fact that it can already contain Birus means that it can probably contain New Frieza without stretching.
I see you apparently just don't care enough to continue trying to help me attempt to get your mod to work, or at least give me an answer as to whether or not you think you can get it to stop crashing.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Putnam on March 06, 2015, 10:24:33 pm
What, Frieza? Yeah, it can. The fact that it can already contain Birus means that it can probably contain New Frieza without stretching.
I see you apparently just don't care enough to continue trying to help me attempt to get your mod to work, or at least give me an answer as to whether or not you think you can get it to stop crashing.

Huhwuh?

I have no idea what the problem could be, since it doesn't seem to be consistent. It's likely something difficult to replicate, unless you can provide the entire copy of the game you have with the mod installed.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Alceris on March 06, 2015, 11:19:11 pm
Huhwuh?

I have no idea what the problem could be, since it doesn't seem to be consistent. It's likely something difficult to replicate, unless you can provide the entire copy of the game you have with the mod installed.
I can do that, in fact I suggested doing that earlier, and I think I will right now.

This one takes a lot longer to crash than usual, but just go in a straight line outside of Fast Travel for a few minutes, also I didn't apply the fix that didn't fix to this one, either.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Putnam on March 06, 2015, 11:45:08 pm
Ah, I see what the problem is. Null pointer causing a crash due to map reloading when you move around too much, causing one of the units that it wanted to become quite a bit not there.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Alceris on March 06, 2015, 11:48:48 pm
Ah, I see what the problem is. Null pointer causing a crash due to map reloading when you move around too much, causing one of the units that it wanted to become quite a bit not there.
Ah, so do you know how to fix that?
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Putnam on March 06, 2015, 11:52:31 pm
Yep. Fixed.

Code: [Select]
local function superSaiyanGodSyndrome()
    for syn_id,syndrome in ipairs(df.global.world.raws.syndromes.all) do
        if syndrome.syn_name == "Super Saiyan God" then return syndrome end
    end
    qerror("Super saiyan god syndrome not found.")
end

local function getPowerLevel(saiyan)
    local strength = saiyan.body.physical_attrs.STRENGTH.value/3550
    local endurance = saiyan.body.physical_attrs.ENDURANCE.value/1000
    local toughness = saiyan.body.physical_attrs.TOUGHNESS.value/2250
    local spatialsense = saiyan.status.current_soul.mental_attrs.SPATIAL_SENSE.value/1500
    local kinestheticsense = saiyan.status.current_soul.mental_attrs.KINESTHETIC_SENSE.value/1000
    local willpower = saiyan.status.current_soul.mental_attrs.WILLPOWER.value/1000
    return (strength+endurance+toughness+spatialsense+kinestheticsense+willpower)
end

local function getSuperSaiyanLevel(saiyan)
    if df.creature_raw.find(saiyan.race).creature_id~="SAIYAN" then return 0 end
    local saiyanPowerLevel=getPowerLevel(saiyan)
    return (saiyanPowerLevel>200) and 3 or (saiyanPowerLevel>100) and 2 or (saiyanPowerLevel>20) and 1 or 0
end

local function getSuperSaiyanCount()
    local superSaiyanCount = 0
    for _,unit in ipairs(df.global.world.units.active) do
        if dfhack.units.isCitizen(unit) and getSuperSaiyanLevel(unit)>0 then
            superSaiyanCount = superSaiyanCount + 1
        end
    end
    return superSaiyanCount
end

local function unitWithHighestPowerLevel()
    local highestUnit = nil
    local highestPowerLevel = 0
    for _,unit in ipairs(df.global.world.units.active) do
        if dfhack.units.isCitizen(unit) and dfhack.units.isDwarf(unit) then
            local unitPowerLevel=getPowerLevel(unit)
            if unitPowerLevel>highestPowerLevel then
                highestUnit = unit
                highestPowerLevel = unitPowerLevel
            end
        end
    end
    return highestUnit
end

local function combinedSaiyanPowerLevel()
    local totalPowerLevel=0
    for _,unit in ipairs(df.global.world.units.active) do
        if dfhack.units.isCitizen(unit) then totalPowerLevel = totalPowerLevel + getPowerLevel(unit) end
    end
    return totalPowerLevel
end

local function applySuperSaiyanGodSyndrome()
    local syndromeUtil = require 'syndrome-util'
    if df.global.gamemode==0 then
        if getSuperSaiyanCount()<6 then return nil end
        local superSaiyanGod = unitWithHighestPowerLevel()
        if superSaiyanGod and getPowerLevel(superSaiyanGod) > 400 then syndromeUtil.infectWithSyndromeIfValidTarget(superSaiyanGod,superSaiyanGodSyndrome(),syndromeUtil.ResetPolicy.DoNothing) end
    end
end

local function stopMegabeastAttacks()
    local removedMegaBeastAttack = false
    for eventid,event in ipairs(df.global.timed_events) do
        if event.type == df.timed_event_type.Megabeast then
            table.remove(df.global.timed_events,eventid)
            removedMegaBeastAttack = true
        end
    end
    return removedMegaBeastAttack
end

local function causeMegaBeastAttack()
    df.global.timed_events:insert('#', { new = df.timed_event, type = df.timed_event_type.Megabeast, season = df.global.cur_season, season_ticks = df.global.cur_season_tick } )
end

local function checkForMegabeastAttack()
    if combinedSaiyanPowerLevel() > 4000000 and stopMegabeastAttacks() then causeMegaBeastAttack() end
end

function monthlyCheck()
    applySuperSaiyanGodSyndrome()
end

local function getInorganic(item)
    return dfhack.matinfo.decode(item).inorganic
end

local function tailClipSyndrome()
    return df.global.world.raws.inorganics[dfhack.matinfo.find("DB_DFHACK_SYNDROME_HOLDER").index].material.syndrome[0].id --that's a doozy, hehe
end

local function giveName(unit,nameCopy)
    for ii=1,3 do
        local unitName = ii==1 and unit.name or ii==2 and unit.status.current_soul.name or df.historical_figure.find(unit.hist_figure_id).name
        unitName.first_name = nameCopy.first_name
        unitName.nickname = nameCopy.nickname
        unitName.language = nameCopy.language
        unitName.unknown = nameCopy.unknown
        for i=1,7 do
            unitName.words[i-1] = nameCopy.words[i]
            unitName.parts_of_speech[i-1] = nameCopy.parts_of_speech[i]
        end
    end
end

local function fuseTwoNames(unit1,unit2)
    local name1=unit1.name
    local name2=unit2.name
    local newName = {}
    newName.first_name = string.sub(name1.first_name,1,math.floor(#name1.first_name/2)) .. string.sub(name2.first_name,-math.ceil(#name2.first_name/2)) --cuts each name in two and combines the first half of the first name and the second half of the second
    newName.nickname = ""
    newName.language = name1.language
    newName.unknown = name1.unknown
    newName.words = {}
    newName.parts_of_speech = {}
    for i = 1, 7 do
        if i%2==1 then
            newName.words[i] = name2.words[i-1]
            newName.parts_of_speech[i] = name1.parts_of_speech[i-1]
        else
            newName.words[i] = name1.words[i-1]
            newName.parts_of_speech[i] = name2.parts_of_speech[i-1]
        end
    end
    dfhack.gui.showPopupAnnouncement(name1.first_name .. " has fused with " .. name2.first_name .. " to become " .. newName.first_name .. "!",COLOR_BLUE,true)
    giveName(unit1,newName)
end

local function insertSkill(unit,skill)
    unit.status.current_soul.skills:insert('#',
        {
        new = df.unit_skill,
        id = skill.id,
        rating = skill.rating,
        experience = skill.experience,
        unused_counter = skill.unused_counter,
        rusty = skill.rusty,
        rust_counter = skill.rust_counter,
        demotion_counter = skill.demotion_counter,
        unk_1c = skill.unk_1c
        }
        )
end

local function combineSoul(unit1,unit2)
    local firstUnitSoul = unit1.status.current_soul
    local secondUnitSoul= unit2.status.current_soul
    for k,attribute in ipairs(firstUnitSoul.mental_attrs) do
        attribute.value = attribute.value + secondUnitSoul.mental_attrs[k].value
        attribute.max_value = attribute.max_value + secondUnitSoul.mental_attrs[k].max_value
        if attribute.value < 0 or attribute.value > 2^31-1 then attribute.value = 2^30 end
        if attribute.max_value < 0 or attribute.max_value > 2^31-1 then attribute.max_value = 2^31-1 end
    end
    for _,skill2 in ipairs(secondUnitSoul.skills) do
        local skillFound = false
            for _,skill1 in ipairs(firstUnitSoul.skills) do
                if skill2.id == skill1.id then
                    skillFound = true
                    skill1.rating = skill1.rating + skill2.rating
                end
            end
        if not skillFound then
            insertSkill(unit1,skill2)
        end
    end
    --preferences are too much trouble for their worth
    for k,trait1 in ipairs(firstUnitSoul.traits) do
        local trait2 = secondUnitSoul.traits[k]
        trait1 = math.floor((trait1+trait2)/2)
    end
    --unk5 and unk6 are... unknown to me, so...
end

local function combineBody(unit1,unit2)
    local firstBody = unit1.body
    local firstAppearance = unit1.appearance
    local secondBody = unit2.body
    local secondAppearance = unit2.appearance
    firstBody.blood_max = firstBody.blood_max + secondBody.blood_max
    firstBody.blood_count = firstBody.blood_max
    for k,attribute in ipairs(firstBody.physical_attrs) do
        attribute.value = attribute.value + secondBody.physical_attrs[k].value
        attribute.max_value = attribute.max_value * secondBody.physical_attrs[k].max_value
        if attribute.value < 0 or attribute.value > 2^31-1 then attribute.value = 2^30 end
        if attribute.max_value < 0 or attribute.max_value > 2^31-1 then attribute.max_value = 2^31-1 end
    end
    for k,tissue in ipairs(firstBody.size_info) do
        tissue = tissue + secondBody.size_info[k]
    end
    for k,modifier in ipairs(firstAppearance.body_modifiers) do
        if #secondAppearance.body_modifiers>k+1 then modifier = math.floor((modifier+secondAppearance.body_modifiers[k])/2) end
    end
    for k,modifier in ipairs(firstAppearance.bp_modifiers) do
        if #secondAppearance.bp_modifiers>k+1 then modifier = math.floor((modifier+secondAppearance.bp_modifiers[k])/2) end
    end
    for k,length1 in ipairs(firstAppearance.tissue_length) do
        local length2 = #secondAppearance.tissue_length>k+1 and secondAppearance.tissue_length[k] or nil
        if length2 then length1 = math.floor((length1+length2)/2) end
    end
end

local function combineCounters(unit1,unit2)
    local trait1 = dfhack.units.getMiscTrait(unit1,15,true)
    local trait2 = dfhack.units.getMiscTrait(unit2,15,true)
    local totalValue = trait1.value+trait2.value
    trait1.value=(totalValue>100) and 100 or totalValue
end

local function fuseUnits(unit1,unit2)
    if unit1.race~=unit2.race then
        return nil
    end
    fuseTwoNames(unit1,unit2)
    combineSoul(unit1,unit2)
    combineBody(unit1,unit2)
    combineCounters(unit1,unit2)
    unit2.flags1.dead=true
    dfhack.timeout(1,'ticks',function()
    unit2.pos.x=-30000
    unit2.pos.y=-30000
    unit2.pos.z=-30000
    end)
end

events=require 'plugins.eventful'
dialog=require 'gui.dialogs'
script=require 'gui.script'

local function fusion(reaction,unit,input_items,input_reagents,output_items,call_native)
    local tbl={}
    for k,u in ipairs(df.global.world.units.active) do
        local name=dfhack.TranslateName(dfhack.units.getVisibleName(u))
        if name=="" then name="?" end
        if (df.global.gamemode==1 and u.race==df.global.world.units.active[0].race) or (df.global.gamemode==0 and dfhack.units.isDwarf(u) and dfhack.units.isCitizen(u)) then table.insert(tbl,{name,nil,u}) end
    end
    table.sort(tbl,function(a,b) return getPowerLevel(a[3])>getPowerLevel(b[3]) end)
    script.start(function()
        local unitsToFuse={}
        repeat
            for i=1,2 do
                local ok, name, C = script.showListPrompt("Unit Selection","Choose " ..(i==1 and "first" or "second").. " Saiyan to fuse (sorted by power level)",COLOR_WHITE,tbl)
                if ok then table.insert(unitsToFuse,C[3]) end
            end
            if unitsToFuse[1]==unitsToFuse[2] then unitsToFuse[1]=nil unitsToFuse[2]=nil unitsToFuse={} end
        until unitsToFuse[1] and unitsToFuse[2] and unitsToFuse[1]~=unitsToFuse[2]
        fuseUnits(unitsToFuse[1],unitsToFuse[2])
        syndromeUtil.infectWithSyndrome(unitsToFuse[1],tailClipSyndrome(),syndromeUtil.ResetPolicy.DoNothing)
    end)
    call_native.value=false
end

events.registerReaction("LUA_HOOK_FUSION_DB",fusion)

local function fixOverflow(a)
    return (a<0) and 2^30-1 or a
end

local function fixStrengthBug(unit) -- http://www.bay12games.com/dwarves/mantisbt/view.php?id=8333
    local strength = unit.body.physical_attrs.STRENGTH
    strength.value=strength.value>2512195 and 2512195 or strength.value
end

local function checkOverflows(unit)
    for _,attribute in ipairs(unit.body.physical_attrs) do
        attribute.value=fixOverflow(attribute.value)
    end
    for _,soul in ipairs(unit.status.souls) do --soul[0] is a pointer to the current soul
        for _,attribute in ipairs(soul.mental_attrs) do
            attribute.value=fixOverflow(attribute.value)
        end
    end
    unit.body.blood_max=fixOverflow(unit.body.blood_max)
    unit.body.blood_count=fixOverflow(unit.body.blood_count)
    fixStrengthBug(unit)
end

local function fixAllOverflows()
    for _,unit in ipairs(df.global.world.units.active) do
        checkOverflows(unit)
    end
end

kamehamehaMat=dfhack.matinfo.find("KAMEHAMEHA_DB")

events.onProjItemCheckMovement.dragonball=function(projectile)
    if dfhack.matinfo.decode(projectile.item)==kamehamehaMat then
        dfhack.maps.spawnFlow(projectile.cur_pos,3,0,kamehamehaMat.index,400)
    end
end

function add_site(size,civ,site_type,name)
    local x=(df.global.world.map.region_x+1)%16;
    local y=(df.global.world.map.region_y+1)%16;
    local minx,miny,maxx,maxy
    if(x<size) then
        minx=0
        maxx=2*size
    elseif(x+size>16) then
        maxx=16
        minx=16-2*size
    else
        minx=x-size
        maxx=x+size
    end
       
    if(y<size) then
        miny=0
        maxy=2*size
    elseif(y+size>16) then
        maxy=16
        miny=16-2*size
    else
        miny=y-size
        maxy=y+size
    end
   
    require("plugins.dfusion.adv_tools").addSite(nil,nil,maxx,minx,maxy,miny,civ,name,site_type)
end
function claimSite(reaction,unit,input_items,input_reagents,output_items,call_native)
    dialog.showInputPrompt("Site name", "Select a name for a new site:", nil,nil, dfhack.curry(add_site,1,unit.civ_id,0))
    call_native.value=false
end
events.registerReaction("LUA_HOOK_MAKE_SITE3x3",claimSite)

local dbEvents={
    onUnitGravelyInjured=dfhack.event.new()
}
   
function dbRound(num)
    return num%1<.5 and math.floor(num) or math.ceil(num)
end

function checkIfUnitStillGravelyInjuredForZenkai(unit)
    if unit.body.blood_count>unit.body.blood_max*.75 then
        dfhack.persistent.save({key='ZENKAI_'..unit.id,value='false'})
    end
end

function unitHasZenkaiAlready(unit,set)
    if set then
        dfhack.persistent.save({key='ZENKAI_'..unit.id,value='true'})
    else
        if dfhack.persistent.get('ZENKAI_'..unit.id) and dfhack.persistent.get('ZENKAI_'..unit.id).value=='true' then
            checkIfUnitStillGravelyInjuredForZenkai(unit)
            return true
        end
    end
end

dbEvents.onUnitGravelyInjured.zenkai=function(unit)
    if df.creature_raw.find(unit.race).creature_id~="SAIYAN" or unitHasZenkaiAlready(unit) then return false end
    local zenkaiMultiplier=math.log(((unit.body.blood_max*.75)/unit.body.blood_count)*math.exp(1)) --yeah, don't want too much of a bonus
    for k,v in ipairs(unit.body.physical_attrs) do
        v.value=dbRound(v.value*zenkaiMultiplier)
        v.max_value=dbRound(v.max_value*zenkaiMultiplier)
    end
    unitHasZenkaiAlready(unit,true)
end

dbEvents.onUnitGravelyInjured.super_saiyan=function(unit)
    if df.creature_raw.find(unit.race).creature_id=='SAIYAN' then
        dfhack.run_script('dragonball/super_saiyan_trigger','-unit',unit.id)
    end
end

function checkEveryUnitRegularlyForEvents()
    local delayTicks=1
    for k,v in ipairs(df.global.world.units.active) do
        if v.body.blood_count<v.body.blood_max*.75 then
            dbEvents.onUnitGravelyInjured(v)
        end
        checkIfUnitStillGravelyInjuredForZenkai(v)
        checkOverflows(v)
        print(k)
    end
end


local repeat_util=require('repeat-util')

repeat_util.scheduleUnlessAlreadyScheduled('DBZ Event Check',100,'ticks',checkEveryUnitRegularlyForEvents)
repeat_util.scheduleUnlessAlreadyScheduled('DBZ Monthly Check',1,'months',monthlyCheck)

function onStateChange(op)
    if op==SC_MAP_LOADED then
        repeat_util.scheduleUnlessAlreadyScheduled('DBZ Event Check',100,'ticks',checkEveryUnitRegularlyForEvents)
        repeat_util.scheduleUnlessAlreadyScheduled('DBZ Monthly Check',1,'months',monthlyCheck)
    end
end

dfhack.run_command('script',SAVE_PATH..'/raw/sparking_onload.txt')


local repeat_util=require('repeat-util')

repeat_util.scheduleUnlessAlreadyScheduled('DBZ Event Check',100,'ticks',checkEveryUnitRegularlyForEvents)
repeat_util.scheduleUnlessAlreadyScheduled('DBZ Monthly Check',1,'months',monthlyCheck)

function onStateChange(op)
if op==SC_MAP_LOADED then
        repeat_util.scheduleUnlessAlreadyScheduled('DBZ Event Check',100,'ticks',checkEveryUnitRegularlyForEvents)
        repeat_util.scheduleUnlessAlreadyScheduled('DBZ Monthly Check',1,'months',monthlyCheck)
    end
end

dfhack.run_command('script',SAVE_PATH..'/raw/sparking_onload.txt')

Replace your init.d/sparking.lua file in your save's raw folder with that. Turns out, the delay ticks were wholly unnecessary, given how fast the checks were.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Alceris on March 07, 2015, 12:18:41 am
Yep. Fixed.

woop

Replace your init.d/sparking.lua file in your save's raw folder with that. Turns out, the delay ticks were wholly unnecessary, given how fast the checks were.
Oh, I almost forgot, I also figured out how to make Instant Transmission and Scouter show the same power levels. All I did was copy and paste some stuff, really.
Spoiler (click to show/hide)
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Putnam on March 07, 2015, 12:22:08 am
Are they inconsistent in a bad way, now? I hadn't had anyone tell me they were, heh, or I would have fixed it long ago. I don't use scouter much.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Alceris on March 07, 2015, 12:26:39 am
Are they inconsistent in a bad way, now? I hadn't had anyone tell me they were, heh, or I would have fixed it long ago. I don't use scouter much.
Instant Transmission would show a power level around ten times less than Scouter, roughly. It basically made it unusable, since you'd have no way of knowing who you were teleporting to.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Putnam on March 07, 2015, 12:28:20 am
Yeah, okay, fixed just now.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Alceris on March 07, 2015, 02:03:39 am
Goku Earthliving the Hope of Universes is currently beating up some goblins in an attempt to rescue an abducted person that may or may not still be alive. It seems that your fix worked.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: runedog48 on March 11, 2015, 03:15:16 pm
Would someone mind telling me how to use the scouter?
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Alceris on March 11, 2015, 11:02:55 pm
Would someone mind telling me how to use the scouter?
In Adventurer Mode you have to be looking at a person's description, then type dragonball/scouter into dfhack, assuming you're using dfhack. For some reason it doesn't seem to work if you try to make it a keybinding.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Alceris on March 12, 2015, 06:05:33 am
Maybe it's just me, but ki blasts seem kind of, quite frankly, pathetic, given that you'll probably only get to use one per fight.

Also, I tried playing as a God of Destruction and I'm pretty sure they're not supposed to miss all of their attacks and start bleeding heavily after taking a single slash from a dagger wielded by a human.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Grim Holiday on March 13, 2015, 10:45:50 am
I'm just wondering, but is there some sort of restriction on a saiyan becoming a vampire? Or is it something with the base game in terms of becoming a vampire, because I read that a lot of other players have difficulty gaining vampirism just in regular dwarf fortress.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Putnam on March 13, 2015, 03:46:08 pm
I think there may actually be some restriction. I made it so that they cannot be made into undead (due to the fact that that would be completely awful for everyone involved).
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Grim Holiday on March 14, 2015, 05:25:02 am
That's more than fair enough, considering becoming a vampire doubles/triples stats (or something ridiculous like that), so a character with super(insertdbzracehere) level strength and such would be even more OP.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: StupidElves on March 14, 2015, 12:48:22 pm
That sounds like it would be so much Fun.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Grim Holiday on March 15, 2015, 04:57:24 am
Another possibly dumb question, sorry. Is the blast of ki gas that comes off of a tired/over-exerted saiyan just for cosmetic purposes, or does it serve some other purpose. I'm sure that you've already stated it in another post, but I must of missed it. Again, I apologise.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Putnam on March 15, 2015, 05:26:28 am
Haven't actually stated it AFAIK. It's just cosmetic.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Grim Holiday on March 16, 2015, 04:24:52 am
I noticed that I get this error in dfhack. Is this something I can fix myself, or that you may need to take a look at? (sorry for the large image)
(http://s14.postimg.org/j9wm4gk35/dfz.jpg)
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Putnam on March 16, 2015, 05:12:20 am
Has absolutely nothing to do with me.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Aleksanderus on March 21, 2015, 07:44:10 am
How to enable power-meter?
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Sergarr on March 30, 2015, 07:34:31 pm

I sure hope you have a good enough way to emulate time travel on DF platform!
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: 94dima94 on March 31, 2015, 03:56:46 pm
Sorry to ask this, I am lost: if i download the mod now, what do I have to change/fix? I don't know which fixes are already implemented.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Putnam on March 31, 2015, 04:01:20 pm
I'm not sure which problems you're saying need fixed.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: 94dima94 on April 02, 2015, 09:48:59 am
I mean:

Spoiler (click to show/hide)


Should I do these too?
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Putnam on April 02, 2015, 10:59:37 pm
They are included.
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Slax on April 05, 2015, 01:36:03 am
So how are you guys doing on legendary Saiyan exploits?
Anything fun going on in your worlds?
Title: Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
Post by: Hammerstar on April 05, 2015, 09:50:55 am
So how are you guys doing on legendary Saiyan exploits?
Anything fun going on in your worlds?
Actually my current game is fairly boring. 100+ population, millions of wealth, and can't seem to get invaded. I know this is a 40.xx kind of problem, not the mod, though, but four years in and not even a thief or snatcher makes you realize the new systems have their issues yet. My saiyan military has sparred to legendary in almost every skill they need, but got nothing to use it on.
Title: Re: Sparking!!! Dragon Ball Mod (2.3.0): Such incredible ki! (0.40.24)
Post by: Putnam on April 17, 2015, 05:55:20 pm
Added an entirely new attribute (sorta) to the game: ki!

It affects movement and attacking only, for now, but boy does it. If you have enough ki or are pushing yourself hard enough, you can make movement take very little time and zero fatigue; similarly, you can make attacks much faster, all the way to a single tick, and any excess ki from reducing the attack time will be added directly into the attack's velocity.

Note that, say, Beerus will use 2,000,000 ki per attack, giving him that much velocity.

The cap on velocity in vanilla is 10,000.

So, yes, Sparking! has broken the limits of Dwarf Fortress modding yet again.

me irl (https://youtu.be/bH_CcJ-uBWI?t=48)
Title: Re: Sparking!!! Dragon Ball Mod (2.3.0): Such incredible ki! (0.40.24)
Post by: Sergarr on April 18, 2015, 05:06:33 am
how
Title: Re: Sparking!!! Dragon Ball Mod (2.3.0): Such incredible ki! (0.40.24)
Post by: Putnam on April 18, 2015, 05:14:46 am
DFHack persistent storage.

It actually doesn't act as a new attribute at all since I wrote that, being a simple function of willpower, focus and endurance. But it still does all that stuff.
Title: Re: Sparking!!! Dragon Ball Mod (2.3.0): Such incredible ki! (0.40.24)
Post by: Aleksanderus on April 18, 2015, 09:03:21 am
why scripts do not work?
Title: Re: Sparking!!! Dragon Ball Mod (2.3.0): Such incredible ki! (0.40.24)
Post by: Putnam on April 18, 2015, 02:04:43 pm
More specific please.

You have DFHack installed?
Title: Re: Sparking!!! Dragon Ball Mod (2.3.0): Such incredible ki! (0.40.24)
Post by: Alceris on April 19, 2015, 02:47:59 am
(http://i.imgur.com/ns40pyC.png)
I love how this mod is practically dedicated to pushing (then breaking) the limits of Dwarf Fortress.
Title: Re: Sparking!!! Dragon Ball Mod (2.3.0): Such incredible ki! (0.40.24)
Post by: Aleksanderus on April 19, 2015, 05:44:08 am
I have got dfhack
When I try to do instant-transmission dfhack shows this:
.../region1/raw/scripts/dragonball/instant_transmission.lua:33: attempt to call global 'get exhaustion' (a nil value)
stack traceback:
.../region1/raw/scripts/dragonball/instant_transmission.lua:33: in function 'getpowerlevel'
.../region1/raw/scripts/dragonball/instant_transmission.lua:100: in function 'selectunit'
.../region1/raw/scripts/dragonball/instant_transmission.lua:110: in function 'f'
.../region1/raw/scripts/dragonball/instant_transmission.lua:461: in function <...arter pack r9\ dwarf fortress 0.40.24\hack\lua\dfhack.lua:425>
Title: Re: Sparking!!! Dragon Ball Mod (2.3.0): Such incredible ki! (0.40.24)
Post by: Putnam on April 19, 2015, 05:30:31 pm
Did you type that out manually?

