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Author Topic: [Community Mod 44.12] Teh LOLmod 1.7.61  (Read 82032 times)

apiks

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Re: [Community Mod 43.05] Teh LOLmod 1.7.41
« Reply #270 on: November 21, 2016, 03:36:49 pm »

Alright, things have been updated.
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pikachu17

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Re: [Community Mod 43.05] Teh LOLmod 1.7.23 ~ Presidential Election Edition
« Reply #271 on: November 22, 2016, 10:51:52 am »

Code: [Select]
[INTERACTION:HULK]

[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING_1: cursed ]
[IS_HIST_STRING_2: with a powerful inner rage]

[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:HAS_BLOOD]
[IT_FORBIDDEN:NOT_LIVING]
[IT_FORBIDDEN:SUPERNATURAL]

[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Puny Banner]
[SYNDROME]
[SYN_CLASS:HULK]


[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Get angry]
[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]

[CDI:INTERACTION:HULKRAISE]
[CDI:TARGET:A:SELF_ONLY]
[CDI:TARGET_RANGE:A:0]remove this, maybe. unneeded, because of the SELF_ONLY.
        [CDI:VERB:Hulk out:Hulks out:NA]
                        [CDI:TARGET_VERB:roar:roars]
[CDI:WAIT_PERIOD:10]


[INTERACTION:HULKRAISE]

[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_MANUAL_INPUT:Puny self]try removing this to make it work
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Hulk]
[SYNDROME]
[CE_DISPLAY_TILE:TILE:H:2:0:0:START:0:END:2500]
           [SYN_NAME:Hulk transformation] [CE_PHYS_ATT_CHANGE:STRENGTH:5000:5000:TOUGHNESS:5000:5000:ENDURANCE:5000:5000:RECUPERATION:5000:5000:START:0:END:2500]
CE_SPEED_CHANGE:SPEED_PERC:1000:START:0:END:2500 Disabling the speed change so people can get away.
[CE_ADD_TAG:CRAZED:NOFEAR:NOPAIN:NOEXERT:LIKESFIGHTING:START:0:END:2500]

[CE_REMOVE_TAG:CAN_SPEAK:START:0]

[CE_FEEL_EMOTION:EMOTION:RAGE:SEV:2500]

The biggest problem was that it was unexpectedly difficult to get them to change, it's possible for a player with the condition to remotely transform others, and the tile doesn't work. They're also extremely powerful and that could be a problem. I saw a single Hulk easily butcher whole squads of armed and armored Grandmaster troops in moments by punching right through their armor and pulping them.

I think the "some dwarves are secretly a threat" archetype is probably best served by the existing vampires and just dwarves being dwarves.
I have noted above what can be changed to try and prevent players from changing others. The incredible hulk is SUPPOSED to be overpowered.
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Enemy post

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Re: [Community Mod 43.05] Teh LOLmod 1.7.41
« Reply #272 on: November 22, 2016, 11:52:24 am »

Thanks, I'd prefer not to make any additions to this version and just get to Necrothreat though. I wonder why the targets having a name was the problem.
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pikachu17

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Re: [Community Mod 43.05] Teh LOLmod 1.7.41
« Reply #273 on: November 22, 2016, 12:00:22 pm »

I haven't tested it, just thought this might work. target's having names is a problem, because you shouldn't see a name. you're just changing, you shouldn't get the chance to see a target. you're the only target, so it automatically hits you.
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pikachu17

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Re: [Community Mod 43.05] Teh LOLmod 1.7.41
« Reply #274 on: November 25, 2016, 03:06:26 pm »

actually tested it. do not remove the target_range, seems it is needed. IT_MANUAL_INPUT does need to be removed. the presence or absence of MANUAL_INPUT seems to decide whether you can target other creatures, or only yourself. I once was trying to make the succubus be able to seduce, but it kept only affecting itself, which was a problem, because the interaction only worked on non-demonic, male creatures, and the succubi are neither.
I added a MANUAL_INPUT and the succubus could target others, so I figured this was the opposite problem. again, I tested it, and the TARGET_RANGE is needed.
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Re: [Community Mod 43.05] Teh LOLmod 1.7.41
« Reply #275 on: November 25, 2016, 03:23:53 pm »

Thanks.
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pikachu17

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Re: [Community Mod 43.05] Teh LOLmod 1.7.41
« Reply #276 on: November 25, 2016, 03:25:56 pm »

Your Welcome.
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Lord_lemonpie

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Re: [Community Mod 43.05] Teh LOLmod 1.7.41
« Reply #277 on: December 20, 2016, 01:20:33 pm »

For some reason it won't let me post the code, so here's an online link to the code.
http://textuploader.com/ddhnt

Adds the shill, a raging humanoid yet nonsapient thief that travels in packs. These things are not very nice, be careful around them. They might also become the most annoying things out there.
Adds the neckbear, body of a blind cave bear and the face of a neckbeard. Big fella, and a predator. Another reason to be careful in the caverns.

