There already are ki blasts.Battle Armor
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.
Regenerate for the Namekians? Limbs?
[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]
Is it just me or can super saiyans take out megabeasts with ease?
[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]
Mmm... Saiyan fortress...
Megabeasts dropping dragon balls, 7 can be used to wish at a "shenron summoning workshop"? Hell yes.
Are you going to make them crazed if you do make them?
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.
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.
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.
[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]
[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]
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.)
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 <_<
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.
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?
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.
Any chance for an update in the very near future with your updates to Super Saiyan? I'm loving this mod.
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)
I was playing 40d recently and it inspired me a bit. What about, I'm not sure >_>.
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
Rooms are impossible to mod in.
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.
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?
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...
Cold based names?
Kalveen *as in the temperature Kelvin*
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 :PDude... I don't even... I have to try that now. Saiyan Infernomancers would be insane.
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.
And do not forget the tail whip attacks, or the telekinetic powers (Could be just a material emission interaction which shoots globs of stone).
I dunno.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.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?
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.
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.Just give it blood, but make it VERY hard to cut. 9999999999999 shear or something.
The problem is that complete destruction would require atom-smashing or cave-ins...
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.
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.
I like how overflows are practically standard protocol in this mod 8)
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?
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?
wheres the kai ball raws located?
kai blasts*
[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]
where the materiel emission thing?
sorry i meant that im trying to edit them so i can use multiple blasts at any one time
[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]
[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]
I think you made super saiyans a bit too common. 5 out of 7 of my starting saiyans were super saiyans.
Things like that keep happening to me. Saiyans switching genders after transforming, stripping naked when transforming too, which is annoying
Things like that keep happening to me. Saiyans switching genders after transforming, stripping naked when transforming too, which is annoying
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.
The buffs aren't buffs, it's a full-on transformation. There should be no transforming into a different sex.Uhm, more like:
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?
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)
What about adding in a majin race with very thick pudge around their body, and the ability to regenerate like namekians?
Is his material flammable?
Yeah, but the "not allowing you to go in there more than a few times" thing is harder.
But THAT would cause the armor's value to change...
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.
The thing is that nobody knows exactly how the dragon ball world is shaped like.
Whenever I go near a temple in adventure mode my game crashes.
Yes I could, hehe.
Did you fix the mining gloves yet Putnam? :)
Only on full moons, though it wouldn't be unreasonable to let you do it anytime with a ball.GOOD ENOUGH!
Haha, ain't my fault. Toady's companion AI is pretty janky.Indeed.
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!
Alright.....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.
i've already made buu dube
He doesn't absorb yet, even though Cell does. I should get right on that.
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.
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!!!
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?
Frieza's race are called Frost Demons, and usually appear as the leaders of a Planet Trade Organization civ.Huh. Didn't know that.
I may include Cooler, though, just because... might as well have a megabeast for Frieza, right?
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?
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 :PEither immortality, controlling the world with no one questioning my rule, or a companion thats a majin.
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?
Feh. I true saiyan would never turn it down, like me!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
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.
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
It's not supposed to not happen :PMaybe there should be things that can't be regenerated, you know?
-- 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
Woohoo math.OH GAWD
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.
You should be.YESH!
1.8 released.
Putnam : SSJ 4 is very nearly the most powerful the game will allow you to make something.
Putname : Broly is stronger.
Me : O_O
I refuse to make a mod about something so extensively parodied without referencing those parodies... and maybe making fun of it myself. :PI reallllllly want some more abridged references.
I'm not really sure how to go super saiyan.
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.
He gets more powerful with time, so let a few hundred tics or so pass before trying it again. :)
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!!!
Megabeasts only, for now. They work through reactions.Urist Mcsaiyan: Herrrrrrre buu.....Come out, come out, where ever you ar-
Oh damn it.DFhack was like MAAAAAH RANDOM SHAT THAT TIM CAN'T UNDERSTAND MAAAAH ((In red text))
Does it spit out an error?
Oh damn it.DFhack was like MAAAAAH RANDOM SHAT THAT TIM CAN'T UNDERSTAND MAAAAH ((In red text))
Does it spit out an error?
Also, it said this at one part of the error:
[C]: in function 'error'
It does this every time I try to scouterize things.
Ahhhhh shit. hold on, this'll take a bit.Oh damn it.DFhack was like MAAAAAH RANDOM SHAT THAT TIM CAN'T UNDERSTAND MAAAAH ((In red text))
Does it spit out an error?