Where did you get that instant transmission? The latest version has the only getExhaustion call at line 71, with function getPowerLevel at line 54 and selectUnit() at 133.
Title: Re: Sparking!!! Dragon Ball Mod (2.3.0): Such incredible ki! (0.40.24)
Post by: Alceris on April 20, 2015, 05:50:24 am
So, pretty much whenever I do anything that takes time to do, especially movement, I get this,
Code: [Select]
...ress Zed/data/save/region1/raw/scripts/dragonball/ki.lua:4: stack overflow
stack traceback:
...ress Zed/data/save/region1/raw/scripts/dragonball/ki.lua:4: in function 'unitCanUseKi'
...ress Zed/data/save/region1/raw/scripts/dragonball/ki.lua:25: in function 'init_ki'
...ress Zed/data/save/region1/raw/scripts/dragonball/ki.lua:53: in function 'get_unit_ki_persist_entry'
...ress Zed/data/save/region1/raw/scripts/dragonball/ki.lua:90: in function 'adjust_max_ki'
...ress Zed/data/save/region1/raw/scripts/dragonball/ki.lua:34: in function 'init_ki'
...ress Zed/data/save/region1/raw/scripts/dragonball/ki.lua:53: in function 'get_unit_ki_persist_entry'
...ress Zed/data/save/region1/raw/scripts/dragonball/ki.lua:90: in function 'adjust_max_ki'
...ress Zed/data/save/region1/raw/scripts/dragonball/ki.lua:34: in function 'init_ki'
...ress Zed/data/save/region1/raw/scripts/dragonball/ki.lua:53: in function 'get_unit_ki_persist_entry'
...ress Zed/data/save/region1/raw/scripts/dragonball/ki.lua:90: in function 'adjust_max_ki'
...
...ress Zed/data/save/region1/raw/scripts/dragonball/ki.lua:90: in function 'adjust_max_ki'
...ress Zed/data/save/region1/raw/scripts/dragonball/ki.lua:34: in function 'init_ki'
...ress Zed/data/save/region1/raw/scripts/dragonball/ki.lua:53: in function 'get_unit_ki_persist_entry'
...ress Zed/data/save/region1/raw/scripts/dragonball/ki.lua:79: in function 'get_ki'
...f Fartress Zed/data/save/region1/raw/init.d/sparking.lua:382: in function 'chargeKi'
...f Fartress Zed/data/save/region1/raw/init.d/sparking.lua:392: in function 'func'
...ris\Downloads\Durf Fartress Zed\hack\lua\repeat-util.lua:28: in function 'helper'
...ris\Downloads\Durf Fartress Zed\hack\lua\repeat-util.lua:31: in function 'scheduleEvery'
...f Fartress Zed/data/save/region1/raw/init.d/sparking.lua:460: in function <...f Fartress Zed/data/save/region1/raw/init.d/sparking.lua:457>
[C]: in function 'safecall'
...\Alceris\Downloads\Durf Fartress Zed\hack\lua\dfhack.lua:532: in function <...\Alceris\Downloads\Durf Fartress Zed\hack\lua\dfhack.lua:503>
and it slows down the game severely. Like, upwards of 3 seconds to move one tile.

And whenever I try to use Instant Transmission,
Code: [Select]
.../region1/raw/scripts/dragonball/instant_transmission.lua:138: bad argument #1 to 'ceil' (number expected, got string)
stack traceback:
[C]: in function 'ceil'
.../region1/raw/scripts/dragonball/instant_transmission.lua:138: in function 'selectUnit'
.../region1/raw/scripts/dragonball/instant_transmission.lua:148: in function 'f'
...\Alceris\Downloads\Durf Fartress Zed\hack\lua\dfhack.lua:434: in function <...\Alceris\Downloads\Durf Fartress Zed\hack\lua\dfhack.lua:418>
(...tail calls...)

I checked these files, as well, most, if not all, of the error messages seem to point to the wrong line, somehow. Also, as "Beerus" or whatever, carrying any amount of weight at all causes my speed to drop to minimum, but has the opposite effect in the Object Testing Arena, for some reason.
Title: Re: Sparking!!! Dragon Ball Mod (2.3.0): Such incredible ki! (0.40.24)
Post by: Aleksanderus on April 20, 2015, 07:25:14 am
Did you type that out manually?

Where did you get that instant transmission? The latest version has the only getExhaustion call at line 71, with function getPowerLevel at line 54 and selectUnit() at 133.
1. yes.
2. I haven't got the latest version but I will change it to the latest

sorry for English
Title: Re: Sparking!!! Dragon Ball Mod (2.3.0): Such incredible ki! (0.40.24)
Post by: Putnam on April 20, 2015, 03:19:20 pm
-snip-

All of those issues are fixed as of the latest version:

stack overflow (https://github.com/Putnam3145/SPARKING-Dwarf-Fortress-DBZ-mod/commit/d25d9b2a15153e3872b7aa4914070d1ece758a32)

beerus (I think, may not have properly worked) (https://github.com/Putnam3145/SPARKING-Dwarf-Fortress-DBZ-mod/commit/5b2c43188491c175506cd1c032cb2c8c991f2be4)
Title: Re: Sparking!!! Dragon Ball Mod (2.3.0): Such incredible ki! (0.40.24)
Post by: Sergarr on April 21, 2015, 10:14:47 am
Do the effects of ki apply to world-gen?
Title: Re: Sparking!!! Dragon Ball Mod (2.3.0): Such incredible ki! (0.40.24)
Post by: Putnam on April 21, 2015, 10:25:22 am
Heck no. That's an awful can of worms.

Unfortunately, this also makes it a choice between cell being completely overpowered or dying of giant sparrows.
Title: Re: Sparking!!! Dragon Ball Mod (2.3.0): Such incredible ki! (0.40.24)
Post by: ArKFallen on April 21, 2015, 02:32:25 pm
Unfortunately, this also makes it a choice between cell being completely overpowered or dying of giant sparrows.
Sounds like the wildlife needs to be a little more scary. Like giving the dangerous c_variations high willpower, focus, or endurance so when you see Cell dying to them in worldgen and they appear in-game it is consistent. Willpower and/or focus are probably best bets.
Title: Re: Sparking!!! Dragon Ball Mod (2.3.0): Such incredible ki! (0.40.24)
Post by: ArKFallen on April 22, 2015, 04:33:19 am
Spoiler: Help (click to show/hide)
I put in DfHack r-3 for v40.24 and then put the mod in.
Title: Re: Sparking!!! Dragon Ball Mod (2.3.0): Such incredible ki! (0.40.24)
Post by: Putnam on April 22, 2015, 02:57:09 pm
This is line 30 of ki.lua:

Code: [Select]
    return (willpower+focus+endurance)*multiplier
So you don't have the latest version.

I've been updating a bit too rapidly recently...
Title: Re: Sparking!!! Dragon Ball Mod (2.4.0): Speak your wish! (0.40.24)
Post by: Putnam on April 25, 2015, 01:17:21 am
Updated again with a wish overhaul and the ability for certain saiyans to go legendary super saiyan.

And already have I begun the next version. It has Super Saiyan 4. Also, the logical extension of Super Saiyan 4 as a separate thing from Super Saiyan and Super Saiyan God.

(http://imgur.com/auj99W3.png)

Yes. Super Saiyan God Super Saiyan 4.

It's so hilariously stupid that I just couldn't not include it.

(the recolor was made by me pls don't steal)

(hahahaha just kidding it's a friggin recolor)
Title: Re: Sparking!!! Dragon Ball Mod (2.4.0): Speak your wish! (0.40.24)
Post by: BFEL on April 25, 2015, 08:06:48 am
So I want to play this, but I'm not entirely sure how to go about the process.
Do I download DFhack separately or is it packaged in?
EDIT: Also, will it work with tilesets or do I need to do something special to get it to work with them?

BFEL is hopeless and requires precise instructions for errything :P
Title: Re: Sparking!!! Dragon Ball Mod (2.4.0): Speak your wish! (0.40.24)
Post by: Putnam on April 25, 2015, 02:33:52 pm
Need separate DFHack.

Shouldn't have too much issue with tilesets, except that all the creatures will still be their ASCII symbols.
Title: Re: Sparking!!! Dragon Ball Mod (2.4.0): Speak your wish! (0.40.24)
Post by: KingofstarrySkies on April 25, 2015, 03:25:57 pm
Haven't played this in a while. I'll give it a spin again. FUUUUUUUUUUUSIIIIOOOOOONNNNNN
Title: Re: Sparking!!! Dragon Ball Mod (2.4.0): Speak your wish! (0.40.24)
Post by: Cimbri on April 25, 2015, 03:46:41 pm
Quote
the ability for certain saiyans to go legendary super saiyan.

Huh, well, guess that makes the sub mod I made for that redundant now, not too surprising though considering you basically told me how to do it.
Title: Re: Sparking!!! Dragon Ball Mod (2.4.0): Speak your wish! (0.40.24)
Post by: BlitzDungeoneer on April 25, 2015, 04:16:20 pm
Gonna try this out now that my laptop works again.
Title: Re: Sparking!!! Dragon Ball Mod (2.4.0): Speak your wish! (0.40.24)
Post by: Putnam on April 25, 2015, 06:04:47 pm
Quote
the ability for certain saiyans to go legendary super saiyan.

Huh, well, guess that makes the sub mod I made for that redundant now, not too surprising though considering you basically told me how to do it.

i do not remember telling you how to do that but okay
Title: Re: Sparking!!! Dragon Ball Mod (2.4.0): Speak your wish! (0.40.24)
Post by: BFEL on April 25, 2015, 10:26:09 pm
Oh lord, first world I genned the FREAKING GOD OF DESTRUCTION! (thank you timekai) was struck down in his first fight with a random dwarf when said dwarf slashed his teeth.

LOLWORLDGEN

edit: And the legendary super saiyan was murdered by a grizzly bear.

There has to be SOMETHING that can be done about this :P
We need to do some research and find a stat or somesuch that does little for actual combat but is weighted heavily in worldgen encounters. Or request that toady create such a stat. EDIT2: And now I put that suggestion in.

EDITAGAIN: And I just discovered the best thing ever. A frieza grunt with the title "Doomedmuscle"
Title: Re: Sparking!!! Dragon Ball Mod (2.4.0): Speak your wish! (0.40.24)
Post by: Putnam on April 25, 2015, 11:00:22 pm
Body size is such a stat, but it's also heavily weighed for in-game.
Title: Re: Sparking!!! Dragon Ball Mod (2.4.0): Speak your wish! (0.40.24)
Post by: Cimbri on April 25, 2015, 11:14:59 pm
Quote
the ability for certain saiyans to go legendary super saiyan.

Huh, well, guess that makes the sub mod I made for that redundant now, not too surprising though considering you basically told me how to do it.

i do not remember telling you how to do that but okay

Was a while back in PMs
Title: Re: Sparking!!! Dragon Ball Mod (2.4.0): Speak your wish! (0.40.24)
Post by: Putnam on April 25, 2015, 11:49:53 pm
Haha wow that was over a year ago, no wonder I don't remember.
Title: Re: Sparking!!! Dragon Ball Mod (2.4.0): Speak your wish! (0.40.24)
Post by: BFEL on April 26, 2015, 03:06:20 am
So playing around as a God of Destruction outsider is completely hilarious. So much dead elf.

Though now I'm wondering why the options only go up to "use 5%"

Maybe I installed DFhack wrong? The window didn't pop up like it does in Masterwork, and the ctrl+X does nothing, nor does instant transmission. Odd.
Title: Re: Sparking!!! Dragon Ball Mod (2.4.0): Speak your wish! (0.40.24)
Post by: Putnam on April 26, 2015, 03:10:24 am
Adventure mode seems screwy in general. Not sure what exactly is going on there.

EDIT: Wait. Shit. I think I know.
Title: Re: Sparking!!! Dragon Ball Mod (2.4.0): Speak your wish! (0.40.24)
Post by: ArKFallen on April 26, 2015, 03:24:02 am
So playing around as a God of Destruction outsider is completely hilarious. So much dead elf.

Though now I'm wondering why the options only go up to "use 5%"

Maybe I installed DFhack wrong? The window didn't pop up like it does in Masterwork, and the ctrl+X does nothing, nor does instant transmission. Odd.
*My experiences win8.2:IT is a shortcut key only (I think ctrl+t), when hit brings up a window with a bunch of powerlevels+species(including dead ones as I found out after killing some hamlets), and when one of them is selected the game goes very weird until you move in a direction. Once you move you are before the person with that powerlevel.

Also note that there is a scouter script in the script folder which I don't think is accessible in adv without moving it into DFHack's script folder.

Adventure mode seems screwy in general. Not sure what exactly is going on there.

EDIT: Wait. Shit. I think I know.
Sounds promising.
Title: Re: Sparking!!! Dragon Ball Mod (2.4.0): Speak your wish! (0.40.24)
Post by: Putnam on April 26, 2015, 03:25:48 am
I pushed an update that I think ought to fix it.
Title: Re: Sparking!!! Dragon Ball Mod (2.4.0): Speak your wish! (0.40.24)
Post by: BFEL on April 26, 2015, 07:57:25 am
So playing around as a God of Destruction outsider is completely hilarious. So much dead elf.

Though now I'm wondering why the options only go up to "use 5%"

Maybe I installed DFhack wrong? The window didn't pop up like it does in Masterwork, and the ctrl+X does nothing, nor does instant transmission. Odd.
*My experiences win8.2:IT is a shortcut key only (I think ctrl+t), when hit brings up a window with a bunch of powerlevels+species(including dead ones as I found out after killing some hamlets), and when one of them is selected the game goes very weird until you move in a direction. Once you move you are before the person with that powerlevel.

Also note that there is a scouter script in the script folder which I don't think is accessible in adv without moving it into DFHack's script folder.
Yeah, I think I might have installed DFhack wrong, that or whatever made Putnam go "wait, shit" is to blame. No windows brought up at all. My only other experience with DFhack is from Masterwork where it came with the mod, and that opened the command console in a separate window when you started the game....is that what SHOULD be happening here, or does it only open a DFhack window when you use certain stuffs?

EDIT: yeah, pretty much definitely installed it totally wrong. Reading the readme to try and not be retarded

EDIT2: Ok, got it to open DFhack, less mentally challenged now.
Title: Re: Sparking!!! Dragon Ball Mod (2.4.0): Speak your wish! (0.40.24)
Post by: Putnam on April 26, 2015, 03:29:30 pm
Make sure to redownload to get the fix to adventure mode.
Title: Re: Sparking!!! Dragon Ball Mod (2.4.0): Speak your wish! (0.40.24)
Post by: ArKFallen on April 26, 2015, 05:08:06 pm
Make sure to redownload to get the fix to adventure mode.
Been sorting out errorlog stuff (as I am plopping this on top of AcceleratedDF) and these
Code: [Select]
Error Initializing Text: data/speech/legendarysupersaiyan.txt
Error Initializing Text: data/speech/supersaiyangod.txt
*** Error(s) finalizing the interaction HAS_GONE_SUPER_SAIYAN_4
Target Token not found B
issues are straightforward and easily fixed. Version "Latest" is(or was 56min ago) missing those 2 files and the interaction doesn't have any I_TARGET:B but does have a syndrome for it.
But I'm getting this error
Code: [Select]
*** Error(s) found in the file "raw/objects/interaction_dragonball.txt"
Unrecognized CE_BODY_APPEARANCE_MODIFIER token: HEIGHT
Unrecognized CE_BODY_APPEARANCE_MODIFIER token: 9100
Unrecognized CE_BODY_APPEARANCE_MODIFIER token: HEIGHT
Unrecognized CE_BODY_APPEARANCE_MODIFIER token: 9100
Unrecognized CE_BODY_APPEARANCE_MODIFIER token: HEIGHT
Unrecognized CE_BODY_APPEARANCE_MODIFIER token: 9100
and I don't know what to make of it. I'm pretty sure that these mods can't mess with token viability at all and I don't remember that token becoming obsolete.
Title: Re: Sparking!!! Dragon Ball Mod (2.4.0): Speak your wish! (0.40.24)
Post by: Putnam on April 26, 2015, 05:30:51 pm
The speech files are actually there, so that's weird.

EDIT: Wait, this is cutting-edge you're talking about, okay, I'm not entirely too worried then, I'll just fix those as I continue development. Edited the download page to make it more obvious that that version is very likely to have horrible bugs.
Title: Re: Sparking!!! Dragon Ball Mod (2.4.0): Speak your wish! (0.40.24)
Post by: ArKFallen on April 26, 2015, 05:52:06 pm
The speech files are actually there, so that's weird.

EDIT: Wait, this is cutting-edge you're talking about, okay, I'm not entirely too worried then, I'll just fix those as I continue development. Edited the download page to make it more obvious that that version is very likely to have horrible bugs.
Ah. When you posted this
Make sure to redownload to get the fix to adventure mode.
And I saw a new link I figured that you put the change to this new experimental version (an assumption that I probably carried in from the way Wesnoth does things). I felt confirmed when I checked the file size differences in the folders in the zip.

So I'm going to go rebuild my mod installations with the stable version and I'll get back to you when/if I notice anything. Thank you :)
Title: Re: Sparking!!! Dragon Ball Mod (2.4.0): Speak your wish! (0.40.24)
Post by: ArKFallen on April 26, 2015, 08:06:00 pm
On initializing adventure mode
Spoiler: Probably not relevant (click to show/hide)
Code: [Select]
Loading script at C:\Users\TheEndlessNight\The Steady Hand\Games\Dwarf Fortress
v40.24/data/save/region1/raw/sparking_onload.txt
...rtress v40.24/hack/scripts/modtools/syndrome-trigger.lua:112: attempt to conc
atenate local 'syndrome' (a nil value)
stack traceback:
        ...rtress v40.24/hack/scripts/modtools/syndrome-trigger.lua:112: in func
tion 'f'
        ...ady Hand\Games\Dwarf Fortress v40.24\hack\lua\dfhack.lua:461: in func
tion <...ady Hand\Games\Dwarf Fortress v40.24\hack\lua\dfhack.lua:425>
        (...tail calls...)
        [C]: in function 'runCommand'
        ...ady Hand\Games\Dwarf Fortress v40.24\hack\lua\dfhack.lua:479: in func
tion '_run_command'
        ...ady Hand\Games\Dwarf Fortress v40.24\hack\lua\dfhack.lua:494: in func
tion 'run_command'
        ...ortress v40.24/data/save/region1/raw/init.d/sparking.lua:574: in func
tion <...ortress v40.24/data/save/region1/raw/init.d/sparking.lua:570>
        [C]: in function 'safecall'
        ...ady Hand\Games\Dwarf Fortress v40.24\hack\lua\dfhack.lua:557: in func
tion <...ady Hand\Games\Dwarf Fortress v40.24\hack\lua\dfhack.lua:528>
Enabled projectileExpansion.
[DFHack]#
I also spawned in dragonballs and used WISH_DB_ADV and "You practice your Speaking but make nothing of note." I put the product at 100% and still just got a ki boulder.
Title: Re: Sparking!!! Dragon Ball Mod (2.4.0): Speak your wish! (0.40.24)
Post by: Putnam on April 26, 2015, 08:13:29 pm
Friggin. Thought that would work, apparently didn't.

I have no idea what the syndrome-trigger problem is. Like, I seriously do not understand why that in particular is happening.
Title: Re: Sparking!!! Dragon Ball Mod (2.4.0): Speak your wish! (0.40.24)
Post by: BFEL on April 26, 2015, 08:28:21 pm
Friggin. Thought that would work, apparently didn't.

I have no idea what the syndrome-trigger problem is. Like, I seriously do not understand why that in particular is happening.
I can sympathize with this, the one thing I remember about my modding of DF is "syndromes are fucking assholes"

Also, I am somewhat disappoint that grabbing a saiyan's tail doesn't make them pass out.
Title: Re: Sparking!!! Dragon Ball Mod (2.4.0): Speak your wish! (0.40.24)
Post by: ArKFallen on April 26, 2015, 08:40:13 pm
Friggin. Thought that would work, apparently didn't.

I have no idea what the syndrome-trigger problem is. Like, I seriously do not understand why that in particular is happening.
Before your adventure fix I actually had no DFHack red-text on Adv start. Whether that means everything was working as intended is another thing entirely.

I can sympathize with this, the one thing I remember about my modding of DF is "syndromes are fucking assholes"
Agreed.
Also, I am somewhat disappoint that grabbing a saiyan's tail doesn't make them pass out.
TL_PAIN_RECEPTORS targeting tail tissues would make them more sensitive to damage but unfortunately there isn't a non-clunky vanilla way to make that dream a reality.
Title: Re: Sparking!!! Dragon Ball Mod (2.4.0): Speak your wish! (0.40.24)
Post by: BFEL on April 27, 2015, 06:12:46 am
TL_PAIN_RECEPTORS targeting tail tissues would make them more sensitive to damage but unfortunately there isn't a non-clunky vanilla way to make that dream a reality.
Yeah, I thought about the idea of having saiyan tail tissues be made of something that has huge amount of pain receptors, but then I thought about what it would take to represent "training" your tail, which would probably involve interactions or syndromes or whatnot and be a big headache.

Their tails probably don't hurt all that much as a balance thing, since the PC can be a saiyan and it would be inconvenient to pass out because an enemy happened to target it with something.

Or hey, maybe Putnam channeled his inner Toryama and just forgot saiyan tails are really sensitive, and I just reminded him :P
Title: Re: Sparking!!! Dragon Ball Mod (2.4.0): Speak your wish! (0.40.24)
Post by: Putnam on April 27, 2015, 05:09:50 pm
No, I forgot that they existed for a bit, despite the fact that the oozaru interaction requires oh.

I'm not even sure if the oozaru interaction requires a tail.

Also, yeah, it'd be some weird shit to get tails working correctly with training etc.

I guess I could include it as part of the super saiyan trigger, have them get a tail numbing syndrome if they have a power level of >2.
Title: Super Saiyan
Post by: wazupwolf on April 27, 2015, 09:38:47 pm
I'm curious as to if other people have had success becoming a super saiyan in Adv mode,and if you need to go super saiyan differently than before. Does it still pop up in the acquired powers menu? Thus far I've been unsuccessful in screaming my way to it's activation and I haven't seen any super saiyans around my worlds.Although I've gotten several attributes to SuperSaiyan.
Title: Re: Sparking!!! Dragon Ball Mod (2.4.0): Speak your wish! (0.40.24)
Post by: Putnam on April 27, 2015, 10:39:03 pm
You need to have quite high stats.

Also, sometimes screaming doesn't work due to adventure weirdness. Use this command in DFHack to force the check:

Code: [Select]
lua dfhack.run_script('dragonball/super_saiyan_trigger','-unit',df.global.world.units.active[0].id)
Title: Re: Sparking!!! Dragon Ball Mod (2.5.0): This body and its amazing powers (0.40.24)
Post by: Putnam on April 29, 2015, 04:54:53 pm
Released the Super Saiyan 4/Oozaru again.

And if your wish doesn't work in adventure mode due to some bull, do this:

Code: [Select]
dragonball/wish -adventure
EDIT:

Though now I'm wondering why the options only go up to "use 5%"

For the AI.

I set it up so that, in adventure mode, you can use any arbitrary fraction for your ki with ctrl+k.
Title: Re: Sparking!!! Dragon Ball Mod (2.5.0): This body and its amazing powers (0.40.24)
Post by: Nahere on April 29, 2015, 07:46:07 pm
I set it up so that, in adventure mode, you can use any arbitrary fraction for your ki with ctrl+k.
So I downloaded the latest stable just now, genned a world, rolled up a demigod saiyan, and pressed ctrl-k. Then this happened:
Code: [Select]
...ta/save/region1/raw/scripts/dragonball/adv_ki_adjust.lua:21: attempt to call
global 'get_ki_investment' (a nil value)
stack traceback:
        ...ta/save/region1/raw/scripts/dragonball/adv_ki_adjust.lua:21: in funct
ion 'fun'
        C:\Users\L\Documents\DF\Dragon Ball\hack\lua\class.lua:98: in function '
invoke_after_rec'
        C:\Users\L\Documents\DF\Dragon Ball\hack\lua\class.lua:127: in function
'kiViewScreen'
        ...ta/save/region1/raw/scripts/dragonball/adv_ki_adjust.lua:50: in funct
ion 'f'
        C:\Users\L\Documents\DF\Dragon Ball\hack\lua\dfhack.lua:461: in function
 <C:\Users\L\Documents\DF\Dragon Ball\hack\lua\dfhack.lua:425>
        (...tail calls...)

What do?

Edit: Also, is it normal to be surrounded by a ki aura no matter what I'm doing?
Title: Re: Sparking!!! Dragon Ball Mod (2.5.1): This body and its amazing powers (0.40.24)
Post by: Putnam on April 29, 2015, 08:10:01 pm
Dammit that's one of those bugs that I fix and somehow ends up being published anyway.

Add "ki" to "get_ki_investment" on line 21 of adv_ki_adjust.lua. I also updated the download.

And yeah, ki aura always is normal.
Title: Re: Sparking!!! Dragon Ball Mod (2.5.3): This body and its amazing powers (0.40.24)
Post by: Putnam on April 30, 2015, 05:12:28 am
And now I've updated various behind-the-scenes things so that it'll hopefully run more consistently.

I may bring in Bringer of Death's style of ki boosts, since the "10% boost in ki is a near 100% advantage" thing they assume in that is actually literally true in this mod.
Title: Re: Sparking!!! Dragon Ball Mod (2.5.5): This body and its amazing powers (0.40.24)
Post by: Putnam on May 01, 2015, 04:57:38 am
And there I go, actually brought in Bringer of Death's style of ki boosts, since I tested it out and liked it a lot better. Also made sure that super saiyans would transform (by forcing them to do so when combat actually starts) and added a dwarfmode version of the adventure mode ki GUI (accessible with dragonball/dwarf_ki_adjust in the DFHack console).
Title: Re: Sparking!!! Dragon Ball Mod (2.5.5): This body and its amazing powers (0.40.24)
Post by: Sergarr on May 02, 2015, 06:39:22 am
So, for those who don't read DBZ fanfiction, what's "Bringer of Death" style of ki boosts?
Title: Re: Sparking!!! Dragon Ball Mod (2.5.5): This body and its amazing powers (0.40.24)
Post by: Putnam on May 02, 2015, 03:05:10 pm
Flat boost rather than the standard fanon 50x/100x/400x multipliers.
Title: Re: Sparking!!! Dragon Ball Mod (2.5.5): This body and its amazing powers (0.40.24)
Post by: wazupwolf on May 05, 2015, 05:38:15 pm
You probably have already heard but one "Canon" ( Or Fanon) name for Frieza's race was Arcosian. Also i was curious if it'd be possible to add their Fifth form that Cooler uses or if it might already be in. Ive been out of the loop.
Title: Re: Sparking!!! Dragon Ball Mod (2.5.5): This body and its amazing powers (0.40.24)
Post by: Putnam on May 05, 2015, 06:57:12 pm
I used to be all thinking "that's weird body shit" but then I realized just now that the body in the fifth form isn't really that different...

More important is the golden form, which seems excessive, but yeah, good to have.

Arcosians are... vague. It's from anime filler pre-Namek, so I think I'll keep with frost demon simply because that phrase makes people think "oh like freezer and cooler and cold".
Title: Re: Sparking!!! Dragon Ball Mod (2.5.5): This body and its amazing powers (0.40.24)
Post by: Hammerstar on May 05, 2015, 09:23:25 pm
Actually, as far as Toriyama's actual canon goes, I don't think Freeza's race is ever actually named, beyond an implication that they may be mutants of another race, and thus extremely rare.

Even Xenoverse, where you can make one as your custom character, just calls them "Freeza Race."
Title: Re: Sparking!!! Dragon Ball Mod (2.5.5): This body and its amazing powers (0.40.24)
Post by: BFEL on May 10, 2015, 08:30:36 am
DBZ has been around what...20 years? And Toriyama STILL hasn't named Frieza's race :P
Title: Re: Sparking!!! Dragon Ball Mod (2.5.5): This body and its amazing powers (0.40.24)
Post by: Hammerstar on May 10, 2015, 06:57:47 pm
Closer to 30, actually, if you count the original Dragon Ball. The first episode of DB aired in '86 in Japan. The Manga started in '84, so it's over 30 at this point.
Title: Re: Sparking!!! Dragon Ball Mod (2.6.0): Ssssuper Namekian! (0.40.24)
Post by: Putnam on May 19, 2015, 01:54:14 am
Added playable namekians, hopefully made androids not dumb.