The code'll work in any creature file.
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Enemy post

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Re: [Community Mod 43.05] Teh LOLmod 1.7.41
« Reply #278 on: December 20, 2016, 05:46:22 pm »

That reminds me, it would be easy enough to make sharks appear in any waterway, rather than just oceans. Does anyone want that?
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Lord_lemonpie

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Re: [Community Mod 43.05] Teh LOLmod 1.7.41
« Reply #279 on: December 21, 2016, 01:03:29 am »

That reminds me, it would be easy enough to make sharks appear in any waterway, rather than just oceans. Does anyone want that?
I think that'd be fun as heck, maybe make them pack oriented too.
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apiks

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Re: [Community Mod 43.05] Teh LOLmod 1.7.41
« Reply #280 on: December 21, 2016, 06:51:08 pm »

For some reason it won't let me post the code, so here's an online link to the code.
http://textuploader.com/ddhnt

Adds the shill, a raging humanoid yet nonsapient thief that travels in packs. These things are not very nice, be careful around them. They might also become the most annoying things out there.
Adds the neckbear, body of a blind cave bear and the face of a neckbeard. Big fella, and a predator. Another reason to be careful in the caverns.

The code'll work in any creature file.

Creatures added for the next version.
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Enemy post

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Re: [Community Mod 43.05] Teh LOLmod 1.7.41
« Reply #281 on: January 06, 2017, 04:04:24 pm »

Here's the altered sharks. They can appear in any ocean, river, lake, or pool. I think that's every type of water biome. If I missed any, please tell me.

http://dffd.bay12games.com/file.php?id=12643

I tested by wandering around until I found a blue shark swimming naturally in a river. It should be possible to insert the new sharks directly into the current Necrothreat save's raw folder if desired. If we need a story reason, maybe they were redistributed by a Sharknado?
« Last Edit: January 06, 2017, 07:19:51 pm by Enemy post »
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apiks

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Re: [Community Mod 43.05] Teh LOLmod 1.7.41
« Reply #282 on: January 07, 2017, 03:21:32 pm »

Thank you for your contribution, Enemy post. I'm sure that this will lead to a few hair pulling instances. I will let the current player on Necrothreat IV know to put it in.
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Enemy post

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Re: [Community Mod 43.05] Teh LOLmod 1.7.41
« Reply #283 on: January 07, 2017, 04:09:45 pm »

Oops, almost forgot to make sure the sharks could spawn in subterranean water as well. I'll do a bit of testing to make sure they still work and PM Dwarfy about the change.

*Alright, the DFFD page is updated for cave sharks. I still haven't seen any great whites, but I've seen bulls, tigers, and several others in rivers.
« Last Edit: January 07, 2017, 05:18:54 pm by Enemy post »
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Lord_lemonpie

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Re: [Community Mod 43.05] Teh LOLmod 1.7.41
« Reply #284 on: January 09, 2017, 09:53:02 am »

Code: [Select]
[INORGANIC:RAW_DATA]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:raw data][DISPLAY_COLOR:4:7:0][TILE:156]
[ENVIRONMENT:SEDIMENTARY:VEIN:100]
[ENVIRONMENT:IGNEOUS_EXTRUSIVE:VEIN:100]
[ITEM_SYMBOL:'@']
[METAL_ORE:MINED_DATA:100]
[SOLID_DENSITY:1000]
[MATERIAL_VALUE:7]
[IS_STONE]
[MELTING_POINT:20000]

[INORGANIC:MINED_DATA]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:datamined]
[STATE_NAME_ADJ:LIQUID:liquid data]
[STATE_NAME_ADJ:GAS:cloud data]
[DISPLAY_COLOR:1:3:1]
[BUILD_COLOR:1:3:1]
[MATERIAL_VALUE:12]
[SPEC_HEAT:450]
[MELTING_POINT:12768]
[BOILING_POINT:15150]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[SOLID_DENSITY:3000]
[LIQUID_DENSITY:3500]
[MOLAR_MASS:55845]
[IMPACT_YIELD:3500000] Was 1080000, but just using 3.5x tensile multiples for everything until better numbers are available, which might not be likely
[IMPACT_FRACTURE:1085000]
[IMPACT_STRAIN_AT_YIELD:319]
[COMPRESSIVE_YIELD:542500]
[COMPRESSIVE_FRACTURE:1085000]
[COMPRESSIVE_STRAIN_AT_YIELD:319]
[TENSILE_YIELD:155000]
[TENSILE_FRACTURE:310000]
[TENSILE_STRAIN_AT_YIELD:73]
[TORSION_YIELD:155000]
[TORSION_FRACTURE:310000]
[TORSION_STRAIN_AT_YIELD:189]
[SHEAR_YIELD:155000]
[SHEAR_FRACTURE:310000]
[SHEAR_STRAIN_AT_YIELD:189]
[BENDING_YIELD:155000]
[BENDING_FRACTURE:310000]
[BENDING_STRAIN_AT_YIELD:73]
[MAX_EDGE:100000]
[STATE_COLOR:ALL_SOLID:CYAN]

This will add the "Raw data" ore, which you can use to smith datamined objects. It's pretty decent, Iron but less dense.
To be put in any inorganic.txt
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