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.
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.
Aha! Delete that [c at the very start of the file. No idea what that is.Thank you.
waiMaybe my computer is just retarded.
it doesn't do that for me
Hey, what's the requirement for sayians to go super, I'm have sayians going super because they see ravens and raccoons.
But my sayians have never fought a day in their lives and yet they're becoming super sayians.
Ooh! While the method is hoops as fuck, it's not impossible, especially with the next version of DFHack...YAAAY! I CONTRIBUTED!
Question, how deep are the dragon balls in fortress mode?
Hmm okay, nother question how exactly do you make saiyan strands (never figured it out)
none of those are really possible...shit. welp, I tried.
as for graphics... i'll see what i can do
I have officially done the impossible, bitch.Wait, so, the whole talk to people thing is gonna be used?
I've made instant transmission. Coming next version of Sparking!!!
I have officially done the impossible, bitch.Wait, so, the whole talk to people thing is gonna be used?
I've made instant transmission. Coming next version of Sparking!!!
FUCK YEEEEEAH!
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.
So, how does the the instant transmission work?
I really want to try it out....
Quick question.
Where is the notepad thing for the new DFhack command?
Which folder, and such?
I MURST KNOW
SSJ4 is not working. It may just be my game, but its powerlevel is 0 all my attacks pass right trough!
And just for laughs, an in-jokey line:
"My power... IS MAXIMUM!"
And just for laughs, an in-jokey line:
"My power... IS MAXIMUM!"
r/DBZ amirite?
I vote for whats up bubblegum?
I thought it was from a school assignment where a child said his hero is Broly, as "his power is maximum".
Hey Putnam, there might be a problem with the tombs,
every time I go near it my game crashes
What does the error log say zimer?
What does the error log say zimer?
*** 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:Unrecognized Body Part Group Token: BP
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.
...My googling claims it comes out on the 30th. Was it released early, or what?
Putnam,why does the kamehameha shoot webs? just wondering
Feeling like including Birus now. You probably won't want to fight him ever. Also, maybe something else...
1.13!
-Added Birus.
-Overhauled Super Saiyan for better function of...
-Potara Earrings.
-- 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)
-- 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)
And once more, you fixed that one but I found another.
(http://img404.imageshack.us/img404/2069/dfdbzglitch06.png)
-- 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)
-- 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)
dfhack.gui.showPopupAnnouncement("The scouter broke at this incredible power. Either the power belongs to a god... or it's immeasurable.",11)
I've added that ,11 3 times already :P
It's how I roll 8)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.
(I can't really think of anything to add at the moment, so don't expect anything soon)
[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]
Would it be a bother to add Saibamen, who are exclusive to planet trade organizations?
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 :( )
It's how I roll 8)
(I can't really think of anything to add at the moment, so don't expect anything soon)
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.
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
Added Zenkai. (http://www.youtube.com/watch?v=TKl02m4lkJc&t=431)"And then the other one dies too."
Could you add some screenshot or something to showcase your mod?
You ALREADY updated this for DF2014? Did you take Trunks' time machine or something?
How far can saiyans jump?You ALREADY updated this for DF2014? Did you take Trunks' time machine or something?
Nah. (https://www.youtube.com/watch?v=D-OGsSb0BPU)
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.
Use DFHack to check the power level of your opponents with the "scouter" script.Not exactly helpful if you're not a DFHack veteran.
SWIM_SPEED no longer exists.Did it get rolled into the gaits then?
I wonder if I kill a Saiyan's best friend in adventure mode, will he turn into a Super Saiyan?
Bug: Saiyans (and other added in mod creatures) cannot sprint.
What exactly does the world_gen file replace? And is it needed to run, or can I just keep the old version?
Uhm.
Is there a version available that works? DFhack isn't updated, so it auto-crashes.
You might want to update the high-tier creatures so they don't die to pulping...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
It relied on DFHack IIRC.Okay. (will replace it in my game with shotgun ki blast, then.)
Kamehameha doesn't seem to work at all.I still don't even know how to learn those spells. Never found 'em.
Kamehameha doesn't seem to work at all.I still don't even know how to learn those spells. Never found 'em.
I've noticed consistent crashes when trying to enter tombs in Adventure Mode; Is it because the DB races can't be zombies?
Dabura so OP. Also, should every race be able to be a Super Saiyan God? (playing the 34.11 version, by the way)
Seem to be able to do it in Adventure Mode.