EDIT: Also added a poll. Some fanfictions have interesting stuff, BUT obviously that might actually be repulsive to some people.

Title: Re: Sparking!!! Dragon Ball Mod (2.6.0): Ssssuper Namekian! (0.40.24)
Post by: Putnam on May 21, 2015, 06:19:39 pm
Oh, and about the poll: I wouldn't put in some silly super saiyan 5 or anything like that, super saiyan god super saiyan 4 is about as far as I'll go with particularly ludicrous crap
Title: Re: Sparking!!! Dragon Ball Mod (2.6.0): Ssssuper Namekian! (0.40.24)
Post by: Inkrediblex on May 23, 2015, 05:44:42 pm
Can't seem to get the mod to merge through LNP automerger thingy, and I have no idea where to put this mod manually. http://gyazo.com/26cf28bf96f86346ce99c3a8422274d7 is what I get when I try. idk what i'm doing wrong. On a fresh install of starter pack 12 and have never added any other mods.
Title: Re: Sparking!!! Dragon Ball Mod (2.6.0): Ssssuper Namekian! (0.40.24)
Post by: Putnam on May 23, 2015, 06:00:28 pm
Yeah, I had problems with that even using an empty folder. It's troublesome.

As for where to put this mod manually: you want to merge the data and raw folders in the folder in the zip with the ones in the DF folder. That's basically the same thing as overwriting them, but your OS shouldn't actually overwrite it.
Title: Re: Sparking!!! Dragon Ball Mod (2.7.0): We are its heralds. (0.40.24)
Post by: Putnam on May 24, 2015, 02:50:10 am
Alright, updated again. Resolved a horrific lag issue and added the Shadow Dragons as an event when you make too many wishes on the Dragon Balls.

But these are not the Shadow Dragons you know and are likely somewhat ambivalent about. No, these are much funner to program, the shadow dragons from Even Further Beyond, the second part of the fanfiction Break Through the Limit (https://www.fanfiction.net/s/8400080/1/Break-Through-the-Limit).

I will probably put info on them up on the wiki, but for now, a quick primer.

Gaia Shenron, who throws Spirit Bombs like a magma crab spits basalt.

Hades Shenron, who only has a 1/5 chance of death from fatal blows.

Hephaestus Shenron, who has power over Katchin.

Helios Shenron, a true warrior, hot as the sun.

Glacius Shenron, who freezes those who attack him.

Kronos Shenron, who has full power over time.

Alpha Shenron, the most powerful creature in the history of Dwarf Fortress modding.

If you cannot kill them all in a week, The Eternal... ends your fort, heh, sorry, I'm not fully willing to delete saves and I haven't implemented the thing itself.

Good luck.
Title: Re: Sparking!!! Dragon Ball Mod (2.7.0): We are its heralds. (0.40.24)
Post by: Inkrediblex on May 24, 2015, 06:43:46 pm
Ok so, I've actually gotten the mod to work, and everything seems fine so far. (Was promptly ambushed and beaten half to death by a pack of 5/6 dingoes which allowed me to go supersaiyan and escape with my life)

My issue now is, after reading through 56 pages of the thread in hopes that i'd fine a link to a readme or helpful list of commands/features, I found none. Is there a place a casual like myself can go to find out the different commands and things i can access within this mod?
Title: Re: Sparking!!! Dragon Ball Mod (2.7.0): We are its heralds. (0.40.24)
Post by: Putnam on May 24, 2015, 08:35:53 pm
The reactions menu basically tells you all the useful ones, though one of them has been deprecated. Anything else is DFHack-wise.

...Wait, I should probably write something on the scouter.
Title: Re: Sparking!!! Dragon Ball Mod (2.7.0) (0.40.24)
Post by: killy667 on May 24, 2015, 10:40:15 pm
I can't seem to use the "cntrl + k for ki" after this new update. Does it only work on certain races? Cause I tried namekian, majin, saiyan and legendary saiyan and none worked.
Title: Re: Sparking!!! Dragon Ball Mod (2.7.0) (0.40.24)
Post by: Putnam on May 24, 2015, 10:44:55 pm
That was the one that was deprecated, heh. Yeah, I removed that, because I changed the ki system. I guess I forgot to remove the reaction.
Title: Re: Sparking!!! Dragon Ball Mod (2.7.0) (0.40.24)
Post by: killy667 on May 24, 2015, 11:54:39 pm
Also, what does the "Mediate" "Push-Up" stuff do? I've noticed you can throw the ki but it really isn't as good as kienzan?
Title: Re: Sparking!!! Dragon Ball Mod (2.7.0) (0.40.24)
Post by: Putnam on May 25, 2015, 12:13:20 am
Unless you have temperature off, you shouldn't be able to throw the ki. It increases your various attributes, since you can't spar to train like in fort mode.
Title: Re: Sparking!!! Dragon Ball Mod (2.7.0) (0.40.24)
Post by: DamnTheMan on May 25, 2015, 06:08:03 pm
Okay, so I haven't played this in a while, and im too lazy to go back and look at all the changelogs so I'm asking here:

1. Where are Ki attacks?(blasts etc)
2. What do the Meditate, Do pushups and Do situps do?
3. What does screaming do?
4. Is it possible to become an Oozaru? There was a thing in the ability menu to do with it.
5. how become supper sam
Title: Re: Sparking!!! Dragon Ball Mod (2.7.0) (0.40.24)
Post by: Putnam on May 25, 2015, 06:13:16 pm
1. Removed due to bypassing the ki system (allowing a saibaman to kill Beerus with a lucky shot)

2. They increase your attributes by increasing some skills

3. Ought to be activating a script that checks for super saiyan, but that didn't seem to be working so I just had it check every 100 ticks anyway

4. Yeah, but only on the full moon

5. get real strong, get real mad/sad/glad, explode with power
Title: Re: Sparking!!! Dragon Ball Mod (2.7.0): We are its heralds. (0.40.24)
Post by: vjmdhzgr on May 26, 2015, 12:35:46 am
Alpha Shenron, the most powerful creature in the history of Dwarf Fortress modding.
Alright, I'm interested in what crazy thing you did to make something more powerful than the already incredibly powerful things you've made. Does it spawn water then lava over all of it's enemies to instantly kill anything? Did you put all it's attributes to the point where if you put them any higher they'd reset to zero? Did you mod in a material fifty times stronger than adamantine than make it a giant blob made entirely of that material with only one body part? Did you combine the abilities of all those other shenrons together then add some crazy other one? I'm quite curious.
Title: Re: Sparking!!! Dragon Ball Mod (2.7.0) (0.40.24)
Post by: Putnam on May 26, 2015, 12:38:51 am
She is simply stronger. She has more strength. She punches harder than any other creature. Indeed, harder than any other creature possibly can through raw modding alone. Void Banisher allows her to instantly take out of play any enemies weaker than her, which is literally everyone at this point.

Next release will have creatures up to ~100 times as strong.
Title: Re: Sparking!!! Dragon Ball Mod (2.7.0) (0.40.24)
Post by: vjmdhzgr on May 26, 2015, 12:46:31 am
She is simply stronger. She has more strength. She punches harder than any other creature. Indeed, harder than any other creature possibly can through raw modding alone. Void Banisher allows her to instantly take out of play any enemies weaker than her, which is literally everyone at this point.

Next release will have creatures up to ~100 times as strong.
Is there any concievable way a player could defeat one of those next release creatures other than obsidianizers/freezing traps? Also do you have any way, or ideas of any ways to stop them from dying to obsidianizers/freezing traps?
Title: Re: Sparking!!! Dragon Ball Mod (2.7.0) (0.40.24)
Post by: Putnam on May 26, 2015, 01:00:32 am
I've included a more efficient way for saiyans to get strong. Now, super saiyan is trained by use, and you get exponentially stronger with repeated super saiyan transformations. The scouter can also handle higher power levels, and no longer is quadratic (since that was sorta redundant anyway). There is a cap to it, however. Multiple, in fact, ones that can be broken through various methods. I haven't implemented them quite yet.

To put numbers to all this: Alpha Shenron's battle power is 1,200,000,000, compared to the 1,000,000,000 of the Super Saiyan God Super Saiyan 4. Her master, The Eternal, who is not implemented in the current release, is 24,000,000,000.

The endgame event will be bananas, heheh. And probably should be avoided until you're sure it can be beaten! Don't overuse the dragon balls.
Title: Re: Sparking!!! Dragon Ball Mod (2.8.0) (0.40.24)
Post by: Putnam on May 26, 2015, 07:49:56 pm
Updated. Most powerful creature right now is 160 times as powerful as the previous best; there are no situations where she shows up, however. Super Saiyans now have a multiplier attached as well as flat boosts; this multiplier increases with repeated uses of the Super Saiyan form, so it's exponential. This makes Super Saiyan pretty much essential to become truly powerful as a saiyan; even at ludicrous base powers, super saiyan will increase power a good amount, though not as much as back when it was a straight 50x multiplier.

I really shouldn't focus on the power; I could just add more zeroes whenever I want to increase the power, seriously, the max theoretical power I can give a unit right now is 10296 times the current max.
I probably won't go up to that number. On the other hand, since I don't use a persistent configuration integer thing for ki anymore, I could always implement a sort of BiggerInt system that goes up to arbitrary levels, but 1024-bit seems a bit excessive already.
Title: Re: Sparking!!! Dragon Ball Mod (2.8.0) (0.40.24)
Post by: killy667 on May 26, 2015, 09:00:05 pm
I'm still unsure how to use the scouter?
Title: Re: Sparking!!! Dragon Ball Mod (2.8.0) (0.40.24)
Post by: Putnam on May 26, 2015, 10:17:40 pm
dragonball/scouter in the DFHack console

Maybe I should include a key-binding?
Title: Re: Sparking!!! Dragon Ball Mod (2.9.0): It's over 9000!! (0.40.24)
Post by: Putnam on May 27, 2015, 10:42:16 pm
instead of including a keybinding I did this

(http://imgur.com/9h4W060.png)

(https://imgur.com/dlyYug0.png)
Title: Re: Sparking!!! Dragon Ball Mod (2.9.0): It's over 9000!! (0.40.24)
Post by: ArKFallen on May 27, 2015, 10:44:37 pm
instead of including a keybinding I did this
This is cooler than a simple keybinding, Thank you Putnam!
Title: Re: Sparking!!! Dragon Ball Mod (2.9.0): It's over 9000!! (0.40.24)
Post by: Arcvasti on May 27, 2015, 10:44:55 pm
PTW

This seems... interesting.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.0): It's over 9000!! (0.40.24)
Post by: 94dima94 on May 28, 2015, 07:00:05 am
I can't see the scouter part in Adventure mode. Is there another way to check it?

OT: created a sayian named Raditz; got killed in one shot by the first saiyan bandit I attacked.
10/10 most realistic DBZ game ever.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.0): It's over 9000!! (0.40.24)
Post by: Atomisk on May 28, 2015, 07:56:09 am
You should consider killing some lesser creatures or letting someone weak beat on you for a while. It raises your power level.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.0): It's over 9000!! (0.40.24)
Post by: Putnam on May 28, 2015, 12:43:53 pm
Nope. Power level is entirely based around willpower, focus and endurance at this point; the best way to raise those:

https://www.youtube.com/watch?v=8zXRk69a7-c

No description in adventure mode because AFAIK it's probably difficult to do so.

uh. probably. i used that word. gimme a sec

EDIT: second gimed, adventure mode now has scouter
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on May 28, 2015, 07:01:51 pm
and i just fixed a bug with yuki I didn't notice because I didn't have a GUI for it before

incidentally, I also added a GUI that shows you the individual components of an individual's ki, which can be accessed by pressing "enter" (or whatever you've bound the SELECT key to) at the unit select screen
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Max™ on May 28, 2015, 07:54:19 pm
OMG I LOVE YOU FOREVER...

By which I mean your insert skill function is exactly the format I need for my artifact faking script, I mean the rest is cool but that was something I was trying to figure out how to do piece by piece all in one function!
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Skyaward on June 06, 2015, 04:35:51 pm
Hello, I'm having trouble using the mod. It seems to break scripts in DFhack. The two that work seem to be Instant Transmission and Scouter, and in IT I also cannot use ctrl+t, I must type it in command. Makyo heal crashes the game, but Majin works. Teleport script is also broken

Here is the image of when I try ki adjust
Spoiler (click to show/hide)
This error comes up after I select Adventurer mode
Spoiler (click to show/hide)

I'm using the LNP, but it refused to do the auto merge, so I merged manually.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on June 06, 2015, 04:40:09 pm
Quote
This error comes up after I select Adventurer mode

I fixed that error a few days ago, but apparently that was in the cutting edge branch by accident. Frick. Fixed.

Makyo heal crashes the game, but Majin works.

They are literally the exact same thing. I cannot fathom why that would be.

in IT I also cannot use ctrl+x, I must type it in command.

I noticed that and also cannot figure out why that would be.

Adv ki adjust was intentionally deprecated, thus no instructions to use it.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Skyaward on June 06, 2015, 05:41:40 pm
The crash was on my part, sorry. On another note, slabs with ki manipulation knowledge seems to get lost a lot in worldgen, and in-game, many of those stored in Hilllocks and Towns also seem to vanish. I don't know if I'm just not looking right, but I suspect they are having trouble loading

P.S: Teleport's error
Spoiler (click to show/hide)
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on June 06, 2015, 05:50:54 pm
Teleport is part of vanilla DFHack. The error says that "help" is not a valid argument; You want teleport -help there. You're probably wanting to use dragonball/instant-transmission.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Skyaward on June 08, 2015, 02:35:32 pm
Hello
I decided to experiment with the dragonballs, but nothing happened (You practice your Speaking but make nothing of note)
An error appears in DFHack
Spoiler (click to show/hide)
Were dragonballs deprecated too or never implemented?
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on June 08, 2015, 03:13:11 pm
The error's unrelated. The dragonballs not working in adventure mode is a weird problem with reaction-trigger. Type "dragonball/wish -adventure" to actually get that going properly.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Skyaward on June 09, 2015, 12:36:03 am
Hello
It seems like Mystics crash the game, according to the errorlog
Spoiler (click to show/hide)
The crash comes as I try to Stop in a city
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on June 09, 2015, 12:36:42 am
That error is not related to any game crashes you may have.

It is possible that something I did is crashing your game, though, so upload a save.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Skyaward on June 09, 2015, 12:51:01 pm
Here's the save
Spoiler (click to show/hide)

P.S
Could be related to tombs. Getting remotely near one crashes the game.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on June 09, 2015, 03:18:39 pm
It probably is related to tombs, those things are really crashy in this mod and have been for years and I don't even know where to begin fixing that.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Max™ on June 15, 2015, 06:21:16 am
Oh lord, the comments in sparking are a hoot, was looking over what all this shadow dragon stuff you were talking about was, noticed something in shadow_dragon.lua, the 14th action function I think? You might have caught it already but the sparking I have here is only a week and a half old so, line 250: RECENTER=fakse and no, I don't think that looks very fun to go through the full thing.

Well, I'll let you get back to poking at that wounds-add stuff I'm sure you're eager to get worked in.

Incidentally, how did you find out that actions.data.attack.unk_30 is the velocity modifier? I'm trying to convert part of your ki_actions setup to do the same thing with artifake weapon swings atm, hence the poking around at the different sparking scripts, and man... bashing someone in the head with a great big hammer and watching them fly across the room is hilarious.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on June 15, 2015, 02:56:59 pm
I figured it out by comparing the unk_30s of different things then trying to edit it myself.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Max™ on June 15, 2015, 05:46:45 pm
Nice, though that makes me wonder more what all those unk_numbahs do.

Oh yeah, is the ki_actions in your nifty-ass "check all actions" script a specific function somewhere or just the name given in the ('unit_action_check').onUnitAction.ki_actions part?
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on June 15, 2015, 05:48:45 pm
...The latter, if I think you're asking what you're asking. You can do that with any name, just like any eventmanager/eventful event.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Max™ on June 15, 2015, 05:58:33 pm
Ok good, was poking at it to see if I could get the same effect with setting the unk_30 for artifact weapon swings, bwahahahaha, but I couldn't track down where ki_actions was defined and it was driving me nuts.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on June 15, 2015, 06:44:25 pm
Saying "foo = bar" in Lua is always defining foo.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Max™ on June 15, 2015, 07:23:54 pm
for i, the in ipairs(foo) then
   if i.pity == the(foo) do
gettingOnPlane(Hannibal, false)
end


Sorry, weird compulsion.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on June 21, 2015, 01:17:19 am
In both the stable and "cutting edge" versions, the new Adventurer Mode scouter only works when viewing the attributes screen of a unit (which effectively means it only works when viewing yourself) and there doesn't appear to be any way to change the "ki investment" (or whatever it's called) on your attacks, if that's still a thing anymore.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on June 21, 2015, 01:36:36 am
It is not still a thing.

And yeah, that's sorta the only way to really do power levels in adv mode. You can still use the old scouter with dragonball/scouter.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on June 21, 2015, 01:37:39 am
Actually, I can't. Trying to use the old scouter does absolutely nothing.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on June 21, 2015, 01:39:43 am
It should at least give you an error... or you need to include an argument or select a unit (which in adv mode means "l->(unit button)")
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on June 21, 2015, 01:41:32 am
I'm getting no errors, it doesn't do anything when I have a unit selected, either, and what arguments would there even be?
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on June 21, 2015, 01:45:32 am
https://github.com/Putnam3145/SPARKING-Dwarf-Fortress-DBZ-mod/wiki/Scouter
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on June 21, 2015, 01:48:15 am
The -accurate argument is not valid, and legacy continues to do nothing.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on June 21, 2015, 01:50:51 am
I get the feeling that dfhack.gui.showPopupAnnouncement might not work in adv mode. Switch that to "print" in raw/scripts/dragonball/sparking.lua and see what it says when you try again. If it's nothing, you don't have a unit selected; if it says a power level, my hunch about showPopupAnnouncement is correct.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on June 21, 2015, 01:59:44 am
It does, in fact, print a power level in the dfhack window if I do that.
Edit: Wait, no, it doesn't. It only does that in the Object Testing Arena. In Adventurer Mode, it still doesn't do anything. The -all argument does work, but if there's a god around, it gives an error. Also, the self-only scouter floods the console with errors if you are a god.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Max™ on June 21, 2015, 04:53:18 am
Yeah, crazy spam from the nearby unit emotions and stuff too when I got all crazy strong. Was really confusing.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on June 21, 2015, 05:23:43 am
use -ignoreGod for that

I fixed the emotion thing a while ago...
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Max™ on June 21, 2015, 05:41:13 am
Ah, hadn't kept track of updates, I'll make sure to grab the newest one next time I pop back on.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on June 21, 2015, 02:07:49 pm
The scouter simply is not properly detecting if you're looking at a unit in Adventurer Mode. Regardless of whether or not I'm seeing the basic screen showing the status of their body parts, their description, or even looking at myself, it thinks I'm not looking at anyone.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on June 21, 2015, 10:58:02 pm
If it helps at all, this is the scouter.lua file. The scouter worked in an older version of the mod when I was doing exactly the same thing I'm doing now.
Code: [Select]
-- Gives power level of selected unit. Type "accurate" for a more linear, but more boring number or "legacy" for pre-ki calculation.

local utils=require('utils')

validArgs = utils.invert({
 'legacy',
 'all',
 'citizens',
 'ignoreGod'
})

local args = utils.processArgs({...}, validArgs)

--power levels should account for disabilities and such
local function isWinded(unit)
    return unit.counters.winded > 0
end
local function isStunned(unit)
    return unit.counters.stunned > 0
end
local function isUnconscious(unit)
    return unit.counters.unconscious > 0
end
local function isParalyzed(unit)
    return unit.counters2.paralysis > 0
end
local function getExhaustion(unit)
    local exhaustion = 1
    if unit.counters2.exhaustion~=0 then
        exhaustion = 1000/unit.counters2.exhaustion
        return exhaustion
    end
    return 1
end

function getPowerLevel(saiyan,legacy,ignoreGod)
    if not saiyan then return 'nothing' end
    if legacy then
local strength,endurance,toughness,spatialsense,kinestheticsense,willpower
if saiyan.curse.attr_change then
strength = ((saiyan.body.physical_attrs.STRENGTH.value+saiyan.curse.attr_change.phys_att_add.STRENGTH)/3550)*(saiyan.curse.attr_change.phys_att_perc.STRENGTH/100)
endurance = ((saiyan.body.physical_attrs.ENDURANCE.value+saiyan.curse.attr_change.phys_att_add.ENDURANCE)/1000)*(saiyan.curse.attr_change.phys_att_perc.ENDURANCE/100)
toughness = ((saiyan.body.physical_attrs.TOUGHNESS.value+saiyan.curse.attr_change.phys_att_add.TOUGHNESS)/2250)*(saiyan.curse.attr_change.phys_att_perc.TOUGHNESS/100)
spatialsense = ((saiyan.status.current_soul.mental_attrs.SPATIAL_SENSE.value+saiyan.curse.attr_change.ment_att_add.SPATIAL_SENSE)/1500)*(saiyan.curse.attr_change.ment_att_perc.SPATIAL_SENSE/100)
kinestheticsense = ((saiyan.status.current_soul.mental_attrs.KINESTHETIC_SENSE.value+saiyan.curse.attr_change.ment_att_add.KINESTHETIC_SENSE)/1000)*(saiyan.curse.attr_change.ment_att_perc.KINESTHETIC_SENSE/100)
willpower = ((saiyan.status.current_soul.mental_attrs.WILLPOWER.value+saiyan.curse.attr_change.ment_att_add.WILLPOWER)/1000)*(saiyan.curse.attr_change.ment_att_perc.WILLPOWER/100)
else
strength = saiyan.body.physical_attrs.STRENGTH.value/3550
endurance = saiyan.body.physical_attrs.ENDURANCE.value/1000
toughness = saiyan.body.physical_attrs.TOUGHNESS.value/2250
spatialsense = saiyan.status.current_soul.mental_attrs.SPATIAL_SENSE.value/1500
kinestheticsense = saiyan.status.current_soul.mental_attrs.KINESTHETIC_SENSE.value/1000
willpower = saiyan.status.current_soul.mental_attrs.WILLPOWER.value/1000
end
local exhaustion = getExhaustion(saiyan)
local bodysize = (saiyan.body.blood_count/100)^2
powerlevel = bodysize*((strength*endurance*toughness*spatialsense*kinestheticsense*willpower)^(1/6))*exhaustion
if isWinded(saiyan) then powerlevel=powerlevel/1.2 end
if isStunned(saiyan) then powerlevel=powerlevel/1.5 end
if isParalyzed(saiyan) then powerlevel=powerlevel/5 end
if isUnconscious(saiyan) then powerlevel=powerlevel/10 end
if powerlevel == 1/0 then
return 'undefined'
end
return math.floor(powerlevel)
    else
        local powerLevel,kiLevel=dfhack.script_environment('dragonball/ki').get_ki_investment(saiyan.id)
        if kiLevel>1 then
            if ignoreGod then
                local kiLevelStr=kiLevel==1 and 'demigod' or kiLevel==2 and 'god' or kiLevel==3 and 'one infinity core' or kiLevel<11 and tostring(kiLevel-2)..' infinity cores' or "the culmination"
                return powerLevel..' ('..kiLevelStr..' ki)'
            else
                return '(undetectable--a god?!)'
            end
        else
            return powerLevel
        end
    end
end

if args.all then
for k,v in ipairs(df.global.world.units.active) do
        local powerlevel=getPowerLevel(v,args.legacy,args.ignoreGod)
        if powerlevel>0 then
            print(dfhack.TranslateName(dfhack.units.getVisibleName(v))..' has a power level of '..powerlevel)
        end
end
elseif args.citizens then
for k,v in ipairs(df.global.world.units.active) do
if dfhack.units.isCitizen(v) then
print(dfhack.TranslateName(dfhack.units.getVisibleName(v))..' has a power level of '..getPowerLevel(v,args.legacy,args.ignoreGod))
end
end
else
    local unit=dfhack.gui.getSelectedUnit(true)
    if unit then
        print("The scouter says " .. getPowerLevel(dfhack.gui.getSelectedUnit(true),args.legacy,args.ignoreGod) .. "!",11)
    end
end
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on June 21, 2015, 11:05:25 pm
I don't think I can handle th

the adventure scouter is a new viewscreen overlayed onto the current viewscreen, which has no method that wraps getSelectedUnit()

gimme a sec
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on June 21, 2015, 11:12:57 pm
What? That sounds like the wrong scouter. I'm talking about the one you have to use manually with the dragonball/scouter command. It works when I take control of a creature in the Object Testing Arena, but it doesn't work in Adventurer Mode.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on June 21, 2015, 11:17:09 pm
No, I know what I meant. The adventure mode scouter which automatically turns on when you start the game broke the functionality of dragonball/scouter due to the lack of an onGetSelectedUnit() method for the adventure mode scouter viewscreen that I had overlay all of the units in adventure mode. I fixed that (https://github.com/Putnam3145/SPARKING-Dwarf-Fortress-DBZ-mod/commit/7ac78a1632539b88464a797a24883e15e8eeb5ef), so now it should work.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on June 21, 2015, 11:21:55 pm
I can confirm that it works now. However, the -accurate argument is still invalid.
Edit: And instant transmission gives a wildly different number to the new scouter.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on June 22, 2015, 05:41:27 pm
I keep getting this error while I'm fighting a bunch of corpses.
Code: [Select]
... Fortress Z 2.9.2/data/save/Goku/raw/init.d/sparking.lua:561: attempt to inde
x field 'current_soul' (a nil value)
stack traceback:
        ... Fortress Z 2.9.2/data/save/Goku/raw/init.d/sparking.lua:561: in func
tion 'unitInDeadlyCombat'
        ... Fortress Z 2.9.2/data/save/Goku/raw/init.d/sparking.lua:649: in func
tion <... Fortress Z 2.9.2/data/save/Goku/raw/init.d/sparking.lua:623>
        [C]: in function 'onUnitAction'
        ...Z 2.9.2/data/save/Goku/raw/scripts/unit_action_check.lua:30: in funct
ion 'func'
        ...ownloads\Dwarf Fortress Z 2.9.2\hack\lua\repeat-util.lua:28: in funct
ion <...ownloads\Dwarf Fortress Z 2.9.2\hack\lua\repeat-util.lua:27>
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on June 22, 2015, 06:11:40 pm
Ah, so I missed that one, huh?

Zombies don't have souls, so anything that looks for one is gonna error out. It's difficult to actually find zombies to test with.

That error in particular is fixed now.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on June 22, 2015, 07:08:20 pm
And using the -all argument with the scouter when there's a god around gives this error.
Code: [Select]
....9.2/data/save/Beerus/raw/scripts/dragonball/scouter.lua:84: attempt to compa
re number with string
stack traceback:
        ....9.2/data/save/Beerus/raw/scripts/dragonball/scouter.lua:84: in funct
ion 'f'
        ...ris\Downloads\Dwarf Fortress Z 2.9.2\hack\lua\dfhack.lua:434: in func
tion <...ris\Downloads\Dwarf Fortress Z 2.9.2\hack\lua\dfhack.lua:418>
        (...tail calls...)

