Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 46 47 [48] 49 50 ... 59

Author Topic: Fortbent: Homestuck mod (v3.1.0) (0.44.05)  (Read 175893 times)

Graknorke

  • Bay Watcher
  • A bomb's a bad choice for close-range combat.
    • View Profile
Re: Fortbent: Homestuck mod (2014 v1.2.2) (0.40.16)
« Reply #705 on: November 25, 2014, 03:32:21 pm »

Alright then.
Is there something I could put in the raw files to fix it, or is it not that simple?
Logged
Cultural status:
Depleted          ☐
Enriched          ☑

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Fortbent: Homestuck mod (2014 v1.2.2) (0.40.16)
« Reply #706 on: November 25, 2014, 03:40:16 pm »

Fixed in the latest master release, which should be stable:

https://github.com/Putnam3145/fortbent/archive/master.zip

It's just a couple lines in the entity:

        [PERMITTED_REACTION:BREW_DRINK_FROM_PLANT]
        [PERMITTED_REACTION:BREW_DRINK_FROM_PLANT_GROWTH]

King Kravoka

  • Bay Watcher
  • I will eat you.
    • View Profile
Re: Fortbent: Homestuck mod (2014 v1.2.2) (0.40.16)
« Reply #707 on: November 25, 2014, 03:56:20 pm »

If you can't bring back all known normal classpect combos, can we have Horrorterror magic? I want my own army of undead consorts!
Logged
Sure. Yes, you are the Silver Surfer to a very inept Galactus.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Fortbent: Homestuck mod (2014 v1.2.2) (0.40.16)
« Reply #708 on: November 25, 2014, 04:38:56 pm »

I didn't even consider that and now I'm considering that.

The tough part is figuring out how to implement an individual gaining the abilities in a way that isn't completely stupid.

cyberTripping

  • Bay Watcher
  • JPEG Artifactoid
    • View Profile
Re: Fortbent: Homestuck mod (2014 v1.2.2) (0.40.16)
« Reply #709 on: November 25, 2014, 07:06:15 pm »

I too support the idea of grimdark majykks.

Especially if we get to summon various eldritch horrors described in Rose's tome.
« Last Edit: November 25, 2014, 07:08:58 pm by cyberTripping »
Logged
Everything's in the news today

Sergarr

  • Bay Watcher
  • (9) airheaded baka (9)
    • View Profile
Re: Fortbent: Homestuck mod (2014 v1.2.2) (0.40.16)
« Reply #710 on: November 26, 2014, 05:12:22 am »

I didn't even consider that and now I'm considering that.

The tough part is figuring out how to implement an individual gaining the abilities in a way that isn't completely stupid.
Custom god dubbed as horrorterror cursing an individual with EVIL POWERS?
Logged
._.

Liber celi

  • Bay Watcher
  • council does your hair
    • View Profile
Re: Fortbent: Homestuck mod (2014 v1.2.2) (0.40.16)
« Reply #711 on: November 27, 2014, 06:14:25 am »

Super rare legendary cueballs you can ask the wrong questions?
Logged

Sergarr

  • Bay Watcher
  • (9) airheaded baka (9)
    • View Profile
Re: Fortbent: Homestuck mod (2014 v1.2.2) (0.40.16)
« Reply #712 on: November 28, 2014, 05:03:43 am »

I've just tested LE vs 10 trolls with unbreakable katanas and

Spoiler (click to show/hide)

this unbreakable stuff is ridiculously strong.


Also katanas are capable of severing heads while stabbing. I'm not sure if this is intended (contact area of the head is 46, contact area of katana is 50)
« Last Edit: November 28, 2014, 05:19:41 am by Sergarr »
Logged
._.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Fortbent: Homestuck mod (2014 v1.2.2) (0.40.16)
« Reply #713 on: November 28, 2014, 05:22:28 am »

Yeah, IIRC I gave LE unconditional immortality in this last version.

Sergarr

  • Bay Watcher
  • (9) airheaded baka (9)
    • View Profile
Re: Fortbent: Homestuck mod (2014 v1.2.2) (0.40.16)
« Reply #714 on: November 28, 2014, 06:03:09 am »

I guess arena mode bypasses the whole "unconditional immortality" part.
Logged
._.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Fortbent: Homestuck mod (2014 v1.2.2) (0.40.16)
« Reply #715 on: November 28, 2014, 06:13:38 am »

Arena mode bypasses most DFHack things.

Sergarr

  • Bay Watcher
  • (9) airheaded baka (9)
    • View Profile
Re: Fortbent: Homestuck mod (2014 v1.2.2) (0.40.16)
« Reply #716 on: November 29, 2014, 03:21:10 pm »

Code: (onLoad.init) [Select]
modtools/interaction-trigger -suppressAttack -onAttackStr teleports -command [ [b]fortbent/dest_teleport[/b] -unit \\ATTACKER_ID ]
There is no dest_teleport.lua script there. But there is a teleport_dest.lua

Sounds like a job for a debugger!
Logged
._.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Fortbent: Homestuck mod (2014 v1.2.2) (0.40.16)
« Reply #717 on: November 29, 2014, 04:29:18 pm »

Heh, not a debugger, just someone who reads my files with any sort of good situational awareness (I.E not me)

Sergarr

  • Bay Watcher
  • (9) airheaded baka (9)
    • View Profile
Re: Fortbent: Homestuck mod (2014 v1.2.2) (0.40.16)
« Reply #718 on: November 29, 2014, 05:27:40 pm »

Nah, man, don't be so critical of yourself. Writers always need someone to check up their work precisely because writers have a much harder time noticing any mistakes they made.
Logged
._.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Fortbent: Homestuck mod (2014 v1.2.3) (0.40.16)
« Reply #719 on: November 29, 2014, 07:56:44 pm »

Anyway, 1.2.3 uploaded with that fix plus a few more.
Pages: 1 ... 46 47 [48] 49 50 ... 59