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?
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.
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.
What metric are you using to measure your speed slowing down?
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).
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]#
errorlog.txt might have some help, but probably not.
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
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
snipScratch that, it's still doing the same thing as before, it just takes much longer to do so, apparently.
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?
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.
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 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.
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.
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.
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 can do that, in fact I suggested doing that earlier, and I think I will right now.
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.
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?
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')
Yep. Fixed.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.
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.
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.
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.
So how are you guys doing on legendary Saiyan exploits?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.
Anything fun going on in your worlds?
...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..../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...)
Did you type that out manually?1. yes.
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.
-snip-
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.
return (willpower+focus+endurance)*multiplier
the ability for certain saiyans to go legendary super saiyan.
Quotethe 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.
Quotethe 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
So playing around as a God of Destruction outsider is completely hilarious. So much dead elf.*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.
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.
Adventure mode seems screwy in general. Not sure what exactly is going on there.Sounds promising.
EDIT: Wait. Shit. I think I know.
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?So playing around as a God of Destruction outsider is completely hilarious. So much dead elf.*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.
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.
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.
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
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.*** 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.
The speech files are actually there, so that's weird.Ah. When you posted this
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.
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.
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.
Friggin. Thought that would work, apparently didn't.I can sympathize with this, the one thing I remember about my modding of DF is "syndromes are fucking assholes"
I have no idea what the syndrome-trigger problem is. Like, I seriously do not understand why that in particular is happening.
Friggin. Thought that would work, apparently didn't.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 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"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.
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.
lua dfhack.run_script('dragonball/super_saiyan_trigger','-unit',df.global.world.units.active[0].id)
dragonball/wish -adventure
Though now I'm wondering why the options only go up to "use 5%"
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:
...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...)
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.
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.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?
Next release will have creatures up to ~100 times as strong.
instead of including a keybinding I did thisThis is cooler than a simple keybinding, Thank you Putnam!
This error comes up after I select Adventurer mode
Makyo heal crashes the game, but Majin works.
in IT I also cannot use ctrl+x, I must type it in command.
-- 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
... 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>
....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...)
...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 ?
... 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>
Now that Ki is cold, it's possible to use it to extinguish fire.
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.
how do you even find these things
wordsI 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.wordsI haven't the faintest idea what you just said, at all.
...oddly enough in my progression i have skipped SSJ3 and went from SSJ2 to SSJ4(Vegeta life)...
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
How can i develop the school of martial arts in adventure mode?
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.
are you still working on this mod?
...The latest version is actually 1.1.3, which should be played on... 0.43.03, I think, or at least 0.42.06.
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.
Press Ctrl+T should be enough.
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.
Efforts like these make me realize how underfleshed Dragonball actually is as a functional setting rather than an individual narrative, and it hurts.
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?
- 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...
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 :(
-- 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()
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.
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
0.44.10 should be fine, now.That would be cool, I hope you teach me something I never thought of.
Quick start guide... not today, it's 3 AM, but I should probably write a guide on proper adv mode training and such.
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.
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.
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.
Is it possible to get godly strength so that you can really destroy bigger creatures without having to bruise the brain?
Also I could still blow people heads off while holding back, I was in the millions and they had a normal saiyan powerlevel.
Edit: also how do you 'train' super saiyan? just use it?
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
Do you think its possible to spawn sparing partners with Split Form?
Better question, is it possible to use that sparing combat intent so that you actually spar with npcs
So I made a very angry saiyan and went legendary, I have like -1500000000 power level and get my ass kicked
Can't you gain the ability to fly even if you aren't tagged as flier? Cause I can't figure out how.
Does anyone know all the current requirements for all of the saiyan transformations?
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?
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? ???
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.Makes sense lol. Any ideas on what sort of things you would want to add to the next update?
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?
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!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
This post was about having Whis train you in Adventure Mode, but I've edited it after my recent findings, which are below.hey, how can you do that, i am linda new with df hack
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.
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
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?
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?
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.
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
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).
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?
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.
Yeah, I've been tearing my hair out over this. The solution is, unfortunately, to just use shorter/smaller worldgens.
Can I become a legendary saiyan if I make my character quick to anger, vengeful and effected by emotion?
can you atleast do something about these treechoppers, treechoppers shouldnt be blunt if saiyans naturally wield them
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.
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.
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,
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.
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.Hi,
Or maybe that error message is an old one?