Where trying to use the automatic one on yourself if you are a god floods the console with this error.
Code: [Select]
...ata/save/Beerus/raw/scripts/dragonball/dwarf_scouter.lua:167: attempt to comp
are string with number
stack traceback:
        ...ata/save/Beerus/raw/scripts/dragonball/dwarf_scouter.lua:167: in func
tion <...ata/save/Beerus/raw/scripts/dragonball/dwarf_scouter.lua:158>
        [C]: in ?
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on June 22, 2015, 07:34:15 pm
oh look ANOTHER GODDAMN ERROR I'VE ALREADY FIXED

okay let's try AGAIN

...and by that I mean you should try again because I just fixed it
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on June 22, 2015, 08:09:54 pm
Yeah, it's fixed. Also, I keep getting this in the error log, and "screaming" just produces "..." and "You scream!" as announcements.
*** Error(s) finalizing the creature SAIYAN
Error Initializing Text: data/speech/yelling.txt
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on June 22, 2015, 08:47:22 pm
oh my

i thought i had replaced all of the instances of x.txt with dragonball/x.txt
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on June 22, 2015, 08:59:47 pm
By the way, might I ask what, exactly, meditating and doing push-ups/sit-ups does? Other than doing push-ups very rapidly leveling up the "presser" skill.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on June 22, 2015, 09:21:40 pm
Leveling up skills levels up attributes.

That's what they're for. I just sorta chose skills I didn't think would affect too much in adv mode.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on June 22, 2015, 09:29:11 pm
Ah, alright. But, "miscellaneous object user" I'm pretty sure does have an effect, if you want to beat people to death with a severed leg or something. Also, my ki doesn't seem to be doing anything at all to make my attacks or movement faster compared to anyone else. Though, I do have a Namekian traveling companion that does seem to occasionally slow everyone else down while in combat, sometimes (but not always) including myself.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on June 22, 2015, 10:07:47 pm
Slowing everyone else down is the only effect now; speeding up was too wonky logically (I.E there was a fairly low cap to how fast you could get).
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on June 22, 2015, 10:17:49 pm
Yeah, I know, but, it doesn't do that when I'm in combat. So far it only does that for my traveling companion, and even then very inconsistently.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Hahayeah on June 23, 2015, 07:04:35 am
I get this when I try to use the scouter on myself:
http://gyazo.com/28b7ad47b9714b07568fbdf12c34ba8a
Would be appreciated if you could help me get this fixed...
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on June 23, 2015, 02:41:13 pm
get the newest version of DFHack
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on June 24, 2015, 05:38:25 pm
So, are you just not going to address the fact that the slowing effect from Ki doesn't work (in Adventurer Mode, at least) at all?
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on June 24, 2015, 06:14:22 pm
Memory hacking is iffy business. The fact that something-other doesn't work in adventure mode doesn't surprise me much since it's happened a lot before (seriously, mode's wonky) and I've made multiple attempts to fix that in the past and I THOUGHT it was fixed mostly, but apparently there's ANOTHER snag in that issue. Goddang.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on June 24, 2015, 07:26:23 pm
So, I starting melting due to training too hard (Ki is apparently hot enough to burn saiyans in high enough concentrations) and now that I have moderate blood loss, I'm getting this error.
Code: [Select]
... Fortress Z 2.9.2/data/save/Goku/raw/init.d/sparking.lua:492: Cannot read fie
ld unit.value: not found.
stack traceback:
        [C]: in function '__index'
        ... Fortress Z 2.9.2/data/save/Goku/raw/init.d/sparking.lua:492: in func
tion <... Fortress Z 2.9.2/data/save/Goku/raw/init.d/sparking.lua:488>
        [C]: in function 'onUnitGravelyInjured'
        ... Fortress Z 2.9.2/data/save/Goku/raw/init.d/sparking.lua:526: in func
tion 'func'
        ...ownloads\Dwarf Fortress Z 2.9.2\hack\lua\repeat-util.lua:28: in funct
ion <...ownloads\Dwarf Fortress Z 2.9.2\hack\lua\repeat-util.lua:27>
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on June 24, 2015, 07:28:27 pm
ahahah holy crap it's always something

yeah fixed that

the main reason so much crap ends up like that is because this mod is big enough that I just forget some things exist so I don't bother to test them, I should probably write a checklist of features to test every time I come up with a new update next time I do that

I started the mod WAY before I was ever a programmer, so a bunch of stupid programming anti-patterns end up showing themselves whenever I work on it out of sheer habit and I didn't really realize because nobody complains about the mod enough
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on June 24, 2015, 07:41:15 pm
Well, hey, at least someone's mentioning the errors. As fun this mod is, people need to realize that they should be mentioning any errors they come across.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on June 24, 2015, 07:48:24 pm
No, yeah, I appreciate it a lot, heh. I never said complaining was a bad thing.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Max™ on June 24, 2015, 09:36:20 pm
I dunno, melting because you're too strong seems like an interesting feature.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on June 24, 2015, 09:37:55 pm
I actually capped the ki emitted by ki exertion a while back to present that (then removed it later when that didn't seem to work) after I saw a kai unlocked adventurer in one of my test forts go super saiyan 3 after beginning to melt.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on June 24, 2015, 09:42:22 pm
No, actually it was from doing too many push-ups, and then the ridiculous amount of solid Ki boulders evaporating all at the same time.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on June 24, 2015, 09:54:15 pm
Yeah, I haven't capped that. It's kinda dumb and I should probably make a new material for training purposes (reactions MUST have products or they won't train skills).
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on June 24, 2015, 10:09:26 pm
Have you considered just making Ki evaporate at lower temperatures? I know the whole 9001 joke in the code, but making sure that people don't melt from their own Ki is more important than jokes.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on June 24, 2015, 10:39:30 pm
9001 is -281.85 kelvins.

DF's temperatures are sorta weird.

I changed the fixed temp to 10000 though.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on June 24, 2015, 11:42:54 pm
That seems to have fixed the issue with people melting from their own Ki. Also, I find it kinda funny how you can have "Supersaiyan" Endurance, Focus and Willpower, but still only be about half way to being capable of going Super Saiyan.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on June 25, 2015, 04:10:39 am
You know, now that I think about it, when it's checking your power level for the possibility to become a Super Saiyan, is it checking your current power level or your potential? Also, how does one unlock this potential?
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Max™ on June 26, 2015, 07:49:09 pm
Roses worked out that unk_3c is attack_accuracy, figured this would be relevant to your interests.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on June 26, 2015, 11:57:21 pm
Now that Ki is cold, it's possible to use it to extinguish fire.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Saymana11 on June 27, 2015, 12:02:57 am
I've a bit of trouble getting the game to work. I'm pretty sure I installed it right, with DFhack in and the scouter script working at least.

But randomly soon after attacking and killing a wandering Human Wrestler, this line of red text appeared in my DFhack

(http://puu.sh/iEdwY.png)

Plshelp. Also, if anyone could send me a confirmed working version of the latest version of Dwarf Fortress with Sparking! and DFHack in there so I could be sure I have a working version I'd appreciate that. I'm bad with installing things in general so I'm almost positive this has something to do with my own personal error and not a coding problem.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on June 27, 2015, 01:01:15 am
So, now that I've gotten my potential power level above 10,000, I'm turning into a Super Saiyan "in a bout of extreme emotion" just when I load up the save.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on June 27, 2015, 08:24:49 pm
Now that Ki is cold, it's possible to use it to extinguish fire.

how do you even find these things

So, now that I've gotten my potential power level above 10,000, I'm turning into a Super Saiyan "in a bout of extreme emotion" just when I load up the save.

I don't have access to the code right now so I can't really take a look and see what's going on... I mean I do have a phone so I can't edit it well I'm also saying this out loud instead of typing it so it's kind of weird
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on June 27, 2015, 08:47:53 pm
how do you even find these things

By being a nutjob and jumping into lava for the chance to get a zenkai boost so that I can reach the power level necessary to go Super Saiyan. Speaking of which, I don't seem to be able to get another zenkai. Also, I appear to have automatically turned into a Super Saiyan while I was fighting some bogeymen, which is kinda boring, I'd rather choose when I go Super Saiyan on my own (beyond the first "bout of extreme emotion", anyway).
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on June 27, 2015, 09:20:13 pm
the auto Super Saiyan was the only way I could get the AI to actually use it
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on June 29, 2015, 03:47:38 am
So, is there no way to check if the saiyan happens to be the player?
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on June 29, 2015, 04:02:36 am
...Actually more difficult than you may think, yeah. Easiest way is "if df.global.game_mode==df.game_mode.ADVENTURE and unit==df.global.world.units.active[0]" (somewhat pseudocodeish, since the game mode check isn't actually right), but that would have to be done for every single unit in every combat situation...

eh it's O(1)
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on July 01, 2015, 05:06:40 am
So, what's the problem with that? Would it just be bad on your FPS or something?
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on July 01, 2015, 05:11:35 am
Yeah, might be.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on July 01, 2015, 05:13:18 am
But aren't you already doing a bunch of checks on every single unit in every combat situation?
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on July 01, 2015, 05:17:05 am
...Yes.

Somehow I forget these things.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on July 01, 2015, 04:20:32 pm
Considering this fact, it doesn't seem like just one more simple check for whether or not the unit is the adventurer would make much of a difference.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on July 01, 2015, 04:27:14 pm
Yeah, for some reason I didn't think people would want the choice because it's basically an optimization problem--there is never a situation where you would not want to go to your greatest Super Saiyan form in real combat, so just having it automatically happen wouldn't be an issue for players (I included it in the first place because the AI was failing to use it).

That's my original reasoning, I could probably fix it right now.

EDIT: Also, I would recommend getting a github account and posting issues (https://github.com/Putnam3145/SPARKING-Dwarf-Fortress-DBZ-mod/issues) instead of posting here, less likely to go unnoticed by me.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on July 01, 2015, 06:28:45 pm
"Password is too short (minimum is 7 characters) and needs at least one number" No. Just, no.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on July 01, 2015, 06:31:49 pm
...really

like

uh

i'm slightly disturbed by the idea that that's unreasonable

in fact, i'm horribly disturbed

those requirements are already far below the bare minimum for proper security

like my normal passwords all look like qz0Vg#GKO2ty or w/e

password generators aren't hard to find on the internet
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Arcvasti on July 01, 2015, 06:51:33 pm
Relevant (https://xkcd.com/936/)

Usually I use the DF name generator to make my passwords.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on July 01, 2015, 07:14:33 pm
hey i'm not supposed to remember my generated passwords

my real ones are proper, rememberable things
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Max™ on July 01, 2015, 07:49:57 pm
DR%T&YG87yugh89iuhk098uhjki is gotten by tracing "HERE" over the keys and holding shift for the "H", easy to remember, depends on muscle memory more than the ability of humans to retain arbitrary strings, easily converted to variants by moving the starting keys/changing the tracing method.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on July 07, 2015, 11:39:33 pm
words
I haven't the faintest idea what you just said, at all.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: ArKFallen on July 08, 2015, 03:47:15 am
words
I haven't the faintest idea what you just said, at all.
Look at your keyboard. Imagine letters being spelled out over the keys(the big kindergarten alphabet sets). Press every key that is overlapped by the big letters in a specific order(ie top left to bottom right). Do this until you can type this without thinking about it. That is your password and it is a good one.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Max™ on July 09, 2015, 02:52:57 am
*nods sagely, proud that someone else finally got it despite me describing it weirdly*
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on July 20, 2015, 11:59:31 am
Anyway, since Saiyans and the like don't have crawling or swimming speeds set, they always do these things very, very slowly.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: KingofstarrySkies on July 20, 2015, 04:46:12 pm
Not used this mod for a while. I assume you now need to manually install DFHack.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: wazupwolf on July 21, 2015, 12:26:07 am
I believe that you do need to manually install DF hack, and since i lack the knowledge of how to do that i haven't been playing this for some time.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on July 21, 2015, 12:31:40 am
You... You literally just extract the files into the game folder, that's how you install DFHack.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: wazupwolf on July 21, 2015, 01:55:32 pm
Ive done that and it doesn't seem to be working correctly, perhaps things have changed.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on July 22, 2015, 03:00:56 am
They haven't, I've used the latest DFHack version. Are you sure you're extracting to the right folder? It's the folder with Dwarf Fortress.exe and you need to replace the SDL.dll with DFHack's.
Edit: Also, you still have to run Dwarf Fortress.exe even after installing DFHack.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: wazupwolf on July 27, 2015, 10:51:52 pm
Thanks Alceris i believe i have gotten it to work, but im quite bad with DF hack, can you still choose the amount of KI you use?
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on July 27, 2015, 11:38:09 pm
No, I switched over to a system where you never run out of ki BUT your emotional state, stress level and current health factor in to how much ki you exert with each action (as a percent of total ki, which is gained the same way as before)
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: wazupwolf on July 28, 2015, 02:58:01 pm
Alright i quite like the new system, it keeps things simpler. I have finally gotten Super saiyan again, and oddly enough in my progression i have skipped SSJ3 and went from SSJ2 to SSJ4(Vegeta life). Im curious as to the mile stones for the Levels and how to attain SSG or SSGSS?
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Unraveller on July 28, 2015, 06:53:44 pm
Perhaps I have missed it, or perhaps I am completely inept. But how for the life of me can you see power levels other than the instant transmission window? Whenever I look at my status screen I do see a red 'Power level 0/0' but that's about it. Thanks.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on July 28, 2015, 09:10:41 pm
Are you playing a creature that actually has ki?
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on July 29, 2015, 12:29:42 pm
...oddly enough in my progression i have skipped SSJ3 and went from SSJ2 to SSJ4(Vegeta life)...

Ah, about that, from looking at the raw files, apparently all that's necessary to gain the ability to become a Super Saiyan 4 is to have once transformed into a Golden Oozaru while in Super Saiyan 2 or 3 form. I don't know anything about becoming a Super Saiyan God, though, still working on that.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: wazupwolf on July 30, 2015, 12:31:53 am
I see, i still have been unable to reach SSJ3 regardless of obtaining SSJ4 which is a bit odd. Also i have noticed that both Bionic Androids(Cell) And the other Androids(#17,ect) are both in the mod but you can only play as the Bionic Android in adventure mode, i don't see why regular Androids shouldn't be possible.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on July 30, 2015, 03:53:19 pm
You probably just haven't obtained the power necessary to go Super Saiyan 3, since technically, as far as I know, the only things you really need in order to gain the Super Saiyan 4 transformation is the ability to go Super Saiyan 2, a tail and the full moon.
Edit: Also, I appear to be permanently stuck in Super Saiyan form. Neither sleeping nor fast-traveling is helping.
Super Edit: Apparently just adding a tile flash effect to the Super Saiyan form causes the thing to break, also Majins can be strangled to death.
Super Edit 2: I have absolutely no idea what is going on with this Super Saiyan nonsense.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on August 05, 2015, 10:12:55 pm
in general, super saiyan nonsense like that can be chalked up to DF syndrome jank

seriously, it's frustrating as hell
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: wazupwolf on August 16, 2015, 12:11:04 am
What is the command for Fusion? Also is there anyway to spawn dragonballs?
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on August 16, 2015, 02:37:51 am
There is, in fact, a way to spawn them, but that'd be boring, wouldn't it? Just get them legit.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: StupidElves on August 16, 2015, 01:06:44 pm
Also, I appear to be permanently stuck in Super Saiyan form. Neither sleeping nor fast-traveling is helping.

I would consider that a good thing, seeing as how Goku and Gohan trained to be able to keep themselves permanently in that state.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on August 16, 2015, 11:04:11 pm
I would consider that a good thing

It's not. Several things don't work properly from being permanently Super Saiyan.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Alceris on August 17, 2015, 05:40:14 pm
So, the Super Saiyan form and such may have stopped providing any actual boosts in Ki, only changing what the scouter shows.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Rumrusher on August 17, 2015, 07:25:12 pm
uhh realized there's a different version of gm-editor for this mod.
kinda makes playing this in adventure mode slightly harder than normal.
only realized this because some how it's been re-rigged for fortmode.
so uhh among other things there's some kind of hard inhabitant check.
but good news is one could build a site then reclaim it in fort mode.
bad news I don't know what causes units to retire in those sites.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Putnam on August 17, 2015, 09:24:44 pm
...That's quite odd. Maybe I jiggered something for myself in gm-editor and accidentally included it in the mod?
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Max™ on August 18, 2015, 04:50:57 pm
I knew I wasn't going crazy!

I couldn't figure out why gm-editor wasn't doing the stuff I expected it when I was fiddling around in sparking. I made the "no target" error open df.global and adventurer travel map open your army pos_1 x and y so I just pulled the sparking files into my regular folders.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: splatterk on August 20, 2015, 05:46:58 pm
Hey, amazing mod. I'm loving it so far! Got a question, though. How do you absorb someone as a bio-android? I have the natural ability to do it, but when I select it, it gives me the targeting, but no targets show up at all. I've tried it with all types of targets. Humans, saiyans, animals, alive, dead, unconscious and what not.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: JhnKing on August 21, 2015, 02:28:32 am
Hey, I'm very sorry if this was mentioned somewhere and I missed it, but how does the Oozaru work? I've tried using it on myself a few times, but nothing seems to have happened.
Title: Re: Sparking!!! Dragon Ball Mod (2.9.2): It's over 9000!! (0.40.24)
Post by: Yourmaster on August 25, 2015, 11:12:36 am
Gonna sound like an idiot, but how do I use DFhack? I install it, put it in the folders, replace original folders with DFhack stuff. Game told me to get rid of -example on DFhack, so I did. What am I doing wrong?
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.0.0): It's over 9000!! (0.42.04)
Post by: Putnam on January 10, 2016, 11:00:08 pm
That sounds like it's working just fine.

Anyway, I updated to 0.42.04.
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.0.0): It's over 9000!! (0.42.04)
Post by: LtGreeneyes on January 11, 2016, 11:14:45 am
Is this an Adventure mod, or is there the possibility of a Saiyan/Frost Demon/Android fort? :D
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.0.0): It's over 9000!! (0.42.04)
Post by: Putnam on January 11, 2016, 11:47:40 am
It's actually slightly busted in adventure mode now; stat growths are balanced for fort mode.
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.0.0): It's over 9000!! (0.42.04)
Post by: Dazric on February 01, 2016, 06:57:04 pm
I'm having some difficulty with immortality. More specifically, that I'm not immortal. I was using Instant Transmission to fight demons in hell, and wound up picking off more than I could chew. I used transmission to get back to the surface, but I bled out while I was up there.This was after I used dfhack to trigger the wish.
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.0.0): It's over 9000!! (0.42.04)
Post by: Aleksanderus on February 02, 2016, 05:34:27 am
Df hack is updated to 42.05!
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.0.0): It's over 9000!! (0.42.04)
Post by: Dazric on February 09, 2016, 10:15:29 pm
I discovered I was using the wrong version of the game, so I started again with the right one, but I still have the same problem: I bled to death despite having wished for immortality. What gives?
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.0.0): It's over 9000!! (0.42.04)
Post by: Putnam on February 09, 2016, 10:18:53 pm
Something either broke or I was always using a flawed method regardless.
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.0.0): It's over 9000!! (0.42.04)
Post by: reiraf21 on February 13, 2016, 01:19:05 am
I'm new to dwarf fortress ,but found that the adventure mode is soooo damn cool!!

i have a question:

1.Do any tilesets works with this mod?

2.Im confused about the website you provide the download.Which version do i have to use for 0.42.04?
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.0.0): It's over 9000!! (0.42.04)
Post by: Putnam on February 13, 2016, 01:58:26 am
1. The creatures in-game will not have graphics, but tilesets should work
2. "Stable Release"
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.0.0): It's over 9000!! (0.42.04)
Post by: reiraf21 on February 13, 2016, 02:01:18 am
ok thanks  :)
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.0.0): It's over 9000!! (0.42.04)
Post by: reiraf21 on February 16, 2016, 12:35:25 am
In adventure mode , i can only play as the default races of dwarf fortress ,saiyan ,namekian, and planet trade organization members.

Is it alright?

I mean ,did you not implemented android,etc as playable races?

or there could be some problem in my game?
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.0.0): It's over 9000!! (0.42.04)
Post by: Putnam on February 16, 2016, 12:37:43 am
I did. 0.42.01 removed the outsider stuff. I should probably add that back in. Which is to say I will in the next update.
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.0.0): It's over 9000!! (0.42.04)
Post by: reiraf21 on February 16, 2016, 12:55:16 am
Ok :) i still have a question ..

How do i become a super saiyan?

Do i need to read books or learn from the others?
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.0.0): It's over 9000!! (0.42.04)
Post by: Putnam on February 16, 2016, 12:57:50 am
I think I may have went too far with the amount you need to train to become super saiyan tbh. You need to train a lot, I mean a ton. I'll probably fix that somehow in the next version... not entirely sure how I'll do it, actually, it's sort of a weird balance between adventure and fort mode I'll have to keep up.
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.0.0): It's over 9000!! (0.42.04)
Post by: reiraf21 on February 20, 2016, 03:39:20 am
How can i develop the school of martial arts in adventure mode?
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.0.0): It's over 9000!! (0.42.04)
Post by: reiraf21 on February 22, 2016, 03:28:38 am
Putnam ,Did you still working on this mod or you rather busy in your real life?

cause i'm waiting for new updates..
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.0.0): It's over 9000!! (0.42.04)
Post by: Putnam on February 22, 2016, 03:48:40 am
I'm working on another rebalance of the ki system... it's happening, sorta

How can i develop the school of martial arts in adventure mode?

not sure what you mean
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.0.0): It's over 9000!! (0.42.04)
Post by: reiraf21 on February 22, 2016, 04:16:53 am
Oh , i see .

Well, about my question ... You write it in the first post ,like this:-Secrets of ki usage; humans can figure out or be taught by gods how to use ki and develop the Turtle School or Crane School of martial arts.
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.0.0): It's over 9000!! (0.42.04)
Post by: Putnam on February 22, 2016, 04:20:19 am
Oh, that. You have to learn it from the gods. It's kinda dumb. You can't actually add knowledge that can be found normally like pythagoras' theorem or whatever in the raws.
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.0.0): It's over 9000!! (0.42.04)
Post by: Putnam on February 22, 2016, 09:07:02 pm
New release! (https://github.com/Putnam3145/SPARKING-Dwarf-Fortress-DBZ-mod/releases/tag/0.42.1.1.0)

Added a few outsiders, reworked the ki system sorta (made your ki double with every 5000 weighted attribute gain instead of 7229.5 or whatever, added more attributes to what counts for ki), reworked the god ki system (basically, there's only two types of ki now most of the time, normal and godly, and normal ki can only beat godly ki if you have a LOT of it to represent Golden Freeza, which I haven't put into the mod yet but whatever; all this is overridden when the BTTL event activates, at which point it uses the old system until the event is over), made it so that Super Saiyan is a multiplier instead of a linear boost, allowed Super Saiyan Blue to be learned instead of requiring the god ritual, added an easy way to get discipline in adv mode.
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.1.0): A super duper bluper saiyan (0.42.05)
Post by: reiraf21 on February 23, 2016, 01:59:50 am
COOL!!!! new update!!! 8)

anyway, i have a weird things happening in my game.When i approach saiyan necromancer with his/her zombies ,they did not attack me.
(Note:i'm using saiyan and namekian races)
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.1.0): A super duper bluper saiyan (0.42.05)
Post by: reiraf21 on February 23, 2016, 02:04:22 am
Sorry for double post..

Do version 0.42.06 of dwarf fortress works well with this mod?

cause im gonna try that version later.
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.1.0): A super duper bluper saiyan (0.42.05)
Post by: Putnam on February 23, 2016, 02:14:20 am
Saiyans have [CANNOT_UNDEAD], which is equivalent to [NOT_LIVING], meaning that [OPPOSED_TO_LIFE] creatures are not hostile to them (but also, more importantly, that they cannot be zombies). Since the zombie nerf, I should probably remove that.

It won't work with 0.42.06, there's no DFHack for that yet.
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.1.0): A super duper bluper saiyan (0.42.05)
Post by: reiraf21 on February 23, 2016, 02:18:24 am
oooh , thanks anyway.. :'(

what will be the new features in the next updates?
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.1.0): A super duper bluper saiyan (0.42.05)
Post by: Atomisk on March 03, 2016, 01:04:47 am
Interesting thing! Playing as a god of destruction now causes everyone to attack you the moment you speak to them. I was hoping to maybe have allies, but no matter who it seems to be, everyone calls me a dangerous animal, and then attacks me. I looked it up and the only thing I can see this relating to is that the same thing happens if you hack in playing as a megabeast. It seems something to do with all these new relations and views that have been added, so whatever you are as Beerus makes people immediately consider you the largest threat in existence .... Isn't that great and so fitting? A few more details. Starting at a saiyan bandit camp, the captain says 'You are a dangerous animal, and though you are a pleasure to speak with, Now this stands between us.' I assume that means that while he agrees with my world views, he cannot tolerate my existence. Therefor, a no-quarter fight begins. I tested talking to people as a normal saiyan and as an outsider saiyan, and these things didn't happen. I also want to note that the 'use this on yourself' ability doesn't seem to allow me to actually use it on myself. I click it, and then nothing happens. I'm not sure what you intended for it to do, maybe it serves it's purpose. Also while playing as a saiyan i was fist-fighting another saiyan and suddenly i gained the ability to force -him- to scream. Not sure what that's about.
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.1.0): A super duper bluper saiyan (0.42.05)
Post by: Putnam on March 03, 2016, 01:09:16 am
Huh. I sort of was planning to remove the megabeastitude of the guy anyway and make him a proper event instead.

It's not really fitting that people are immediately hostile against Beerus. I mean, the literal King of Saiyans bowed to him to avoid confrontation, I wouldn't expect any sort of aggressiveness.

Also, it happens. I should probably remove the "use on yourself" thing, it totally does that automatically now when you use it.

Screaming shouldn't be manual input, dangit.
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.1.0): A super duper bluper saiyan (0.42.05)
Post by: wazupwolf on March 07, 2016, 02:07:13 pm
With the current version do i need to manually install DF Hack? Because the basic drag drop method from mod to game doesn't seem to be doing it.
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.1.0): A super duper bluper saiyan (0.42.05)
Post by: Putnam on March 07, 2016, 04:43:11 pm
You do need to install DFHack yourself. You can also use the starter pack. I encourage that, in fact, though I don't do it myself.
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.1.0): A super duper bluper saiyan (0.42.05)
Post by: reiraf21 on April 01, 2016, 02:23:19 am
are you still working on this mod?

Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.0.0): It's over 9000!! (0.42.04)
Post by: bluescreen1988 on April 04, 2016, 01:19:29 pm
Oh, that. You have to learn it from the gods. It's kinda dumb. You can't actually add knowledge that can be found normally like pythagoras' theorem or whatever in the raws.

So how exactly do you do that? Or do you mean that it can only happen  during world gen?
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.1.0): A super duper bluper saiyan (0.42.05)
Post by: Putnam on April 04, 2016, 02:12:29 pm
Or read a tablet, yeah.

are you still working on this mod?



Once we learn what Hit's up to, I'll probably add him and maybe an event related to him. In fact, might do that for all the other big villains.
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.1.0): A super duper bluper saiyan (0.42.05)
Post by: bluescreen1988 on April 05, 2016, 12:18:11 am
Sorry for asking this but are the ki tablets in necro towers, bottom of dark forts, or somewhere else.  Good work on the mod bt, Ive been having a ton of fun!
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.1.0): A super duper bluper saiyan (0.42.05)
Post by: Putnam on April 05, 2016, 12:19:41 am
They're all over the damn place nowadays. Last tablet I found was "lost" in a worldgen dwarven fortress but was really sitting in the room next to the trade depot.

I have no control over where they're placed, I'm afraid. You'll have to look them up in legends mode.
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.1.0): A super duper bluper saiyan (0.42.05)
Post by: Atomisk on April 05, 2016, 09:34:29 am
I keep crashing every time I try to enter a tomb with specifically this mod.
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.1.0): A super duper bluper saiyan (0.42.05)
Post by: Putnam on April 05, 2016, 10:18:32 am
So do I, IIRC. It's really difficult to figure why that might be. Could be something to do with an interaction between [CANNOT_UNDEAD] and mummies.
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.1.0): A super duper bluper saiyan (0.42.05)
Post by: PuddingDeity on July 29, 2016, 11:08:42 pm
So I just got this mod today and decided that to test it out and see how potentially ridiculous characters can get I'd use DFHack to max out my skills and attributes. This instantly gives me the ability to go super saiyan 1, 2, and 3, and it says I learn how to go super saiyan blue the first time I move, but I don't see the ability to change in with the other transformations under acquired powers. That's fair enough, maybe I have to undergo an extreme emotion first like you have to for the other forms. Problem is the next time I move it says I learned to go super saiyan blue again, and it does this any time I do something that takes time.

In the stable release this doesn't really do much but add one more thing to the announcements, but for some reason in the experimental it causes severe lag and every tile I try to move takes a few seconds. Admittedly I'm not too experienced with what I should be posting alongside this error report for DF so if there's anything else you need to know if you can direct me to where to find the information I'll try and actually remember to post it here. (I'm not very active on these forums though, so no promises that I'll remember to even check replies in this thread.)
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.1.0): A super duper bluper saiyan (0.42.05)
Post by: Putnam on July 30, 2016, 02:24:10 am
That's... really bizarre. I actually can't think of a good reason for that except vanilla syndrome jank.

Experimental's actually older than master now, I just use releases for main versions.
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.1.0): A super duper bluper saiyan (0.42.05)
Post by: jecowa on August 03, 2016, 07:40:35 pm
Thanks for the open license. I wanted to make sure I understood installation correctly. Both the "init.d" and "scripts" folder go into the /Dwarf Fortress/raw/ folder, right? I'm not very familiar with those two folders.
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.1.0): A super duper bluper saiyan (0.42.05)
Post by: Putnam on August 04, 2016, 01:02:14 am
Yes.
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.1.0): A super duper bluper saiyan (0.42.05)
Post by: RACERBOY on August 15, 2016, 12:47:34 am
Hey, sorry if this is a necropost, but I just wanted to ask if we could get some more details in the wiki you linked, like training strategies and how other mechanics like using ki to fight work. Again, sorry if this is a necropost.
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.1.0): A super duper bluper saiyan (0.42.05)
Post by: Putnam on August 15, 2016, 01:19:47 am
This page actually goes into detail about as much as possible. (https://github.com/Putnam3145/SPARKING-Dwarf-Fortress-DBZ-mod/wiki/Ki)

Do you mean adventure mode training?
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.1.0): A super duper bluper saiyan (0.42.05)
Post by: RACERBOY on August 16, 2016, 09:44:00 pm
Yes, that's what I mean. Sorry for not being clear in that
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.1.0): A super duper bluper saiyan (0.42.05)
Post by: MythicAlex on August 21, 2016, 11:24:03 pm
I love the mod but whenever I try to use the scouter command nothing happens except for this error popping up in dfhack, any clue how to fix it? http://puu.sh/qJSUs/b2cfd1e951.png
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.1.0): A super duper bluper saiyan (0.42.05)
Post by: Putnam on August 21, 2016, 11:30:28 pm
...The latest version is actually 1.1.3, which should be played on... 0.43.03, I think, or at least 0.42.06.
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.1.0): A super duper bluper saiyan (0.42.05)
Post by: MythicAlex on August 22, 2016, 12:06:42 am
Ah, my bad. Thanks!
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.1.3): A super duper bluper saiyan (0.42.06)
Post by: jecowa on August 22, 2016, 04:44:24 pm
...The latest version is actually 1.1.3, which should be played on... 0.43.03, I think, or at least 0.42.06.

You mean "1.1.2", right? There's not a v1.1.3 waiting to be pushed, is there?
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.1.3): A super duper bluper saiyan (0.42.06)
Post by: Putnam on August 22, 2016, 06:39:47 pm
wow yes duh
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.1.2): A super duper bluper saiyan (0.42.06)
Post by: jecowa on September 04, 2016, 06:59:02 am
It looks like there's a formatting error on the "YORE" line in the Saiyan and Frieza languages.

Also, there's a few words that don't have translations in any of the three Dragon Ball languages.
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.1.2): A super duper bluper saiyan (0.42.06)
Post by: Djhase on September 23, 2016, 07:09:51 pm
I hope this isn't considered a necro, and I would otherwise have posted this on the wiki [ which I unfortunately cannot], but I've noticed while playing Adventure Mode but for some reason the the player Saiyan appears to lack the ability to fly. I've tested some of the other races, and they all appear to posses flight in adventure mode. (The modded races).

Slightly off topic: can races such as humans with no inherent flight learn it through raising their power level? If so, is flight a learned trait for saiyans? As I have checked the creature file and have found no flier token for them.
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.1.2): A super duper bluper saiyan (0.42.06)
Post by: Nahere on September 23, 2016, 08:12:59 pm
Saiyans are playable in Fort mode, and given what I've heard about Fort mode pathfinding I'd imagine that the lack of a flier token is intentional.
A couple things I've noticed:
The kamekameha interaction is missing an attack type ([CDI:MATERIAL:INORGANIC:KAMEHAMEHA_DB] should be [CDI:MATERIAL:INORGANIC:KAMEHAMEHA_DB:SOLID_GLOB] or whatever works best).
Screaming calls for yelling.txt not dragonball/yelling.txt.
Those were for 1.1.2 but may have changed in a dev version.
Title: Re: Sparking!!! Dragon Ball Mod (0.42 1.1.2): A super duper bluper saiyan (0.42.06)
Post by: Putnam on September 23, 2016, 10:54:02 pm
It used to have flier. It was horrible. You think dwarves get stuck on trees a lot? Fliers get stuck on those and walls.

I should probably not have kamehameha at all TBH, I removed ki blasts in general because I can't actually peek at what they're targeting (which is how I deal with differences in ki: the velocity of the attack (and thus the momentum and, over the course of the entire attack, the force) is multiplied by the ratio of attacker ki to defender ki; this cannot be done with projectiles).
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.4): A super duper bluper saiyan (0.42.06)
Post by: randomgenericusername on November 12, 2016, 08:09:40 pm
my game crashed ans some things didnt worked this is my errorlog:

Unrecognized Announcement Token: TRAVEL_ADVISORY

*** Error(s) finalizing the creature SAIYAN
Error Initializing Text: data/speech/yelling.txt

 also this thing keept spamming on dfhack console:


...rtress Z/data/save/region1/raw/scripts/dragonball/ki.lua:183: attempt to perform arithmetic on global 'genki_perc' (a nil value)
stack traceback:
        ...rtress Z/data/save/region1/raw/scripts/dragonball/ki.lua:183: in function 'get_ki_investment'
        ...ta/save/region1/raw/scripts/dragonball/dwarf_scouter.lua:6: in function 'getPowerLevel'
        ...ta/save/region1/raw/scripts/dragonball/dwarf_scouter.lua:178: in function <...ta/save/region1/raw/scripts/dragonball/dwarf_scouter.lua:172>
        [C]: in ?


 and scouter doesnt work either
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.4): A super duper bluper saiyan (0.42.06)
Post by: Putnam on November 12, 2016, 09:01:20 pm
Redownload the mod, pushed a hotfix. The YELLING thing ain't me, I don't even have that file (data/init/announcements.txt) in the mod.
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.4): A super duper bluper saiyan (0.42.06)
Post by: jecowa on November 12, 2016, 10:49:30 pm
Looks like I've missed a few updates. Do you happen to know if GitHub has a feature to get a notification when an update is released?
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.4): A super duper bluper saiyan (0.42.06)
Post by: Putnam on November 13, 2016, 12:40:04 am
Updates have been minor; I've been too busy to actually update with the kind of thing I want to, which is to say, a full event system that will allow Cell, Buu, Beerus, and Zamasu stuff to appear in a natural way, I.E. a full event system based on your units' powers and achievements.
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.4): A super duper bluper saiyan (0.42.06)
Post by: randomgenericusername on November 13, 2016, 10:53:23 am
i found the problem
the yelling is inside another folder in speech but the screaming just looks into the speech folder and not the dragonball folder in it
it should be data/speech/dragonball/yelling.txt
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.4): A super duper bluper saiyan (0.42.06)
Post by: Putnam on November 13, 2016, 06:00:37 pm
Yeah, I moved it there with the latest update.
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: RACERBOY on November 16, 2016, 06:06:23 pm
Hey sorry to bother you again but I was wondering if there is a way to learn kaioken as of yet.
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: xDarkz on March 29, 2017, 07:12:58 am
I'm sorry for necroing the thread. I've been looking to get this mod to work but I'm completely dumbfounded on how. Is this an adventurer exclusive mod or fortress mode?

I dragged and dropped the modded files/folders over and launched the game. Was able to pick Saiyajin as a race and all but aside from that, everything seems pretty vanilla. Am I doing something wrong?

Not so much a guide or anything.
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Alphamonder on May 03, 2017, 05:23:55 pm
How i can figure out or get teached by a god about Ki? i wanna see a non-hippie elf smashing a hippie in the face.
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Srip121 on May 05, 2017, 10:27:00 pm
So at what point do I become a Super Saiyan? :P
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Mr Ainz on July 03, 2017, 06:47:13 pm
I did a little bit of cheating with DfHack and elevated my skills and attributes and now it keeps spamming (adventure name here) has figured out how to turn to a super saiyan blue! Over and over again. Any way to fix this?
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Putnam on July 03, 2017, 07:01:26 pm
Hmm. It's probably some weirdness regardin allowed syndromes.
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: alamoes on October 26, 2017, 12:13:44 am
I played a modded game as Cell, and noticed two things.  1.  He gets exhausted very easily at anything above slowest flying.  This is because at any speed above 1.0, you become more exhausted.  2.  When I attack Frieza's men, my speed immediately turns to .099.  This is pretty bad, as I can barely hit anyone at that speed, and they tend to pound on me. 

So yeah, there are some bugs. 

I'm taking a look, but don't expect much out of me. 
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Putnam on October 26, 2017, 05:00:35 pm
This is because at any speed above 1.0, you become more exhausted.

Nah, you actually have to manually put in how exhausting each gait is, it's only correlated with speed by raw design, not by some hardcoded speed == exhaustion thing.

2.  When I attack Frieza's men, my speed immediately turns to .099.  This is pretty bad, as I can barely hit anyone at that speed, and they tend to pound on me. 

As long as you don't move, you should be able to fight. Guldo likes to stop time on you, which is what's happening here.

So yeah, there are some bugs. 

Almost definitely, but I don't see any here.
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Lidku on October 28, 2017, 05:05:55 pm
I have no idea how to work DFhack. How do I get instant transmission to work?
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Putnam on October 28, 2017, 05:43:14 pm
Press Ctrl+T should be enough.
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Lidku on October 28, 2017, 06:28:01 pm
Press Ctrl+T should be enough.

Yeah I tried that, but it doesn't pop up. For reference, I am using Rise of the Mushroom Kingdom + this mod simultaneously.

EDIT: I also noticed somethings have disappeared completely. Back on my old computer when I had this mod, I remembered that Saiyans could fly and had powers such flashstep, Ki beam, etc. Doesn't seem to be there when I check it. Only powers available now are Ozaru form and Spit...
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Putnam on October 29, 2017, 11:28:42 am
I couldn't balance any of those with the tree+attack overhaul, so I removed them. Flying saiyans got stuck in trees and a stray ki blast from a saiyan cheesemaker who has never fought could kill Beerus.
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Lidku on October 29, 2017, 12:12:52 pm
I couldn't balance any of those with the tree+attack overhaul, so I removed them. Flying saiyans got stuck in trees and a stray ki blast from a saiyan cheesemaker who has never fought could kill Beerus.

LOL! Now all I have to do is set up archers ontop of Trees and snipe with guerrilla warfare. Thanks for the idea  :P
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: saiyanwannabe on November 14, 2017, 05:15:11 am
Doubt I am the first to ask, but whats with the saibaman training sessions where they climb somewhere and get stuck staving to death? Are the saibamen not supposed to survive 100% of the time or is it a bug?
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Paxiecrunchle on November 17, 2017, 07:40:47 pm
Efforts like these make me realize how underfleshed Dragonball actually is as a functional setting rather than an individual narrative, and it hurts.
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Putnam on December 11, 2017, 11:48:03 pm
Efforts like these make me realize how underfleshed Dragonball actually is as a functional setting rather than an individual narrative, and it hurts.

he he he.

Doubt I am the first to ask, but whats with the saibaman training sessions where they climb somewhere and get stuck staving to death? Are the saibamen not supposed to survive 100% of the time or is it a bug?

they, uh, shouldn't be doing that i don't think, at least not climbing anywhere, that's bizarre
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Slax on December 16, 2017, 05:38:40 am
I just... wanna draw a comic where someone gets pummeled by a badger and then starts fighting it forever.
Powerups happen. Auras, screaming, fighting. FOREVER.
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: xenogray on December 21, 2017, 02:14:31 pm
Hello everyone,

This mod is absolutely brilliant :) I'm using it with War and Mythos (adv mode) and so far so good, i think. But i have a few questions :

- My power level is around 150 000 (says the instant transmission menu) as a Saiyan, i'm quite confused that i don't have the Super Saiyan transformation yet :/ What could trigger it ?

- I have two powers : Kienzan and Saiza Blade, how could i obtain more (if there are) ? I'm struggling to find dungeons or labyrinth etc...

I have to say that hand to hand combats are absolutely epic with this mod. I think i killed a Lesser Wendigo with some Yak meat earlier (after a few punches)...

Also, seems like several features are not on the feature list (lik the ki powers) and the wiki is lacking a lot informations (precise description on how to do several things)...
I thought Kienzan could be thrown, i was wrong :(

Cheers.
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Putnam on December 21, 2017, 08:29:49 pm
- My power level is around 150 000 (says the instant transmission menu) as a Saiyan, i'm quite confused that i don't have the Super Saiyan transformation yet :/ What could trigger it ?

A power level of 3,000,000. Power level increases exponentially up to that point, mind.

- I have two powers : Kienzan and Saiza Blade, how could i obtain more (if there are) ? I'm struggling to find dungeons or labyrinth etc...

Those aren't powers, they're reactions, and they're basically all you get unless you find a Kamehameha secret, which I can't for the life of me ever find.

Also, seems like several features are not on the feature list (lik the ki powers) and the wiki is lacking a lot informations (precise description on how to do several things)...
I thought Kienzan could be thrown, i was wrong :(

You can throw Kienzan with T, like any other throwable object.

Ki blasts were removed because I couldn't get it such that a random Raditz couldn't oneshot Beerus with them.
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: xenogray on December 24, 2017, 04:58:23 am
Hello,

Thank you very much for your answers :)

Just tried out the throwing kienzan, it worked, i don't know why i failed to throw it every previous times... bah..

For the Super Saiyan, seems like the Wiki is not toally up to date about it, sadly :s
But it's ok, now i got the hang of it. Also i didn't look properly my Power Level, it's 2 126 251.. Gotta power up until 3m then :D

EDIT : AH ! Last question : what about flying ? The only place where i found flying is to get on the ground and i can get over any small river or anything... I seem to be missing something ? It's a secret too ?
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Putnam on December 24, 2017, 05:12:34 am
Flying was removed for pathing purposes. Saiyans kept getting stuck in trees. That was fixed IIRC, so i might test it to bring it back
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: xenogray on December 24, 2017, 07:13:18 am
Great :D
Okay so the throwing Kienzan definetely changed my way to fight, now it's easier !

Also I'm almost at 3 100 000 power level. I got in a rage mode earlier but i guess that's not "it" ? Since i can't seem to do it again. I found the scream "power" (i think it was already here before, but can't say for sure), i don't know if it's from you or War & Mythos but, maybe there is a link ?

Sorry if i ask many questions :) I just want to grasp the way to play it fully and enjoy the mod
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Putnam on December 24, 2017, 07:33:27 am
Scream is from this. You'll want to use it regularly, it triggers the ability to go super saiyan for the first time.
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: xenogray on December 25, 2017, 04:11:01 pm
Okay, thank you for all the tips, but i may still have an issue. I screamed like... 100 times without success. Bad luck i supposed. And, out of curiosity, i took a look at your mod files to understand how it works and how many chances i had to transform.
I found out there was a cmd on DFHack that listed all defined syndromes in the game. "show-unit-syndromes" and if i believe what it says, my unit has no syndromes, at all. Not even "can super saiyan". And when i list all syndromes in the world, i only 5 - 6 syndromes (some vampire and illnesses) with nothing to do with your mod. Either i'm doing something wrong or there is an issue with my game.

EDIT : I was wondering what the scouter would way about my power level. I was very surprised to see a totally different number than in the Instant Trasmission number (around 19k instead 3m). I checked a bit and... it seems it's still the legacy number in the instant transmission menu :) I guess i should trust the one in scouter level ! And that would explain my difficulties to go SSJ. It seems i still have a VERY long way to go...
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Putnam on December 25, 2017, 05:24:46 pm
oof, yeah, i keep forgetting to update that which is weird since i use instant transmission like all the time, i'll do it right now, it'll come with the transformation overhaul i'm working on anyway

here's the fix, it's not contingent on any other changes i've done, just replace dragonball/instant_transmission in your raw/scripts/dragonball and save/raw/scripts/dragonball folders with this:

Code: [Select]
-- Allows instant transmission.

if df.global.gamemode~=1 then
qerror("Adventure mode only (for now). Sorry!")
end

function getTileType(x,y,z)
    local block = dfhack.maps.getTileBlock(x,y,z)
    if block then
        return block.tiletype[x%16][y%16]
    else
        return 0
    end
end

function getPowerLevel(unit)
    return dfhack.script_environment('dragonball/ki').get_ki_investment(unit.id)
end

local function positionIsValid(x,y,z)
local occupancy = dfhack.maps.getTileBlock(x,y,z).occupancy[x%16][y%16]
local tiletype = getTileType(x,y,z)
local attrs = df.tiletype.attrs[tiletype]
if occupancy.building~=0 or occupancy.unit or not dfhack.maps.isValidTilePos(x,y,z) or attrs.shape == df.tiletype_shape.WALL  then return false else return true end
end

local dialog = require('gui.dialogs')

local function teleport(player,unitID)
local unit = df.global.world.units.all[unitID]
local playeroccupancy = dfhack.maps.getTileBlock(player.pos).occupancy[player.pos.x%16][player.pos.y%16]
local teleportToPosX = unit.pos.x
local teleportToPosY = unit.pos.y
local timesTried = 0
teleportToPosY = unit.pos.y - 1
repeat
if timesTried > 4 then qerror("Failed to teleport.") end
local hasNotTried = true
if teleportToPosY < unit.pos.y and hasNotTried then
teleportToPosY = unit.pos.y
teleportToPosX = unit.pos.x-1
hasNotTried = false
end
if teleportToPosX < unit.pos.x and hasNotTried then
teleportToPosX = unit.pos.x
teleportToPosY = unit.pos.y+1
hasNotTried = false
end
if teleportToPosY > unit.pos.y and hasNotTried then
teleportToPosY = unit.pos.y
teleportToPosX = unit.pos.x+1
hasNotTried = false
end
if teleportToPosX > unit.pos.x and hasNotTried then
teleportToPosX = unit.pos.x
teleportToPosY = unit.pos.y-1
hasNotTried = false
end
timesTried = timesTried + 1
until positionIsValid(teleportToPosX,teleportToPosY,unit.pos.z)
dfhack.gui.showAnnouncement("You put two fingers up to your head and concentrate...",11)
player.pos.x = teleportToPosX
player.pos.y = teleportToPosY
player.pos.z = unit.pos.z
if not player.flags1.on_ground then playeroccupancy.unit = false else playeroccupancy.unit_grounded = false end
end

function selectUnit() --taken straight from here, but edited so I can understand it better: https://gist.github.com/warmist/4061959/... again. Also edited for syndromeTrigger, but in a completely different way.
    local creatures=df.global.world.units.all
    local tbl={}
    local tunit=df.global.world.units.active[0]
    for k,creature in ipairs(creatures) do
local plevel=pcall(function() math.ceil(getPowerLevel(creature)) end) and math.ceil(getPowerLevel(creature)) or "immeasurable"
local racename=df.creature_raw.find(creature.race).caste[creature.caste].caste_name[0]
table.insert(tbl,{racename.." "..plevel.." ".. (creature==tunit and "(You!)" or ""),nil,k})
    end
    local f=function(name,C)
        teleport(tunit,C[3])
    end
dialog.showListPrompt("Left is species, right is power level.","Choose creature to teleport to:",COLOR_WHITE,tbl,f)
end

selectUnit()
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: xenogray on December 25, 2017, 07:13:21 pm
Yay :) My power level is fixed, thank you very much ! I just realized everything i, the wilderness around me has 0 power level. How puny they are :p

I did some macro to "farm" the power level : like doing pushups, walking a bit and repeat. I get 100+ PL under 10mn. I don't really know if it's efficient or if there's any better way to up it since i only fought until now (and quite a lot). That'll be my char training sessions :p once or twice a day x) (Until 3 000 000, which seems far away)
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Putnam on December 25, 2017, 08:31:31 pm
I personally find some wildlife, grab on, then do pushups and situps and meditate while the wildlife tries to hit me. That's probably the fastest training regiment.
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: xenogray on December 26, 2017, 07:03:25 am
I never thought i would say this but THANK THE BOGEYMEN !

With your tip, i go up 6k PW in less than 5mn. Thank you very much :D
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Putnam on December 26, 2017, 11:28:26 pm
Actually, real time, it might be faster not to do the pushups/situps/meditation reactions just so the macro doesn't have to go through menus. IIRC I was able to train up to super saiyan in 2 in-game days without them, so it's not that important to have.
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Nahere on January 01, 2018, 03:11:36 pm
So I found a slab that read 'King Kai's greatest technique', but it taught me the Crane School secret. I'm guessing this (http://www.bay12forums.com/smf/index.php?topic=149426.msg7656635#msg7656635) is why.
Also, is there a reason why natural ki users can't learn the Turtle and Crane School secrets?
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Putnam on January 01, 2018, 09:25:07 pm
Wow, that's... completely bizarre.

Natural ki users can't learn them because the original intention was exclusively for them to be a way for non-natural ki users to use ki. I sort of forgot about them with the ki overhaul back in 0.40.
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Nahere on January 03, 2018, 01:45:14 am
So I'm trying your dragon balls as artifacts system, but I'm having trouble actually finding one. Legends viewer tells me what sites they're in, but they're all forest retreats and the one I've checked only has house trees with no sign of any items. Any tips for finding it? I could really do with a dragon radar right about now :P.
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Putnam on January 03, 2018, 06:04:20 am
Yeah, I haven't actually released it properly yet because they, uh, actually probably don't spawn in a building in adventure mode and will therefore be impossible to find without sufficient abstraction (e.g. the abstraction provided by fortress mode's army mechanics). Once I solve that problem it'll probably be ready.
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Rumrusher on January 03, 2018, 08:54:31 am
just realize you could just code around thrown objects hitting extremely powerful foes by making the item at a certain range just plummets into the ground, or do extremely less damage. now I wonder if force damage is that strong an item made of nothing if thrown at an extremely High speed will kill someone on the feedback alone?
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Putnam on January 03, 2018, 09:36:43 am
Main problem is how to determine when said projectile is going to hit someone. Check every time a projectile moves and, if its motion vector is going to take it into a powerful unit's tile next time it moves, drop it to the ground?
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Nahere on January 03, 2018, 04:01:41 pm
Yeah, I haven't actually released it properly yet because they, uh, actually probably don't spawn in a building in adventure mode and will therefore be impossible to find without sufficient abstraction (e.g. the abstraction provided by fortress mode's army mechanics). Once I solve that problem it'll probably be ready.
I had a feeling it would be something like that. I guess I'll just start a fort at some point and retire my adventurer there. At least that way I won't have to travel to every corner of this world myself.
Edit:
Spoiler (click to show/hide)
I guess immortality isn't quite what it was made out to be?
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Putnam on January 04, 2018, 03:13:48 am
Hmm. It ought to resurrect him.
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Nahere on January 04, 2018, 04:48:49 am
I have a save from just before confronting him. You want it for testing?
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Putnam on January 04, 2018, 05:33:27 am
That'd be good.
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Nahere on January 04, 2018, 06:07:59 am
Here. (http://dffd.bay12games.com/file.php?id=13383)
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Freewayz on February 07, 2018, 05:54:25 pm
Can someone help me? this guyhttps://www.dropbox.com/s/8k5q6eqhjn81nnh/Caio%20150k%20no%20ssj.zip?dl=0 (https://www.dropbox.com/s/8k5q6eqhjn81nnh/Caio%20150k%20no%20ssj.zip?dl=0) with 150k power level and kaioken with 265 kills is not unlocking Super Saiyan 1, how do i manage to do that?
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Putnam on February 07, 2018, 06:49:27 pm
threshold is 3,000,000, 150,000 is (believe it or not) 57% of the way there
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Freewayz on February 07, 2018, 09:36:24 pm
Ah sorry i saw in the wiki 21k
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Freewayz on February 08, 2018, 01:28:41 am
I have a few questions:
1- Do Bio-Androids still in the game? I cant seem to absorb someone with the regular android( cant grab using his tail)

2- Do Oozaru transformation have a chance to fail? Most of the time i cant transform into oozaru, and yes im with the tail

3- When i transform someone into candy idk how to to eat them when using my majin, even if i kill them and try to eat his candy body he just lick it. How i can do it?

4- To get Super saiyan 4 i need to be a oozaru than go super saiyan or be a Super saiyan than become a oozaru?

5- Potential unleashed/unlocked/elder kai thing, is possible to get that?
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Putnam on February 08, 2018, 02:53:02 am
1. bio-androids are, but absorption was always screwy so it could have broken
2. i don't think it ought to fail, but syndromes are (again) screwy
3. unfortunately i couldn't figure that out, i was hoping allowing them to gobble vermin would work but creatures transformed into vermin are creature-like rather than vermin-like
4. super saiyan 2 rather than super saiyan, but yes, that would work
5. yes, you have to find a slab with the secret on it
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: OrdinaryWizard on February 17, 2018, 09:49:36 pm
It would be cool if wastelands were destructible like in regular dbz and creatures were modified to somehow survive a mountain crushing them. I am an idiot in modding so it would be nice if I can directly get my dfhack to work with the scouter but it wont for some reason
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: saiyanwannabe on April 10, 2018, 10:13:34 am
Yo Putnam, I am curious what you are doing as far as updating this mod, I care so much because this is my absolutely favorite DF mod. I have played this mod for over a year and a half so far and am still enjoying it just as much!
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Putnam on April 10, 2018, 07:47:24 pm
Sort of been slowly updating it to have a new, 100% script-based transformation system--having it be based on syndromes has been noticeably janky in the past (one of my forts had a saiyan who became permanently stuck in super saiyan 2--she also later became super saiyan god, which stacked with the super saiyan 2 power, rather dumb), and I can tweak the super saiyan curve better this way. Plus, it lets me fully implement Ultra Instinct, Super Saiyan Anger and Kale's line of Super Saiyan.
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: cesarjunior233 on April 14, 2018, 10:22:44 am
Someone can give to me the new adventure mode keybindings, or instructions to use powers in adventure mode ?
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Putnam on April 14, 2018, 02:59:14 pm
ctrl+t for instant transmission, powers can be used with x.
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: lawlzlo12 on April 15, 2018, 03:58:58 am
I have a question about power levels? can you increase your power level in anyway besides just killing things or do you need to depopulate the world to get a high enough power level to get to, say super saiyan 2? and a question about ss4 and lssj and if they were still in the mod.
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Putnam on April 15, 2018, 03:48:50 pm
Killing things is not how you increase your power level, you increase it by training, i.e. increasing your attributes, which is done by increasing skills. Most efficient way right now is to wrestle woodland creatures until they pass out. Since even the most basic saiyan is an unmatched killing machine, killing things is going to be extremely inefficient.

Super Saiyan 4 is in the current released version of the mod. I haven't implemented it yet in the next version. Legendary super saiyan is still very much a thing.
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Nahere on April 15, 2018, 05:21:08 pm
I found that deliberately drowning myself was a good way to train endurance, so meditating at the bottom of a lake is a decent way of increasing power level.
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: lawlzlo12 on April 16, 2018, 12:03:00 pm
Thank you for that info very much friends!
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: cesarjunior233 on April 17, 2018, 03:17:15 pm
How to get powers in adventure mode ?
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Putnam on April 17, 2018, 03:56:37 pm
What do you mean by "powers"?
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: lawlzlo12 on April 21, 2018, 10:47:01 am
would it be possible to start as a legendary super saiyan in adventure mode, so you could just start as a high power level saiyan without the need for training? just to go have fun with the awesome transformations? if not then when do you get legendary super saiyan? thank you!(if you do answer)
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Putnam on April 22, 2018, 01:55:55 am
Yes, start as a saiyan that gets angry and hateful easily and use this script to skip to Super Saiyan levels (legendary super saiyan is only a bit beyond that):

Code: [Select]
local ki=dfhack.script_environment('dragonball/ki')

local unit=dfhack.gui.getSelectedUnit()

local magicBoostValue=100

while ki.get_max_ki(unit.id)<3000000 do
    unit.status.current_soul.mental_attrs.WILLPOWER.value=unit.status.current_soul.mental_attrs.WILLPOWER.value+magicBoostValue
    unit.body.physical_attrs.TOUGHNESS.value=unit.body.physical_attrs.TOUGHNESS.value+magicBoostValue
    unit.status.current_soul.mental_attrs.PATIENCE.value=unit.status.current_soul.mental_attrs.PATIENCE.value+magicBoostValue
    unit.status.current_soul.mental_attrs.FOCUS.value=unit.status.current_soul.mental_attrs.FOCUS.value+magicBoostValue
    unit.status.current_soul.mental_attrs.SPATIAL_SENSE.value=unit.status.current_soul.mental_attrs.SPATIAL_SENSE.value+magicBoostValue
    unit.status.current_soul.mental_attrs.KINESTHETIC_SENSE.value=unit.status.current_soul.mental_attrs.KINESTHETIC_SENSE.value+magicBoostValue
    unit.status.current_soul.mental_attrs.ANALYTICAL_ABILITY.value=unit.status.current_soul.mental_attrs.ANALYTICAL_ABILITY.value+magicBoostValue
    unit.status.current_soul.mental_attrs.MEMORY.value=unit.status.current_soul.mental_attrs.MEMORY.value+magicBoostValue
    unit.body.physical_attrs.ENDURANCE.value=unit.body.physical_attrs.ENDURANCE.value+magicBoostValue
    unit.body.physical_attrs.AGILITY.value=unit.body.physical_attrs.AGILITY.value+magicBoostValue
    unit.body.physical_attrs.STRENGTH.value=unit.body.physical_attrs.STRENGTH.value+magicBoostValue
end

Put this into your hack/scripts folder, use it when in the (z) status menu in adventure mode.
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: lawlzlo12 on April 22, 2018, 06:43:03 pm
for some reason when i run the script it doesn't do anything, but when i run it outside of the status menu it gives the no unit selected error so i know that it at least somewhat works
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Putnam on April 23, 2018, 02:49:46 am
Fight some enemies or get injured. You will become Super Saiyan as soon as your saiyan gets angry or vengeful enough.
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: lawlzlo12 on April 23, 2018, 11:10:48 am
I will try but it does not increase anything in the status menu or give an indication it affected anything

*EDIT* I tried to fight some other saiyans and got wounded by them, nothing happened except i died (I guess i was vegeta in this instance)
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Putnam on April 24, 2018, 02:01:38 am
I played a bunch today, looks like Super Saiyan isn't boosting power level properly... so yeah, definitely gonna have to get that transformation overhaul out. It's really greating when Dwarf Fortress gets in the way of my shit working.
Title: re:
Post by: Gamzam on April 26, 2018, 01:16:00 am
When I'm a super saiyan two, demon attacks basically glance away from me; that's how it's supposed to be! Sometimes though, I randomly revert back to human durability for some reason; this happens as a God of Destruction, too. I'll be unstoppable, and then suddenly I get obliterated by a single punch. What gives? Also, what does the 'Just use this on yourself' for GoS do? You should probably rename those kinds of things something that makes sense.
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: saiyanwannabe on May 03, 2018, 06:04:29 am
Can we get some ki blasting other then training in the create menu and throwing the ki Item? Also could you have varied power output so you can train on things even when your strong?
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: saiyanwannabe on May 03, 2018, 06:24:56 am
Oh, and what does scream do?
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Putnam on May 03, 2018, 03:00:35 pm
Used to be the thing that triggers the game checking if you can go super saiyan. Still does that, but the game also bruteforces it.
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Tokanova on May 19, 2018, 04:14:13 am
How do you use this mod? I'm new to using DF Mods and have no idea where to start with this. I have the newest version of the Python version of Lazy Newb Pack but don't have a tab for mods, should I just merge it to the raw dwarf fortress folder?
What version of dwarf fortress should I even use?

Can someone make a quick start guide or something for this mod?
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Putnam on May 19, 2018, 04:43:02 am
0.44.10 should be fine, now.

Quick start guide... not today, it's 3 AM, but I should probably write a guide on proper adv mode training and such.
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: saiyanwannabe on August 02, 2018, 01:15:06 am
0.44.10 should be fine, now.

Quick start guide... not today, it's 3 AM, but I should probably write a guide on proper adv mode training and such.
That would be cool, I hope you teach me something I never thought of.
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Putnam on August 02, 2018, 04:36:44 am
Uh, my basic advice is just wrestle small animals. Don't kill them, just hold on and let them whale on you. For best results, have one for each possible point of grapple. This is the fastest way of training I have seen yet.
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: saiyanwannabe on August 03, 2018, 02:48:42 am
Do you have any plans to make it possible to make things out of ki? Like a blade (like the salza) or shield ect. And something along those lines will it be possible to utilize ki more directly then just automatically infusing attacks with it?
Title: Transformation
Post by: saiyanwannabe on August 08, 2018, 02:13:19 am
I feel like going supersaiyan isn't making me any stronger. Does the attributes hit a wall or something so that even getting more battle power you still wont get any stronger? When I go super my battle power doesnt seem to go any higher, and I dont seem to do more damage. Animals can still survive my attacks when I should be (in my opinion XD) exploding their upper body into gore. I am playing on version 44_12.
Title: Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
Post by: Putnam on August 08, 2018, 04:22:20 am
Could be weird jank causing that. I'm actually updating the mod right now, trying to work out a proper UI for transformations, since I'm mostly done with the overhaul.
Title: Re: Sparking!!! Dragon Ball Mod (0.44 1.2.0): Ultra Instinct
Post by: Putnam on August 08, 2018, 09:48:05 am
I'm done now. I have a UI in dwarf mode and adventure mode, with smart transformation AI that lets NPCs use their least costly transformation while keeping their more powerful ones in reserve for tougher opponents. The adventurer can choose whatever transformation they like in adventure mode, at any time, and the game will automatically untransform or stack transformations to accommodate this. Also included is a small event where Whis comes to train two of your saiyans, at which point they will be able to go Super Saiyan God and, with enough training, master Super Saiyan Blue and Ultra Instinct.

Get the release here. (https://github.com/Putnam3145/SPARKING-Dwarf-Fortress-DBZ-mod/releases/tag/1.2.0)

I haven't tested beyond Super Saiyan 1, mind. Some errors may show up in the DFHack log; this is due to the new way I have unit checks set up. Units are checked 5 times as often now, but on a delay, which unfortunately causes some units to despawn before they're checked, leading to errors. I tried to mitigate these, but it didn't quite stick, and I don't want to slap it in a pcall just in case there's actual errors.
Title: Re: Sparking!!! Dragon Ball Mod (0.44 1.2.0): Ultra Instinct
Post by: saiyanwannabe on August 09, 2018, 02:03:41 pm
Heck yea, I cant wait to try it out!  8)
Title: Re: Sparking!!! Dragon Ball Mod (0.44 1.3.0): Ultra Instinct
Post by: Putnam on August 10, 2018, 12:22:39 pm
Sorry for the quick turnover, but there's another release (https://github.com/Putnam3145/SPARKING-Dwarf-Fortress-DBZ-mod/releases/tag/1.3.0). This one's yet more thoroughly tested, both in adventure and dwarf mode--it should be working very well now.
Title: Re: Sparking!!! Dragon Ball Mod (0.44 1.3.0): Ultra Instinct
Post by: saiyanwannabe on August 11, 2018, 10:19:29 pm
Ahh yea! I have a question, what exactly does going supersaiyan boost? If it is purely just extra battlepower then how does battle power affect my attack and defense?
Oh, and could you touch up the git hub wiki? I look at it from time to time for help and info. Thanks :D
Title: Re: Sparking!!! Dragon Ball Mod (0.44 1.3.0): Ultra Instinct
Post by: Putnam on August 12, 2018, 02:36:31 pm
I've got another content update coming up with a bit of a zenkai overhaul. I made training take a lot longer past Super Saiyan, but I've also buffed zenkai to compensate. Once I've tested it to see if there are errors, I'll release the update.

Ki affects attack and defense pretty simply: accuracy and velocity are both multiplied by sqrt((attacker ki)/(defender ki)), so someone who is twice as strong will hit 1.4x as often and 1.4x harder and will get hit 0.7x as often and get hit 0.7 times harder.

EDIT: New release. (https://github.com/Putnam3145/SPARKING-Dwarf-Fortress-DBZ-mod/releases/tag/1.3.1)
Title: Re: Sparking!!! Dragon Ball Mod (0.44 1.3.1): Half a Raditz
Post by: Vakfu on August 12, 2018, 06:06:22 pm
Heya there! Love your mod and I'm really happy to see another update! I'm here to tell you Dragon Balls don't seem to work in adventure mode. I've spawned seven of them, pretty much to test them out. And while I can select them no problem. When I use them, there is just a "You practice your speaking but make nothing of note" and nothing else happen. Tried it several times. Still the same message without anything else. Didn't tried it in fortress mode.

Anyway, I probably wouldn't play so much of this game if it wasn't for this mod. Keep up the great work!
Title: Re: Sparking!!! Dragon Ball Mod (0.44 1.3.1): Half a Raditz
Post by: Putnam on August 12, 2018, 09:05:36 pm
Ah, that's annoying, didn't test adventure mode because I actually couldn't find the dragon balls where they spawned there, so I just sort of wrote it off as a lost cause. Probably foolish.
Title: Re: Sparking!!! Dragon Ball Mod (0.44 1.3.1): Half a Raditz
Post by: Vakfu on August 12, 2018, 09:38:50 pm
After further test in Adventure mode with the new version of the mod, there is a pretty big bug. Power level isn't appearing in the stats tab whether I choose Saiyan or Human and probably whatever else. And I can't even open the Instant Transmission Tab. Everything should be installed fine. Even double checked if it wasn't just me, but nope. Even on a fresh world and even a fresh file. Power Level just disappeared... Kinda defeat the whole purpose of the mod :P

Welp. Imma stay on the 1.3.0 till this thing is patched.
Title: Re: Sparking!!! Dragon Ball Mod (0.44 1.3.1): Half a Raditz
Post by: Putnam on August 12, 2018, 11:16:36 pm
Is there an error in the DFHack console?

EDIT: forgot to push the most recent change, wow, new release (https://github.com/Putnam3145/SPARKING-Dwarf-Fortress-DBZ-mod/releases/tag/1.3.2). Also edited the wiki with updated info.
Title: Re: Sparking!!! Dragon Ball Mod (0.44 1.3.2): Half a Raditz
Post by: Vakfu on August 13, 2018, 07:01:09 am
Ahah, that happens. Anyway, the last release seems to have fixed this.
Title: Re: Sparking!!! Dragon Ball Mod (0.44 1.3.2): Half a Raditz
Post by: Zombieguy223 on August 17, 2018, 10:05:00 am
Question: Can Super Saiyan 2+ be achieved in adventurer mode? I got up to around 70 million power level in a previous version two weeks ago, but nothing ever triggered. I'm only at 11 million in the current version, so I'll see if it's different this time.

Also, I think I've found a typo in the sparking.lua file. DFHack throws up an error message when things get into combat about being unable to find a unit ID at line 758. Looking at the line in question, it seems like you accidentally typed in df.unit.find(defender), when it seems like it should be df.unit.find(defenderId). I might be wrong, but I think that's the case. I'm disinclined to edit the file myself without confirmation, however. The specific message is in the spoiler below:
Spoiler (click to show/hide)

Besides that, I love this mod. Adventurer mode is very fun, even though I'm struggling to find strong opponents now (the Goku curse), and fortress mode is pretty fun as well. I do find myself missing strange moods, but I can still build my dragon's hoard of artifacts by stealing them from other sites, which is always a plus!

Edit: I decided to try that change myself, and got another error message! This is why I shouldn't code, everything breaks on me.
Spoiler (click to show/hide)
Title: Re: Sparking!!! Dragon Ball Mod (0.44 1.3.2): Half a Raditz
Post by: Putnam on August 17, 2018, 12:57:36 pm
Ah, indeed. Those errors should be minor--Zenkai was barely working beforehand anyway. Still, should be fixed, and have been. Don't worry, that second one wasn't you breaking anything, it was me failing to account for something. Your second error doesn't change functionality in any regard, just makes an error show up when there should be nothing.

Newest stuff up here. (https://github.com/Putnam3145/SPARKING-Dwarf-Fortress-DBZ-mod/archive/stable.zip) This link should always have the latest version, and I'll probably use it from now on instead of having different release URLs.
Title: Re: Sparking!!! Dragon Ball Mod (0.44 1.3.2): Half a Raditz
Post by: saiyanwannabe on August 21, 2018, 02:36:28 am
Why does training in the create tab create physical ki entities, can it be programed to use that ki to create either blast (thown thing) or shield/armor/weapon? Is the physical property of the ki items good for making things?
Title: Re: Sparking!!! Dragon Ball Mod (0.44 1.3.2): Half a Raditz
Post by: Putnam on August 21, 2018, 05:17:38 am
The training creates physical ki entities because attribute increase is based on skill increase and skill increase is based on number of products made..

Kienzan and salza blade also create physical ki, and it is pretty good for weaponry in those cases.
Title: Re: Sparking!!! Dragon Ball Mod (0.44 1.3.2): Half a Raditz
Post by: saiyanwannabe on August 22, 2018, 10:18:25 pm
Will you consider making it possible to use your ki (energy, not physical ki) to interact with the world in some way, like making heat, moving objects, mine, ect?
Title: Re: Sparking!!! Dragon Ball Mod (0.44 1.3.2): Half a Raditz
Post by: Putnam on August 22, 2018, 10:45:47 pm
Never thought about it, but it's an interesting thought. Main problem with it is that it's kinda a lot of work for something very specific--making heat isn't overly useful, for example.
Title: Re: Sparking!!! Dragon Ball (Z) Mod: Test fort mode! (0.34.04)
Post by: NTJedi on August 23, 2018, 12:17:53 am
New Ideas:
FOOD:
1} How about adding sensu beans?   I know they're extremely powerful because of their healing, but perhaps this can be balanced by only allowing them to be found for sale by traders and even then the traders could rarely have them making them more of an easter egg discovery.  Or create a special cat trader called Korin who rarely appears and would only sell like 5 or less.  Rare special easter eggs are great fun.   
If you allow the player to grow the sensu beans it could be some very time consuming, expensive and/or complex process...  whatever combination works for you.

SideNote:*I recall saiyans eat lots more food than the average human or dwarf, not sure if you're interested in changing this variable depending on how closely you wish to match what we know about saiyans.

ROOMS:
2} How about gravity training chambers?  What better way to discourage the cheating/exploit of danger training rooms than to create a more balanced training room which matches the theme of dragonballz.  Probably make them slightly better than a regular barracks, but perhaps require more furniture?

3} How about the hyperbolic time chamber?  Another type of training room, but it could only be used once and has a great boost in stats for the saiyan.  Such a special room should have difficult building requirements because we don't want someone who just started with 50dwarves to have created this powerful structure so early.  I'm not sure which of those variables are possible for such a room... just another idea.


ENEMIES:
4} Here are some enemy ideas:   
    A) Garlic Junior - He's immortal so even if he's killed it's possible for him to return 2 seasons later for another attack.   *Special bonus if you can somehow link him with an evil dark water mist causing insanity.
    B) Androids - Lots of android history within Dragonball and DragonballZ for some fun creations later.  I estimate the number of attacking androids would range between 1 and 4 based on the dragonball & dragonballz history.
    C) Ginyu Force - Doesn't have to be exactly the same ones we saw from the episodes, my impression from the show was new members would replace older members if they were stronger, faster or unique abilities.   So having a selection of 200 unique beings where only 5 or 7 of them are randomly selected for each attacking ambush could work.  I know 200 unique beings is a lot of work, but you can start with a few and just add more when it's fun.
    D) Red Ribbon Army - A combination of attacking humans which could be as many as 100 since they are an army.  This could probably be created/managed by a new enemy civilization. The enemy army might even have one or two androids.


*SideNote - I didn't like the GT series so I didn't include any of those possibilities.

Looks like some of these arrived into the mod!   Great work keeping it going!!
Title: Re: Sparking!!! Dragon Ball Mod (0.44 1.3.2): Half a Raditz
Post by: Putnam on August 23, 2018, 12:53:21 am
I've thought about including gravity and hyperbolic time chambers regularly, but they're pretty difficult an implementation. I've mostly gotten around it by just sorta having the growth rates be tweaked in such a way that your saiyans will grow as fast as if they had extra gravity and the ability to hyperbolic time chamber once or twice (takes 3 years to get to super saiyan 2 after reaching super saiyan while in DB it took just one for gohan, more than 4 for goku, something like 9 for vegeta and, like, a day? for caulifla)
Title: Re: Sparking!!! Dragon Ball Mod (0.44 1.3.2): Half a Raditz
Post by: Zombieguy223 on August 23, 2018, 01:13:30 am
I have another DFHack error report about the zenkai boost if you're interested. I think I have an idea of what's causing this one, so I'll add my thoughts.

Spoiler (click to show/hide)

Looking through sparking.lua, I think this might be because the ki variable isn't defined until line 510, and so at line 423 it's trying to call an as-yet undefined variable for calculations. I must admit to not being especially knowledgeable about coding .lua files, or in general, but that's my impression.

Edit: Just to clarify, this error message comes up when my soldiers are sparring with each other. Probably not relevant, but it might be.
Title: Re: Sparking!!! Dragon Ball Mod (0.44 1.3.2): Half a Raditz
Post by: saiyanwannabe on August 24, 2018, 02:19:43 pm
Is there any way to see where I am when I use Instant Transmission? I like to go into caves to fight stuff but then I get smacked up by an enemy my character doesnt see so he cant block/dodge and it lands hard. Any idea, is there a dfhack script I can use to have vision without having to move around after I.T.?
Title: Re: Sparking!!! Dragon Ball Mod (0.44 1.3.2): Half a Raditz
Post by: saiyanwannabe on August 24, 2018, 03:18:56 pm
I am having some real trouble trying to find out how to change the key binding for instant transmission or advfort. They are both set to use ctrl T so I cannot use both until I fix it.
Title: Re: Sparking!!! Dragon Ball Mod (0.44 1.3.2): Half a Raditz
Post by: Putnam on August 24, 2018, 05:09:30 pm
I am having some real trouble trying to find out how to change the key binding for instant transmission or advfort. They are both set to use ctrl T so I cannot use both until I fix it.

It's in sparking_onload.txt in your save's raw folder (data/save/[save]/raw)
Title: Re: Sparking!!! Dragon Ball Mod (0.44 1.3.2): Half a Raditz
Post by: saiyanwannabe on August 24, 2018, 07:22:41 pm
I ended up just changing advfort binding instead. What files would I edit if I want to change how the mod worked? ie Making saiyans not need nerves (Paralysis is a shitty way to lose a character)
Title: Re: Sparking!!! Dragon Ball Mod (0.44 1.3.2): Half a Raditz
Post by: saiyanwannabe on August 24, 2018, 07:25:21 pm
I ended up just changing advfort binding instead. What files would I edit if I want to change how the mod worked? ie Making saiyans not need nerves (Paralysis is a shitty way to lose a character)
Or just make them able to heal so if I sustain nerve damage I will be able to retire somewhere and be able to fight after recovering.
Title: Re: Sparking!!! Dragon Ball Mod (0.44 1.3.2): Half a Raditz
Post by: Putnam on August 24, 2018, 08:33:08 pm
you can just use dfhack's full-heal while selecting the unit for the latter, you can remove nerves in creature_saiyan
Title: Re: Sparking!!! Dragon Ball Mod (0.44 1.3.2): Half a Raditz
Post by: saiyanwannabe on August 25, 2018, 07:53:39 pm
I just reached the ssj2 power level when I realized I had a problem, my character has seen so much death and sadness that he doesnt seem to become overwhelmed by emotion anymore, a lot of times he feels "nothing" at an event. Any idea what might trigger him like a feminist into going ssj2?
Title: Re: Sparking!!! Dragon Ball Mod (0.44 1.3.2): Half a Raditz
Post by: Putnam on August 25, 2018, 08:03:33 pm
If you get strong enough, it should happen anyway
Title: Re: Sparking!!! Dragon Ball Mod (0.44 1.3.2): Half a Raditz
Post by: saiyanwannabe on August 27, 2018, 04:34:53 pm
What can I do with senzu bean?
Title: Re: Sparking!!! Dragon Ball Mod (0.44 1.3.2): Half a Raditz
Post by: saiyanwannabe on August 27, 2018, 05:31:51 pm
Also, why are the treechoppers (which 90% of saiyan warriors choose to use) completely trash as weapons?
Title: Re: Sparking!!! Dragon Ball Mod (0.44 1.3.2): Half a Raditz
Post by: Putnam on August 27, 2018, 11:33:38 pm
Because I wanted them to use fists. Unfortunately, training axes no longer allow tree chopping, so you get saiyan warriors with treechoppers.

You can just eat senzu. If you're in dwarf mode, brew it.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: saiyanwannabe on August 31, 2018, 01:53:47 am
Is it possible to make ki blasts that come out as like megabeast dust or sphere of extract that does superficial burns up to incinerating completely upon hitting?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Srip121 on September 08, 2018, 03:01:08 pm
What are the stipulations for becoming Oozaru? I can't seem to transform at all. Can't even seem to get SSJ even after becoming angered and having a power level of 40 mil.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on September 08, 2018, 05:01:13 pm
Oozaru requires a full moon. Super Saiyan... yeah, it's a bit hard at the moment. I can actually probably merge master into stable at this point, since it's somewhat tested.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Srip121 on September 08, 2018, 06:50:20 pm
Anyway to get an announcement notification for full moons?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on September 08, 2018, 07:13:49 pm
I could probably work that, yeah. You can also press either W or D (forgot which lol) to check the moon phase.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: saiyanwannabe on September 10, 2018, 07:57:26 am
I can't use the hold back ability, when I press ctrl-z nothing seems to happen on the game, but in the console it says:
...ta/save/region1/raw/scripts/dragonball/adv_ki_adjust.lua:10: attempt to index a nil value (global 'unit')
stack traceback:
        ...ta/save/region1/raw/scripts/dragonball/adv_ki_adjust.lua:10: in local 'script_code'
        ...Slaves to Armok\Df 44 12 rolla spark\hack\lua\dfhack.lua:680: in function 'dfhack.run_script_with_env'
        (...tail calls...)
[DFHack]#
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on September 10, 2018, 04:00:51 pm
Ah, should've just used DF's own unit thinger. Fixed. Also should have saved the persist before the announcements try to happen.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Slax on September 10, 2018, 04:10:09 pm
Just gonna slip in a request for a monologue feature. I remember requesting screaming a few years back so we might as well go full hog, yeah? ;D
You know, the typical hero/villain muttering.

"This can't be my limit."
"I sense something..."
"He he he..."

I'm sure there's a list of generic Dragon Ball quotes somewhere out there.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: saiyanwannabe on September 10, 2018, 04:58:04 pm
I remember asking something like this before but I want to reword my question. Does supersaiyan make me any stronger, because it doesnt seem like it. Does it just make it easier to fight people who have a higher power level than me so that I dont move super slow around them because it doesnt make me any better at exploding animals with 0 power level.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: saiyanwannabe on September 10, 2018, 05:00:24 pm
On a side note, not to suck your d*ck about this or anything but thanks for continuing to work on this mod for years and making it so cool, 90% of the time that I play df I am doing so with Sparking! installed. I really want to make a youtube vid of me playing the mod because there is literally 0 videos of it on youtube! > :(  There should be some! XD
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: saiyanwannabe on September 12, 2018, 06:50:59 pm
What does the "holding back" feature actually do?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on September 12, 2018, 08:17:12 pm
Makes it so that you pull your punches on weaker opponents as if you were of equal strength. It does nothing on stronger opponents and changes nothing about your defensive abilities.

I added it due mostly to complaints about punching peoples' heads of during bar brawls, which is perfectly fair.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: saiyanwannabe on September 13, 2018, 04:32:42 pm
Do you plan on remaking blasts and beams and shit? It would be really cool personally speaking.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: saiyanwannabe on September 13, 2018, 09:40:47 pm
Does power level only affect how you fight other fighters? Like if you have a lower bp you will be slower or something?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on September 13, 2018, 09:46:18 pm
Only changes fights, yeah. However, power level is correlated with how fast you move, mostly because battle power goes up with agility.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: saiyanwannabe on September 14, 2018, 07:07:33 pm
Is it possible to get godly strength so that you can really destroy bigger creatures without having to bruise the brain?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: saiyanwannabe on September 14, 2018, 07:08:21 pm
Also I could still blow people heads off while holding back, I was in the millions and they had a normal saiyan powerlevel.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on September 14, 2018, 07:33:40 pm
Is it possible to get godly strength so that you can really destroy bigger creatures without having to bruise the brain?

yep.

Also I could still blow people heads off while holding back, I was in the millions and they had a normal saiyan powerlevel.

god dammit
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Asin on September 16, 2018, 02:35:35 pm
How exactly do you work the DFHack script things, like the scouter and what not?

Also, where does the sparking onload file go?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on September 16, 2018, 06:14:14 pm
Everything goes into where it's in in the zip, i.e. the raw and data folders. Merge it into the top level of the dwarf fortress folder.

Scouter's just highlight unit->dragonball/scouter. Everything else is automatic.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Vida on September 17, 2018, 12:07:25 pm
Hey, just popping in to let you know that I'm a long time player of this mod. Been playing for ages (not sure for the exact period of time, but Meph was still regularly updating the Masterwork for the DF release before last when I played). I strongly appreciate all the hard work you've put into this mod. It's easily one of the funnest experiences I've ever had in Dwarf Fortress. More than in any other mod, I feel like I have things to work towards. And that goes a LONG way.

I have a few quick questions, though. A while back, you said you needed to get around to writing a quickstart guide for adventure mode. Has that been worked on since then? Also, I'm unfortunately one of those casuals who can't play fort/adventure mode without tilesets. I finally managed to get Sparking to not crash whenever I run it on top of Meph's Tileset, but all the saiyans are fish. It's amusing, but kind've irritating after a bit. Do you have any plans to release a Sparking tileset? And will it have compatibility with things like Meph's Tileset?

Once again, a huge thanks for the effort!
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Srip121 on September 17, 2018, 04:30:23 pm
I too would be really into a SPARKING!!! tileset.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on September 17, 2018, 11:03:10 pm
I'm terrible at art. I guess you could technically just copy Meph or Phoebus or Spacefox or what-have-you human tile rules, but... yeah, I'm bad. I've thought about making a tileset for it, but I'm usually stymied by the combination of quantity (ADHD sucks) and my inability to make things that are even a minimum of quality.

As for adventure mode, I rebalanced it to make it easier and included a script to skip all the required training.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Wardley on September 18, 2018, 12:00:50 pm
Is it possible to use the get/use the potara earrings in adventure mode?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on September 18, 2018, 05:50:50 pm
The fusion functions that I wrote have code in place for adventure mode, but I actually have no idea.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: lawlzlo12 on September 19, 2018, 11:00:55 am
The skipTraining command doesn't work btw, and when you use adv-max-skills on adv mode you start out as a super saiyan.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: saiyanwannabe on September 21, 2018, 09:46:50 pm
Putnam, why don't saiyans have descriptions based on their attributes, aren't dwarves like that? (I dont play with dwarves ever)
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on September 22, 2018, 02:22:41 am
They do, it's just that most of the time with any reasonable amount of training they end up "unbelievably strong", "amazingly agile", "basically unbreakable", "absolutely inexhaustible" etc.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: saiyanwannabe on September 22, 2018, 05:38:56 am
When I was playing I instant transmissioned to the strongest person at a site, he was quite a bit stronger than some of the rest so I looked at him to try to see if he was muscley or tough or something and I didnt see any feedback on his physical characteristics. does dwarf fortress just not do that?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on September 22, 2018, 09:36:32 am
That display is only available in fortress mode. In adventure mode, all you'll see is their DESCRIPTION from the raws.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: lawlzlo12 on September 25, 2018, 08:07:18 pm
I just checked the wiki and super saiyan is, of course, gained at 3,000,000 but when i use adv-max-skills to test something out i find that at a power level of only 8000 i have super saiyan. did it change or something?

Edit: also how do you 'train' super saiyan? just use it?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on September 26, 2018, 09:36:58 am
Edit: also how do you 'train' super saiyan? just use it?

Yes, though the more exhausted you are while using it the more effective the training will be.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: lawlzlo12 on September 26, 2018, 10:36:19 am
and i found what may be a bug, when i used Oozaru at the full moon and then went super saiyan to increase the power, i found out after the full moon i could use Oozaru at any time and when i only turned off Oozaru it said i have stopped using Golden Oozaru.

Edit:I also found out that when using Oozaru it doesn't seem to increase my power level, at least when i use it outside of the full moon

EditEdit: It appears that because both days had a full moon that night i was capable of using Oozaru, when the full moon disappeared i stopped being able to use Oozaru.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: lawlzlo12 on September 26, 2018, 12:15:17 pm
It also turns out having to high a power level drops your speed down to 0.099 unless you have nothing in your inventory

It actually seems that having to high of a power level loops back around to really weak, i can't do anything to these boogeymen as an example
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on September 26, 2018, 03:53:11 pm
It also turns out having to high a power level drops your speed down to 0.099 unless you have nothing in your inventory

It actually seems that having to high of a power level loops back around to really weak, i can't do anything to these boogeymen as an example

That's only to do with strength, not power level. I keep lowing the max strength to try to avoid that bug and it keeps coming up, god damn.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: lawlzlo12 on September 26, 2018, 03:58:06 pm
I was also wondering if the wiki's power levels were still accurate, and if i could know if the legendary super saiyan transformation needs anything other then 'above 3 million in power level'
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on September 26, 2018, 04:03:05 pm
It's actually way less than that now. You also need to have high hate propensity and anger propensity.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: saiyanwannabe on September 26, 2018, 11:07:18 pm
Did you want saiyans to be insanely strong, but you cant because of a bug?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on September 27, 2018, 09:03:06 am
It's specifically STRENGTH, yeah. Ki manages some of the stuff strength does anyway, but there's still the encumbrance factor, so I don't want to limit it too hard, but the overflow bug there forces me to.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: saiyanwannabe on September 27, 2018, 08:32:54 pm
Do you think its possible to spawn sparing partners with Split Form?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: saiyanwannabe on September 27, 2018, 08:34:42 pm
Better question, is it possible to use that sparing combat intent so that you actually spar with npcs
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on September 28, 2018, 11:18:31 am
Do you think its possible to spawn sparing partners with Split Form?

Soul copying is awkward as hell and has caused issues in the past with crashes. So my answer is: I would like to, but technical issues get in the way. Split form is something I've given thought to.

Better question, is it possible to use that sparing combat intent so that you actually spar with npcs

I could, but it'd be too easily exploitable due to the fact that it's difficult to tell if combat is lethal at the moment, i.e. it'd make all attacks lightly-tap even if they want to kill you.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: lawlzlo12 on October 01, 2018, 05:02:18 pm
so i have legendary super saiyan, is it supposed to change your power level every so often when fighting to, for example, -104377075820/232629944?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: saiyanwannabe on October 01, 2018, 10:54:04 pm
Do you intend to add blasts similar to the old ones, or perhaps differently?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Gamzam on October 08, 2018, 11:25:27 pm
I'm really enjoying this mod! Thank you for your hard work.

I wanted to ask, do the different types of attacks have different qualities? (Slap, chop, roundhouse, etc.)

Also, is there anything I should be aiming to achieve as a God of Destruction, such as goals for power level or transformations?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on October 09, 2018, 01:21:51 am
1. Yep. How slow the attack is is roughly correlated with how strong they are, though chops are really strong and fast (with the tradeoff being that they take a long time to recover from).
2. Nope. God of destruction is mostly playable for the instant gratification of being the strongest guy around.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Gamzam on October 09, 2018, 08:00:29 am
Thank you for the info.

I seem to be running into a weird issue, though. Is it normal to punch something and only bruise it? I'm a God of Destruction, but I can't really do anything to these bogeymen. Is it because I'm enraged or something? Usually I send things flying away effortlessly.

Sometimes I obliterate something by hitting it, sometimes I bruise it and tear skin. Is it because of the attack precision?

EDIT: Also, is it possible to make a script that unlocks the kamehameha secret, considering it's near impossible to find?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on October 09, 2018, 11:50:28 am
There's some weird crap with bogeymen in particular.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: saiyanwannabe on October 10, 2018, 10:31:26 pm
Putnam, what sort of stuff are you thinking about adding next time you update the mod?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Gamzam on October 11, 2018, 01:33:25 am
Haha, yeah. Bogeymen are a mystery. Is that a 'no' to the script, then?

EDIT: My character becomes enraged at literally everything, which seems to negatively effect my combat abilities. I understand why it's in place for a god of destruction, but it's kind of obnoxious.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: archivis on October 11, 2018, 12:54:07 pm
I've been enjoying trolling around as a vampire saiyan instant transmissioning around sucking people dry, finding caverns, taking their stuff (god curse at last i've been trying to make a vampire since like last sunday but have been having a problem finding not abandoned statues to knock over finally had success about 25 minutes or less on my first world gen here after IT-ing into a current place and knocking over all their stuff, and chucking kienzan and those ki swords around it's been a glorious glorious mess and I've only mucked around with adventure mode so there's all the fort stuff as well to poke at :)  Thanks for keeping the updates for this coming :)
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Nepptu on October 27, 2018, 03:17:20 pm
I'm having this weird problem where godly ki isn't working as it's supposed to.. I start off as a god of destruction so I should have godly ki but weak enemies with like 1000 powerlevel and no godly ki can still hit me.. Glitch?

Also, why do I always start with Kienzan and Salza Blade out of all the moves? Kind of a weird 2 moves to start off with don't ya think. I also have no idea what training does. sometimes it raises my powerlevel and sometimes it doesn't..
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on October 28, 2018, 04:41:27 am
I can't make them unlockable or anything, you start with them or never have them at all. Training should always raise your power level. Which weak enemies? If they're bogeymen, yeah, known glitch, no idea what's going on.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: RACERBOY on October 28, 2018, 04:36:40 pm
Is it possible to acquire senzu beans in adventurer mode? I've never once seen them.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Nepptu on November 03, 2018, 06:27:28 am
Not the bogeymen, just common saiyan, dwarf, human peasants. Undead too. An undead smashed my left foot into bits.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: saiyanwannabe on November 04, 2018, 11:45:07 pm
So mr mod man, what might we be able to expect in a future sparking update?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: saiyanwannabe on November 23, 2018, 03:34:47 pm
Can you make an ability for auras with that training ki mist?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: killy667 on January 06, 2019, 03:02:27 pm
Hey, I was wondering if there was a way to add some powerlevel via df hack? I wanted to do some testing.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Nepptu on January 07, 2019, 04:45:01 am
Anyone know how you use transformations? I know how to select one but not how to transform. Specifically Oozaru, since it's my only form.

also funny story, one time i made a new saiyan char and literally in the town i spawned in i immediately met my first saiyan character and traded with him, i recognized him because he had the knife that i named
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Wardley on January 07, 2019, 02:32:09 pm
You just hit enter when you have the transformation selected. Oozaru however, requires a full moon to use. Only because that's how it works in the Dragon Ball canon.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on January 07, 2019, 03:36:20 pm
Yeah, I don't quite recall if I made it so that you don't see it when you can't or if it just doesn't transform. Either way, full moon is required for oozaru.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Freewayz on January 17, 2019, 10:29:41 pm
Well why i just can create namekian forts? I want saiyan forts lol
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: saiyanwannabe on January 28, 2019, 03:39:39 am
You can change your civilization/race at the embark map
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: saiyanwannabe on January 31, 2019, 11:55:50 am
So I made a very angry saiyan and went legendary, I have like -1500000000 power level and get my ass kicked
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Nepptu on February 20, 2019, 03:32:49 pm
So I made a very angry saiyan and went legendary, I have like -1500000000 power level and get my ass kicked

Legendary super saiyan sounds a bit too OP it might be breaking the game lol. Also, has anyone ever legitimately achieved super saiyan god in adventure mode? If so, then I'd be REALLY impressed if someone actually got UI.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Nepptu on February 22, 2019, 03:41:44 am
(https://i.gyazo.com/21d254bc04edafdd2bc3a0dc0b23ad14.png)

I'm sorry for the double post, but holy jesus christ. Wow.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: KelixKatz on February 23, 2019, 06:46:31 pm
I have DFHack enabled, but i seem to easily be harmed by saiyan warriors and demons and Boogeymen and other mortals as a god of destruction

heck demons and even Saiyans can easily snap my neck almost the instant i instant transmission to them, its like im just a normal person that might as well not be a god of destruction or a android :/

the scouter/dragonball command doesnt seem to work either and i dont seem to move at the speed of sound or kill people instantly with one punch to the face or anything crazy like that with insane power levels x.x
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: GR00VI on March 08, 2019, 12:21:35 am
I've been playing with this mod, and pouring over this post for pretty much the past like 3 weeks, and i have a (somewhat) good grasp on this mod so far, I was wondering, could you please tell me the new and updated requirements for each transformation, because after a fair while of grinding, I have super saiyan, and I attempted to turn ssj4 by using super saiyan and oozaru, but, I'm just a golden oozaru, is there something i'm missing? Further more, is there a way to edit your power level, or give yourself transformations, and the ability to use all of the ki attacks by editing some files? I've tried this with cheat engine, but the closest i've gotten is using the dfhack command to give a test character max stats, and he started out as a super saiyan. I think this mod is an excellent addition to adventure mode, and all of the care that goes into it, clearly shows, i'm having tons of fun cutting crundles in half with kienzans, I'm just curious, because it would be fun to just tear the world apart as a necro super saiyan god
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on March 10, 2019, 02:23:38 am
You need to have super saiyan trained up to SS2 levels for golden oozaru, as I recall--just stay in super saiyan for as long as you can as often as you can and that'll happen. Ki attacks are impossible to balance for weird technical reasons, so I've tried to make them at the very best exceedingly uncommon, and I don't know how you could add them with DFHack. Editing power level can only be done with editing attributes--power level is solely determined by attributes and transformations, so just edit your attributes to get your power level up.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Asin on March 14, 2019, 10:54:38 pm
Just a suggestion, if you wanna, perhaps you could change up the title music or something to a Dragon Ball song.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: GR00VI on March 15, 2019, 10:02:30 pm
Does anyone know all the current requirements for all of the saiyan transformations?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Ufirum on March 17, 2019, 08:22:46 am
Can't you gain the ability to fly even if you aren't tagged as flier? Cause I can't figure out how.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on March 17, 2019, 09:05:13 pm
Can't you gain the ability to fly even if you aren't tagged as flier? Cause I can't figure out how.

Nope, not even an option to add with syndromes. Legit would if I could.

Does anyone know all the current requirements for all of the saiyan transformations?

Wiki has 'em here (https://github.com/Putnam3145/SPARKING-Dwarf-Fortress-DBZ-mod/wiki/Super-Saiyan), for the most part just train it up.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Nepptu on April 21, 2019, 11:24:24 am
Is it possible to play as cell? It seems like a shame to include Beerus, Majin Buu, and the normal androids as playable races but not the bio-android.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on April 21, 2019, 03:08:54 pm
Bionic android should be an available option.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Nepptu on April 21, 2019, 03:11:53 pm
Hey, thanks for replying. For some reason my version of the mod didnt have the "[OUTSIDER_CONTROLLABLE]" tag in cells raws. I tried adding it back in multiple times and it crashed, so I figured it was a different problem maybe and I was only making it worse. After a while it worked though. Still puzzled on that absorption thing though.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Mister Fister on May 29, 2019, 03:31:39 pm
So I'm a bit of a noob to this mod, and searching through 20% of this thread has led me to no clues. Are there any different ki attacks besides the starting ones + throwing ki from your inventory? If so, how do I obtain them?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on May 30, 2019, 12:56:19 pm
So I'm a bit of a noob to this mod, and searching through 20% of this thread has led me to no clues. Are there any different ki attacks besides the starting ones + throwing ki from your inventory? If so, how do I obtain them?

Nope, I couldn't figure out a way to balance them. Melee attacks I can intercept and modify velocity and accuracy of based on attacker and attacked, projectiles I have no such luck.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Mister Fister on May 31, 2019, 01:43:01 pm
Maybe when they add in the magic system in their future update, you'll be able to make something work. Or maybe do something similar to the firebreathing ability dragons have?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on May 31, 2019, 03:01:33 pm
Nah, dragonfire breath is a uniquity, no way to replicate any individual part of it, it's a full package. Magic will probably help.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Saymana11 on June 20, 2019, 01:02:21 pm
Howdy gamer(s). I posted in this thread all the way back in 2015. Gee whiz that was a while ago. (I was very dumb/young.)

I love to come back and see that this mod is still in development and working, amazing. I've encountered a problem with it though. At least in adventure mode there seems to be a genuine lack of threat. As soon as you achieve SSJ1 or even just train your guy up to have SSJ attributes, you can pretty much knock the head off of most anything in a single punch. Am I missing something?

With the way Dwarf Fortress works, I imagine it may be difficult to have super powerful threats that are properly dangerous roaming the world?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: saiyanwannabe on June 22, 2019, 02:01:07 pm
I was wonder what transformations actually do. I cannot tell any difference between base form and super saiyan. I dont hit any harder, physically speaking it doesnt increase the force of any given attack. I admit I could be mistaken but I am sure you will see what I mean if you try it yourself. Am I just missing something? ???
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on June 23, 2019, 11:01:22 pm
I was wonder what transformations actually do. I cannot tell any difference between base form and super saiyan. I dont hit any harder, physically speaking it doesnt increase the force of any given attack. I admit I could be mistaken but I am sure you will see what I mean if you try it yourself. Am I just missing something? ???

Should be increasing the force, approx. 7 times as much. Won't show in the punch menu cause it's modified as the attack is happening.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: saiyanwannabe on June 24, 2019, 06:54:33 am
1: I dont really comprehend what that means lol what would be 7 times more force?
2: Is there any body variation with saiyans? when I am making an adventurer it never refers to having a big body with large muscle ect Do they vary but not have words that describe it?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on June 25, 2019, 03:19:21 am
1. literally i multiply the velocity of a given attack by sqrt(attacker_ki/defender_ki). super saiyan multiplies ki by ~50, gping down as base form is trained more (though it's never less than a doubling). I use square root cause I multiply accuracy by the same amount.
2. they do have variance and there SHOULD be words
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: stairmaster on July 02, 2019, 05:07:40 pm
Frivolous question: But  how do you get saiyans to properly transform if you're messing around in the arena? Less firvolous: Is it possible to make instant tranmission not teleport you right next to the target?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on July 03, 2019, 01:54:54 am
1. no idea. arena's funky
2. yes, though you'd have to edit the code
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: stairmaster on July 04, 2019, 11:19:58 am
If I revive someone with the dragon balls do they retain curses such as werebeast?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: saiyanwannabe on August 08, 2019, 10:53:14 pm
Can you make wrestling grips strength scale with bp? So I can grapple a large animal without them always breaking the grip.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Wardley on August 09, 2019, 07:38:50 pm
If I recall correctly, you can only wrestle things that are similar or smaller in size than you are. I'm pretty sure wrestling is based off of total mass, rather than strength.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on August 11, 2019, 06:22:00 am
Can you make wrestling grips strength scale with bp? So I can grapple a large animal without them always breaking the grip.

If I knew how it'd already be done, I think.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: saiyanwannabe on August 18, 2019, 10:13:46 pm
If I knew how it'd already be done, I think.
Makes sense lol. Any ideas on what sort of things you would want to add to the next update?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Lidku on September 23, 2019, 05:36:42 am
Reading power levels and instant transformation doesn't work for me. I have DF installed and put in the scripts from the mod. How do I fix this?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Wardley on September 24, 2019, 07:57:53 pm
Reading power levels and instant transformation doesn't work for me. I have DF installed and put in the scripts from the mod. How do I fix this?
Did you make sure to install DFHack?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Nepptu on October 09, 2019, 01:01:14 pm
This post was about having Whis train you in Adventure Mode, but I've edited it after my recent findings, which are below.

Edit: I've found out that spamming the potara script is kinda broken in adventure mode. Basically, I used DFHack to get 2 earrings made of Potara, an inorganic material. I'm pretty sure all you need is an item made of Potara in your inventory to fuse, so I bodyswapped with a nearby farmer and had him grab the second earring. I went back to my original adventurer, entered the dragonball/potara in DFHack, and.. didn't fuse. I tried wearing the earrings too.

I'm still kinda confused about it, but it appears the potara fusion script increases your stats... exponentially. I went from only being a Super Saiyan, and after inputting the script 3 times, I got to Super Saiyan 2. However, I never actually fused with the farmer who also had a potara earring. I decided to keep spamming it, and..

"Hello, (name). I am Whis, attendant to Lord Beerus the Destroyer. I've been watching you with interest and have decided to offer my teaching to you in god ki."
This confirms that Super Saiyan God is possible in adventure mode, and after accepting the request I immediately learned SSJ3, SSJG, and SSJB. Pretty sweet. Sorry for how long this is, I wanted to tell everyone else who was curious about Potara fusion, Super Saiyan God, and increasing your stats quickly in adventure mode. I do *not* know if the Potara earrings are necessary to increase your stats.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Omemega The seal on October 18, 2019, 11:18:59 am
is there any freeza race/frost demon transformations?and if notare you planning on adding them?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: lawlzlo12 on October 18, 2019, 04:14:12 pm
i have found out that you can get all the transformations in adventure mode, all the way up to ultra instinct i did cheat to do it because it kept bugging out when Whis appeared
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Wardley on October 18, 2019, 04:26:26 pm
is there any freeza race/frost demon transformations?and if notare you planning on adding them?
From what I've seen, first form to final form and then golden exist
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Omemega The seal on October 19, 2019, 07:07:48 am
is there any freeza race/frost demon transformations?and if notare you planning on adding them?
From what I've seen, first form to final form and then golden exist
Thanks!
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Omemega The seal on October 19, 2019, 10:38:19 am
This post was about having Whis train you in Adventure Mode, but I've edited it after my recent findings, which are below.

Edit: I've found out that spamming the potara script is kinda broken in adventure mode. Basically, I used DFHack to get 2 earrings made of Potara, an inorganic material. I'm pretty sure all you need is an item made of Potara in your inventory to fuse, so I bodyswapped with a nearby farmer and had him grab the second earring. I went back to my original adventurer, entered the dragonball/potara in DFHack, and.. didn't fuse. I tried wearing the earrings too.

I'm still kinda confused about it, but it appears the potara fusion script increases your stats... exponentially. I went from only being a Super Saiyan, and after inputting the script 3 times, I got to Super Saiyan 2. However, I never actually fused with the farmer who also had a potara earring. I decided to keep spamming it, and..

"Hello, (name). I am Whis, attendant to Lord Beerus the Destroyer. I've been watching you with interest and have decided to offer my teaching to you in god ki."
This confirms that Super Saiyan God is possible in adventure mode, and after accepting the request I immediately learned SSJ3, SSJG, and SSJB. Pretty sweet. Sorry for how long this is, I wanted to tell everyone else who was curious about Potara fusion, Super Saiyan God, and increasing your stats quickly in adventure mode. I do *not* know if the Potara earrings are necessary to increase your stats.
hey, how can you do that, i am linda new with df hack
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Omemega The seal on October 20, 2019, 06:38:02 am
i have a problem my saiyan can only move at 0.099,even when running it estas like that,even full-head doesn´t work
 

Edit:solved, it was an overweighted  kienzan
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: saiyanwannabe on November 02, 2019, 12:55:56 am
I would love to be able to play as a saibaman as an animal person, it would be a lot of fun to play as something new.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Wardley on November 05, 2019, 06:58:00 pm
I would love to be able to play as a saibaman as an animal person, it would be a lot of fun to play as something new.
You can go into the raws and make saibamen outsider controllable, same goes for shadow dragons, movie baddie mega-beasts, and a couple other entities
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: saiyanwannabe on November 08, 2019, 01:49:41 am
Oh thats pretty awesome! Do you know how I can spawn in dragon balls with the dfhack menu?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: saiyanwannabe on November 08, 2019, 02:06:14 am
I just figured it out, its "create-items boulder dragonball_underground"
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: VidaVonZarovich on January 31, 2020, 06:03:16 am
Assuming this mod will still be actively updated, what all can be done with the newest release? What will be improved? Did it open the door to add new content that was previously impossible or just not worth the effort?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: saiyanwannabe on February 03, 2020, 03:28:47 pm
Hey Putnum, now that the game got an update any chance this mod can get updated for the new version?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on February 05, 2020, 05:06:36 am
Assuming this mod will still be actively updated, what all can be done with the newest release? What will be improved? Did it open the door to add new content that was previously impossible or just not worth the effort?

Assuming this mod will still be actively updated, what all can be done with the newest release? What will be improved? Did it open the door to add new content that was previously impossible or just not worth the effort?

Yeah, I can add kiais (although getting them to properly no-sell on higher-power-level'd individuals is tough) and make regeneration properly (I've already done this locally, actually)
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: lawlzlo12 on February 09, 2020, 10:38:58 pm
in the wishing menu for adventure mode there is an item called instructions for fusion you can get, but it doesn't do anything so i have to ask if this is a dummied out item or something?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on February 27, 2020, 01:35:20 pm
in the wishing menu for adventure mode there is an item called instructions for fusion you can get, but it doesn't do anything so i have to ask if this is a dummied out item or something?

It's... probably kinda bugged, it's a super deep cut feature that I've never actually managed to get to in my gameplay.

Anyway, here's an update, wowee. (https://github.com/Putnam3145/SPARKING-Dwarf-Fortress-DBZ-mod/releases/tag/1.4.0) Still requires DFHack obviously, but I've tested this with a fort for a while and it works smooth. I'm kinda proud of it.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: RACERBOY on February 28, 2020, 01:04:08 am
So I have done some testing grinding up saiyan adventurers to use all the forms and I have run into a consistent problem. No matter what I try I can't seem to get Super Saiyan 4. I have full power super saiyan, super saiyan anger, etc. all trained up to full ultra instinct, but even when I do Oozaru with super saiyan and grind that way I never get the Super Saiyan 4 form. Is there something I am failing to do or is it just buggy with adventure mode? I have tried going super saiyan first and then oozaru and vice versa but nothing seems to happen besides just being golden oozaru.

On a side note, I've found from testing that cutting the tail off of any saiyan 100% of the time causes them to bleed so much they die from bleeding out even if they have no other injuries. Is that intentional?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on February 29, 2020, 06:04:28 pm
Ah, dammit. Yeah, I nerfed Super Saiyan 4's gaining super hard, cause testing revealed that it's usually gained, um, the instant super saiyan 1 is gained, due to the method of gaining it, so I made it require you to be about ~3/4 of the way to getting Super Saiyan 3 to get it. Unfortunately, I didn't include the standard adventurer exception for that.

Tail bleeding: ouch, no, but I'm kinda unsure what there is to be done about it besides giving them no arteries... which, considering how clean the cut always is, makes sense, huh.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Asin on February 29, 2020, 06:56:16 pm
Question: Where in the DF folder and subfolders would you install the Sparking files exactly, along with everything DFHack needs in order for it to function? Every time I've tried installing this and DFHack, it never worked properly, except for one time, and that was a long while back.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on February 29, 2020, 08:04:42 pm
DFHack is installed as normal, mod files are raw and data as usual. DFHack includes a lot of pretty impressive stuff for mods like that.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Asin on February 29, 2020, 08:21:24 pm
Yeah, dunno how to install the most current version of DFHack. The install instructions say SDL.dll gets replaced, but I'm not seeing it... Also, not sure where to put sparkingonload.txt exactly...


...In the middle of writing, I realized I downloaded the source code of DFHack instead of a version. Just fixed that issue, but the rest still stands. My apologies if this makes me look like a fool.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: RACERBOY on March 01, 2020, 08:55:02 pm
I've installed the latest version and have been able to reach super saiyan 4 without any issue.

Though I've now turned my attention to the new wrathful state you mentioned in the changelog. How do you actually make an adventurer capable of being a legendary super saiyan? Is it as simple as making a saiyan with max hate rage and vengeance? I've done so and only have gone regular super saiyan thus far. Is there something I'm missing? I also notice that in the code for transformations the legendary trait is assigned at birth apparently so is it impossible to reliably make in adventure mode?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: stealth121 on March 03, 2020, 02:01:01 am
First time playing this mod and im just getting back into the swing of things after leaving the Dwarven community for like 6 years, i have embarked as saiyans and am wondering if ki blasts are a adventure only thing or if its also in fortress mode,  anyways love the mod you have made. :)
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: lawlzlo12 on March 03, 2020, 03:50:48 pm
so i downloaded the new update and used the code you gave me to speed up the transformation which INSTANTLY made whis appear and also gave me ultra instinct sign eventually i unlocked super saiyan anger but i was constantly tired while using it and any other transformation for that matter so i decided to make a new world to try using only the updated training options thinking that the code got me to super saiyan to fast but the same thing is happening with only being able to use super saiyan in short bursts before i conked out from exhaustion and then i made a third world with an adventure with max everything from the beginning but i was just unconcious permanently until i used the dragon ball wish code to gain immortality to see if that would fix it, which it did so i am wondering if you know what was going on with the being tired from using transformations
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on March 04, 2020, 09:30:47 pm
Yeah, dunno how to install the most current version of DFHack. The install instructions say SDL.dll gets replaced, but I'm not seeing it... Also, not sure where to put sparkingonload.txt exactly...


...In the middle of writing, I realized I downloaded the source code of DFHack instead of a version. Just fixed that issue, but the rest still stands. My apologies if this makes me look like a fool.

The files go as-packaged, if it's in the raw folder it goes in the raw folder and if it's in the data folder it goes in the data folder, in the exact positions they are in the .zip.

so i downloaded the new update and used the code you gave me to speed up the transformation which INSTANTLY made whis appear and also gave me ultra instinct sign eventually i unlocked super saiyan anger but i was constantly tired while using it and any other transformation for that matter so i decided to make a new world to try using only the updated training options thinking that the code got me to super saiyan to fast but the same thing is happening with only being able to use super saiyan in short bursts before i conked out from exhaustion and then i made a third world with an adventure with max everything from the beginning but i was just unconcious permanently until i used the dragon ball wish code to gain immortality to see if that would fix it, which it did so i am wondering if you know what was going on with the being tired from using transformations

Yeah, it's kinda overtuned at the moment. It requires insane amounts of endurance to keep up ultra instinct--and I should note that I already made all transformations take only 10% of the endurance they did. It's kinda silly, and I should probably try to fix it... again.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Wardley on March 28, 2020, 11:25:21 am
Has anyone figured out how to make a legendary super saiyan in adventure mode? I haven't been successful in creating one when using the process from the older versions (high anger, high hate).
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Nepptu on March 30, 2020, 02:49:15 am
Has anyone figured out how to make a legendary super saiyan in adventure mode? I haven't been successful in creating one when using the process from the older versions (high anger, high hate).

Really wish any of us knew, to be honest. I assume it's a random genetic thing now or requires different personality traits. Maybe a different method to unlock it, I dunno. Gonna have to wait for the creator to respond.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on March 30, 2020, 10:16:22 am
It should be happening with the first eligible saiyan (just sufficient hate/anger propensity), then not again for 1000 years.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: VidaVonZarovich on March 30, 2020, 04:01:35 pm
Is it still possible to transform at will without DF Hack? I've tried installing DF Hack a number of times, but all the builds I've used seem to be extremely unstable.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Wardley on March 31, 2020, 07:33:45 am
It should be happening with the first eligible saiyan (just sufficient hate/anger propensity), then not again for 1000 years.
Like actually 1000 years? In that case would it be possible for a historical figure to generate, potentially, as a legendary super saiyan, barring an adventurer from the chance?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: lawlzlo12 on April 02, 2020, 12:02:06 am
a historical figure generates almost immediately as a legendary super saiyan, barring you from getting it as far as i can tell
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on April 03, 2020, 10:01:37 pm
That shouldn't really be happening, since it only checks among loaded units.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: lawlzlo12 on April 04, 2020, 05:43:40 am
i am probably wrong cause now i realized super saiyan anger IS part of the legendary transformation right? i just haven't figured out anything past anger
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on April 04, 2020, 10:39:02 am
Nah, Super Saiyan Anger is that thing Trunks does in Super.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: lawlzlo12 on April 04, 2020, 10:08:06 pm
oh, so i have no clue on how to unlock lss at all

EDIT: i found out that you need to unlock Wrath mode, but it can only be activated at 10000(?) pl and you need to be enraged as well. The problem is i go straight below the magma sea and start fighting demons, die, then used the wish menu to get immortality. Then i went and fought a large group of demons(?) until i got enraged, then used the training abilities really fast to get to 10000 but then i unlocked Super saiyan and lost the enraged state because according to the wiki i need to be in a overwhelming fight to become enraged, and unlocking super saiyan made it so i no longer was threatened by the demons. So i don't know if this would of worked in the first place but enraged seemed really hard to come by
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Nepptu on April 06, 2020, 05:42:21 pm
Having high anger propensity should make it easier for you to become enraged in the first place, but yeah there seems to be quite a lot of luck involved in unlocking the legendary line of forms. I'm gonna keep trying and I'll let you all know if I get one.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on April 10, 2020, 07:58:13 am
Hmm... so I take it the enraged criterion is too onerous? In my experience you can be come enraged with the anger propensities required by getting tapped slightly by a crundle or by... literally just getting into an argument, I'm not joking.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Nepptu on April 11, 2020, 01:54:59 pm
In my experience you can be come enraged with the anger propensities required by getting tapped slightly by a crundle or by... literally just getting into an argument, I'm not joking.

Never had anything like that in Vanilla DF but Gods of Destruction are like that in this mod. A piece of dust could fall onto their shoulder and they'd go insane. Saiyans on the other hand are way too calm. I literally had my hand and leg chopped off in an instant and continued to fight viciously for like 10 minutes straight and wasn't enraged even once. They're stone cold. The weird part is in Vanilla DF I've gotten enraged before with not nearly as much vicious fighting. I got bit in the leg by a dingo and got enraged, so why are Saiyans so stone cold in comparison? It seems odd.

Edit: Oh also, for some reason the wish menu in DFHack doesn't work for me. What is it with me and DFHack mods that just don't work?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: AnonymusNanus on April 28, 2020, 12:18:14 pm
Hi, is there any way to force a transformation in adventurer mode using the DFHack console/window?
Like a command that would instantly transform you into a SSJ/Oozaru/Kaioken/Ultra Instinct etc.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Lazanas on May 04, 2020, 12:17:55 pm
Hi, I've encountered something odd concerning attributes in both adventure mode and fortress mode. I'm aware that the attribute caps are much higher than in vanilla but there's an inconsistency going on with certain attribute caps, namely Agility and Toughness (possibly more but I haven't encountered any issue with the others as of now).

The cap values for these attributes are either vanilla-like or just as they would be for a dragon ball character. For instance, in fortress mode, I have 19 saiyan units and 6 of them have an agility cap that's dbz tier, the highest cap being at 17.9 million and the lowest (in their category) being at 2.8 million.

The 13 other units have their agility cap between about 6k and 7k, pretty much like in vanilla. The toughness attribute cap goes through the exact same thing.

The Strength cap appears to be 100k for all units, normal I guess?

Is there something wrong or is everything working as intended?

Edit: After a couple days things got clearer. In vanilla dwarf fortress your units can increase their attributes up to 2x their initial value, in this mod's files, it's set up to 10,000x on specific attributes, strength goes up to 1,000x normally but strength is capped at 100,000 units for fixing reasons (I don't quite get that decision and I'd be nice to hear about it because the 1,000x scaling works fine unlike the 10,000x one which I'm about to get into).

IE: if an unit spawns with 2,050 Agility, it'll have 20,500,000 as its max Agility (10,000x modifier).

Problem: If an unit starts with a value over 2,147 in an attribute with a 10,000x modifier, the attribute cap is reset (which makes 21,470,000 the highest possible attribute cap when an unit is created in this context).

IE: unit spawns with 4,250 toughness, gets 6,500 toughness cap

My observations:
It's possible to make an attribute cap much higher than 21,470,000 via a dfhack script through a simple assignation ([...].AGILITY.max_value=50,000,000), so the variable type is adequate. The way in which the error happens is akin to an overflow and 21,470,000 looks somewhat like 2,147,483,647 (32-bit signed integer's max positive value). An interesting fact is that the Attribute Cap modifier is actually set as a percentage, so 10,000x becomes 1,000,000%. It's possible to have a signed 32 bit integer overflow while calculating the attribute cap perc : attribute_cap_perc = starting_attribute_value * cap_percentage
if you take 2,148 as the starting attribute value and 1,000,000 as cap percentage:
 - 2,148 * 1,000,000
 - 2,148,000,000‬ -- overflow
I guess that's an issue with the game itself, but it's possible to accommodate the mod to the problem, I'll be looking into proposing a fix for it since I've got time.
This was all done on DF/Hack 0.47.04-r1
Here: https://github.com/Nasfuture75/SPARKING-Dwarf-Fortress-DBZ-mod/releases/tag/1.4.1-Overflow_Workaround_UNOFFICIAL
Requires a new world.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on May 19, 2020, 03:54:34 am
If strength goes too high, units start becoming overencumbered if they try to carry anything. I'm assuming it's an overflow somewhere. Either way, I can't uncap strength properly.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Darneoc on May 28, 2020, 07:31:24 pm
yeah noob question here... game crashes on worldgen. Using LNP latest version 0.47.04, so extracting mods in df folder keeping file structure intact, it's not asking to overwrite anything, so i'm thinking of 2 options, either i'm installing the mod wrong or i using the wrong version of df, can anybody help?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Darneoc on May 28, 2020, 07:36:45 pm
wrong version right? need some sleep will tackle this tomorrow again.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: ParasiticSquid on May 29, 2020, 08:47:51 am
Ive been having the same issue as Darneoc where with this mod installed the game crasheds on world generation without fail. Ive tried with all 3 versions starting from DF 0.44.12 up to DF 0.47.04 and the respective dfhack and this mods versions for each, sometimes testing multiple. Shoot, got bored and started trying to mix and match versions between each to see if anything sticks with no luck.

Im on a linux system if that helps at all, not sure if that really matters in the end but for all I know it might
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Lazanas on May 30, 2020, 10:58:52 am
I've had crashes as well on world gen which tend to happen when the world starts aging, the years pass and at a random point the game crashes... I don't know why that is but I believe it's a native Dwarf Fortress problem, It happened to me before installing the mod and iirc it happens more frequently depending on how high your settings are. I deal with this by accepting world gen early on in the history generation process. I'm running on windows and df 0.47.04.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: ParasiticSquid on May 30, 2020, 11:01:38 pm
Problem is it crashed the moment history starts ageing. Theres the rare occurance where it makes it past the first start up but it'll always crash at some point during it like you said.

Edit:
Tested setting start age to 1, world would just keep getting rejected. Set it to 2 and still got the instant crash oof
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on June 03, 2020, 11:37:24 pm
Yeah, I've been tearing my hair out over this. The solution is, unfortunately, to just use shorter/smaller worldgens.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Lidku on June 18, 2020, 02:52:02 pm
Can you play as other civilizations in this mod? I'm thinking of doing a PTO run. :P
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: jestanother on June 20, 2020, 12:36:16 pm
i think that the world gen crashing has something to do with civilisations as i had a world without any and i was able to go 250+ years in creation
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on June 20, 2020, 12:37:20 pm
Yeah, always does. I've been messing with them to see what causes it but I kinda can't figure it out.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Lazanas on June 27, 2020, 12:27:51 pm
The mod doesn't touch the native files so...whatever you've got enabled already and saiyans are what you can play as by default. However, only the mod's races benefit from the modified stat caps and physical attacks so you have to distribute tags from the mod among the races you want to play as for full experience.

Side note...I didn't play this mod that much, is there any scaling in difficulty? Like does going to war against another faction spawn units with comparable power levels to yours on the battlefield? Because last I played it felt like I was just grinding powerlevel for the forms, past a certain point you just one shot everything and I didn't even get to super saiyan yet, feels like adventure mode is the most entertaining mode but it's still kinda hard to find stimulation.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Putnam on June 28, 2020, 04:56:07 am
Ha, no, none, and I'm not even sure scaling that way is particularly feasible.

The "super saiyan is stronger than pretty much everything" problem is a real one and not exactly easy to deal with.
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: saiyanwannabe on July 04, 2020, 04:25:26 pm
you can one shot humanoid races easy at that point but try killing an animal bigger than you lol
Title: Re: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: jestanother on July 26, 2020, 11:40:59 am
perhaps if you scaled down how fast the new races got stats and lowered the requirements for forms it would help with balance?
Title: Re: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: tranquilham on July 26, 2020, 08:47:46 pm
i tried removing Namekians and the Frieza race and while that seems to have fixed crash on worldgen, it also seems to have fucked up DFHack as it gives me an error (which is referencing missing scripts, possibly because i installed Sparking into Deon's TES mod for laughs, error linked below) and *may* have made it so i am unable to use embark commands like startdwarf and points. i will look into this further but would appreciate your guys' input.



the aforementioned logs/error: https://pastebin.com/AQLa8cmA

EDIT: apparently i am a fool and the error + failed scripts were entirely on my part; for some reason a good chunk of my scripts were missing from the DFHack directory, and also i did not have Putnam's modtools scripts in my scripts directory, dunno why. but i hope that the knowledge that Saiyans alone are working is *some*thing to go on.
Title: Re: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: alex3997 on August 07, 2020, 06:51:48 pm
Does anyone know how to give secrets to a character in adventure mode from the very beginning? Ive tried messing around with the raws but i quickly realized that i would need to learn to truly mod in order to do that.
Title: Re: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: saiyanwannabe on September 03, 2020, 12:37:06 am
Do you plan to add any new races or maybe new attack techniques?
Title: Re: Sparking!!! Dragon Ball Mod (0.44, rolling releases): Half a Raditz
Post by: Meruem on November 01, 2020, 12:37:31 am
Yeah, I've been tearing my hair out over this. The solution is, unfortunately, to just use shorter/smaller worldgens.

So, I heard elsewhere that it may apparently have something to do with the NO_EAT and NO_DRINK tokens, and after removing the Namekian's NO_EAT token I was able to generate a medium world with 250 years history without a crash. Hope this bug gets fixed in the future, but for now removing the NO_EAT token from the Namekians seems to work.
Title: Re: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: Putnam on November 01, 2020, 06:04:14 am
Oh, that's excellent, fixing now.
Title: Re: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: Lidku on November 05, 2020, 03:07:33 am
Wouldn't it be more realistic immersive-wise if you just removed NO_DRINK instead of NO_EAT, because in the series as plant-based lifeforms Namekians drunk water to sustain themselves?
Title: Re: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: Putnam on November 06, 2020, 04:56:30 pm
NO_EAT makes it so they don't need to eat, yeah. Namekians in the mod, before the current version, needed to drink, but not eat, as you suggest.
Title: Re: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: Danialmaster on November 10, 2020, 01:01:15 am
ok, this is just my opinion of the mod so don't take me too seriously, i like the difficult aspect of DF, but i like to make short travels in adventure mode to look around the world(and die to a pack of dingoes), so i didnt feel like using a mod where i can gain the ability to go hand to hand against a giant, but after looking trough the mods weekly one day i said to myself "lets try it", walking around the world beating the life out of everything, training around and hunting wild horses with only my hands and energy disks (and dying to a pack of dingoes because i forgot to sneak while sleeping)
and i must say this is incredibly fun, thanks for this mod my dude
Title: Re: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: Failsayfe on November 11, 2020, 01:37:45 am
First of all wanted to say thanks for the mod. It helped me get into DF (otherwise i wouldn't try it unless future updates).
I enjoyed slaying everything with bare hands and playing of as a berserker saiyan but unfortunately it was hard enough to sort ou how some of the things work because lack of information on the wiki.
It would be great if you could add some details mentioning different scripts or just additional info on mod's details.
Thanks again, looking forwards to future updates.
Title: Re: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: saiyanwannabe on December 27, 2020, 05:18:57 am
You should consider adding the old ki blast ability from older versions, I added it in for fun and it works fine and itsnt too strong or weak.
Title: Re: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: hamsolo98 on December 31, 2020, 12:01:58 pm
New here, i'm enjoying my ride so far in the adventure mode (it's really fun to play!). I have several questions about the mod:
1. Sometimes my "scream" skill dissapears and i don't know why.
2. My saiyan companion can use the scream skill; i was wondering if he's able to go ssj (with enough powerlevel of course).
3. What's the real fuction of "meditation", "push ups", etc? I don't see any changes outside of an small increase in my character's powerlevel (within her actual limits).
4. Recruited companions are able to use ki skills (instant transmision, saiza blade, kienzan...) or they stick to melee/ranged normal attacks?
5. Priests and Whis appear in sites, just like another villager or NPC?

Thank you for creating this mod, can't wait for the next update!
Title: Re: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: Putnam on January 11, 2021, 05:08:26 am
1. you can only scream if you are feeling emotional
2. yes
3. they increase your skills and attributes, and that small increase becomes bigger later; plus, the limits increase, too
4. thise are all adventurer reactions or dfhack things, so no
5. nope, they're totally abstract for right now
Title: Re: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: Ghostmachintosh on January 23, 2021, 06:38:57 pm
Hey Man! I, Just saying I love this mod, DBZ in Dwarf Fortress? Fucking genius. Could you add more ki attacks in the next update?
Title: Re: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: saiyanwannabe on January 24, 2021, 02:50:12 am
can you atleast do something about these treechoppers, treechoppers shouldnt be blunt if saiyans naturally wield them
Title: Re: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: saiyanwannabe on March 19, 2021, 08:02:28 am
Can I become a legendary saiyan if I make my character quick to anger, vengeful and effected by emotion?
Title: Re: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: Putnam on March 20, 2021, 04:48:22 pm
Can I become a legendary saiyan if I make my character quick to anger, vengeful and effected by emotion?

yes

can you atleast do something about these treechoppers, treechoppers shouldnt be blunt if saiyans naturally wield them

they're blunt mostly so they're not viable weapons, though yeah, that does cause some annoyance with AI probs
Title: Re: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: saiyanwannabe on June 11, 2021, 02:48:42 pm
Im sure ive asked you this half a dozen times, but do you have plans to update this mod again?
Ive seen that you been updating your Citadel Station version of space station 13 a lot lately, would you be able to work on this mod a little bit in the near future, perhaps when the new df update comes? I love this mod and its sad to see it go so long without an update.  :-\
Title: Re: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: Putnam on June 19, 2021, 08:46:38 am
Depending on how the tools are, might sprite some stuff, but I can't really think of any more features to add at the moment, haha.
Title: Re: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: alex3997 on July 21, 2021, 10:57:51 am
I mostly play this mod in adventure mode so I'm obviously going to have a limited experience since i imagine this mod is designed towards fortress mode as the
main focus.

On that note a cool idea i had about making the ssj transformation live up to the hype as well as to make adventure mode a bit more interesting would be to change the character density when transformed thus allowing for more powerful attacks and the ability to grapple large creatures.

I know you probably aren't going to update this anymore but I'm just curious about how complex that implementation could be and if i could possibly do this myself.
Title: Re: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: Putnam on July 24, 2021, 02:39:43 pm
Size has a lot of major knock-on effects vis a vis combat, so it's not exactly trivial. It's so major that my first implementation of transformations was size increase, in fact.
Title: Re: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: alex3997 on July 24, 2021, 11:06:25 pm
Oh wait, i just realized that you cant really change the muscle density in the material lua of a single individual without changing it across the board.
I was a bit confused when you mentioned size but now i realize what i was asking for was practically impossible.

I imagine you would have to reclassify ssj as another species in order for it to work if thats even possible.
Title: Re: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: Putnam on July 24, 2021, 11:39:19 pm
Oh wait, i just realized that you cant really change the muscle density in the material lua of a single individual without changing it across the board.
I was a bit confused when you mentioned size but now i realize what i was asking for was practically impossible.

I imagine you would have to reclassify ssj as another species in order for it to work if thats even possible.

That was either first or second implementation, don't remember which. Transformations cause full heals, so that's the issue there.
Title: Re: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: Ithilrandir on December 18, 2021, 06:44:18 pm
I played this mod recently and it was really fun. That said I ran into some issues while playing. I can't craft a lot of stuff like bows, bookcases and what not as they are simply missing from the workshop, which i don't know if it's because of the mod or because of the world I play in. I can't have Saiyan scholars or Saiyan beekeepers (despite beekeepers arriving as migrants) because they simply lack the ability to craft the items needed.

Another issue I ran into is when I sent my saiyans to kill a sieging necromancer army some of them died and got reanimated into intelligent undead, which made them unable to be drafted or given roles.
Title: Re: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: RACERBOY on March 16, 2022, 06:31:57 pm
Sorry that this is sort of a super early time to post about this, but I was wondering if you had any plans of bringing this to the new release of DF on steam when that comes out. This mod is like 80% of the fun I have in DF and it'd be awesome to see it in the future too.
Title: Re: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: Putnam on March 16, 2022, 11:45:15 pm
Sorry that this is sort of a super early time to post about this, but I was wondering if you had any plans of bringing this to the new release of DF on steam when that comes out. This mod is like 80% of the fun I have in DF and it'd be awesome to see it in the future too.

Yes, likely even steam workshop (not exclusively, obviously); it depends largely on DFHack, though
Title: Re: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: Wardley on May 01, 2022, 12:18:14 pm
Is there a way to cheat to get legendary super saiyan? That and, if I achieve super saiyan before getting wrathful, does it lock me out of getting wrathful/lssj? Also what should my mental attributes look like to maximize the chances of getting lssj?
Title: Re: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: xenogray on May 12, 2022, 03:28:25 am
Hello,

I've always played your mod with Dark Age War & Mythos. But it seems that, in recent versions, they are not compatible anymore, causing crashes very regularly with these errors :
*** Error(s) finalizing the entity LEGENDARY_DWARF
Unrecognized entity tool token: ITEM_TOOL_PEDESTAL
Unrecognized entity tool token: ITEM_TOOL_DISPLAY_CASE
Unrecognized entity tool token: ITEM_TOOL_ALTAR
Unrecognized entity tool token: ITEM_TOOL_DIE
*** Error(s) finalizing the entity WIZARD
Unrecognized entity tool token: ITEM_TOOL_PEDESTAL
Unrecognized entity tool token: ITEM_TOOL_DISPLAY_CASE
Unrecognized entity tool token: ITEM_TOOL_ALTAR
Unrecognized entity tool token: ITEM_TOOL_DIE
*** Error(s) finalizing the entity HOLY_WAR
Unrecognized entity tool token: ITEM_TOOL_PEDESTAL
Unrecognized entity tool token: ITEM_TOOL_ALTAR
Unrecognized entity tool token: ITEM_TOOL_DIE
*** Error(s) finalizing the entity MOUNTAIN
Unrecognized entity tool token: ITEM_TOOL_PEDESTAL
Unrecognized entity tool token: ITEM_TOOL_DISPLAY_CASE
Unrecognized entity tool token: ITEM_TOOL_ALTAR
Unrecognized entity tool token: ITEM_TOOL_DIE
*** Error(s) finalizing the entity FOREST
Unrecognized entity tool token: ITEM_TOOL_PEDESTAL
Unrecognized entity tool token: ITEM_TOOL_ALTAR
*** Error(s) finalizing the entity PLAINS
Unrecognized entity tool token: ITEM_TOOL_PEDESTAL
Unrecognized entity tool token: ITEM_TOOL_ALTAR
Unrecognized entity tool token: ITEM_TOOL_DIE
*** Error(s) finalizing the entity EVIL
Unrecognized entity tool token: ITEM_TOOL_PEDESTAL
Unrecognized entity tool token: ITEM_TOOL_ALTAR
*** Error(s) finalizing the creature GREEN_MAN_MTH
undefined local plant material set to default: BITTER_VETCH DRINK
Title: Re: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: voliol on May 12, 2022, 05:20:31 am
The tools listed as missing are from recent versions of vanilla. My guess is that they haven't been added to the Sparking!!! mod, so their definitions are indeed missing when the Dark Age War & Mythos (which usually relies on vanilla supplying the tool definitions) is used with Sparking!!! raws instead.
Title: Re: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: xenogray on May 12, 2022, 07:21:56 am
The tools listed as missing are from recent versions of vanilla. My guess is that they haven't been added to the Sparking!!! mod, so their definitions are indeed missing when the Dark Age War & Mythos (which usually relies on vanilla supplying the tool definitions) is used with Sparking!!! raws instead.
Hi,

Ooooh, thank you for the info :)
Is there anything I can do to fix that on my end ? Or shall I just wait for an update ?
Title: Re: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: voliol on May 12, 2022, 11:38:40 am
The tools listed as missing are from recent versions of vanilla. My guess is that they haven't been added to the Sparking!!! mod, so their definitions are indeed missing when the Dark Age War & Mythos (which usually relies on vanilla supplying the tool definitions) is used with Sparking!!! raws instead.
Hi,

Ooooh, thank you for the info :)
Is there anything I can do to fix that on my end ? Or shall I just wait for an update ?

You want to have the following objects in a "item_tool" .txt file in your raw/objects folder:
Spoiler (click to show/hide)

The proper way is to make a separate file for them, but if you're less familiar with modding adding them to the end of any "item_tool" .txt file might be easier.

And also some dice shapes, these go in "descriptor_shapes_something.txt":
Spoiler (click to show/hide)

You probably have to gen a new world after this too, but I am not sure.
Title: Re: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: xenogray on May 12, 2022, 04:10:45 pm
You want to have the following objects in a "item_tool" .txt file in your raw/objects folder:
Spoiler (click to show/hide)

The proper way is to make a separate file for them, but if you're less familiar with modding adding them to the end of any "item_tool" .txt file might be easier.

And also some dice shapes, these go in "descriptor_shapes_something.txt":
Spoiler (click to show/hide)

You probably have to gen a new world after this too, but I am not sure.

A big thank you for your help, it's very much appreciated :)
However : it seems they are already present... I found all of these lines inside item_tool.txt and descriptor_shape_standard.txt.

Or maybe I misunderstood something ?
Title: Re: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: voliol on May 13, 2022, 03:57:06 am

A big thank you for your help, it's very much appreciated :)
However : it seems they are already present... I found all of these lines inside item_tool.txt and descriptor_shape_standard.txt.

Or maybe I misunderstood something ?

Are they present even in the raws of the save that gives you the errors? ”Unrecognized entity tool token: ITEM_TOOL_something” is for when said tool definition is missing (and adding the shapes is so you don’t get another error when using dices with no shapes), so if they are present I am as confused as you are.
Or maybe that error message is an old one?
Title: Re: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: xenogray on May 14, 2022, 04:11:04 am
Are they present even in the raws of the save that gives you the errors? ”Unrecognized entity tool token: ITEM_TOOL_something” is for when said tool definition is missing (and adding the shapes is so you don’t get another error when using dices with no shapes), so if they are present I am as confused as you are.
Or maybe that error message is an old one?
Hi,

Sorry for the late answer, I have net issues and have to go through my phone...

I'll create a new world from scratch, empty error logs and keep you updated with this, just in case  I mixed things up :)

EDIT : I'll edit to prevent double posting. Seems like everything ran fine after a 4th full blank slate. No idea why. Thank you anyway for the help :)
Title: Re: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: Putnam on May 16, 2022, 11:18:40 pm
Oh, I forgot I ever did standalone releases for this. Uh, don't use those.
Title: Re: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz
Post by: Wardley on November 23, 2022, 07:48:51 pm
Has there been any more development done on this mod? Or have you moved on to greater things? I really enjoyed playing with this mod and would love to see it maintained!