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Author Topic: Fortbent: Homestuck mod (v3.1.0) (0.44.05)  (Read 175972 times)

Sergarr

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Re: Fortbent: Homestuck mod (2014 v1.0.0) (0.40.12)
« Reply #660 on: November 07, 2014, 09:03:47 am »

This is a stupid question, but is there any way to implement the Heroic/Just death in non-retarded way?
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Arcvasti

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Re: Fortbent: Homestuck mod (2014 v1.0.0) (0.40.12)
« Reply #661 on: November 07, 2014, 11:37:36 am »

Perhaps "Just" could be implemented if a god-tier goes berserk or insane? Is there a way to check for that?
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Putnam

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Re: Fortbent: Homestuck mod (2014 v1.0.0) (0.40.12)
« Reply #662 on: November 07, 2014, 12:04:06 pm »

There is, though I'm not sure if it continues after death.

Emotions certainly do continue after death, however. This means that I can make a death Heroic if they had such emotions as "RighteousIndignation", "Hope" or "Grief" in their heads while I can make a death Just if they have "GrimSatisfaction" or something like that.
« Last Edit: November 07, 2014, 12:08:57 pm by Putnam »
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Putnam

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Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.12)
« Reply #663 on: November 14, 2014, 05:50:50 am »

Updated with reworked class system, implemented Heroic/Just death in a non-retarded way.

King Kravoka

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Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
« Reply #664 on: November 14, 2014, 06:03:51 am »

How do God Tiers work now?
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Putnam

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Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
« Reply #665 on: November 14, 2014, 06:10:27 am »

Basically the same assignment, but aspect-only now. Every aspect is useful now. Most stuff uses interaction-trigger instead of init.lua now for better reliability. God tiers who die are now subject to a heroic/just judgement.

King Kravoka

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Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
« Reply #666 on: November 14, 2014, 06:16:41 am »

Basically the same assignment, but *aspect-only now*. Every aspect is useful now. Most stuff uses interaction-trigger instead of init.lua now for better reliability. God tiers who die are now subject to a heroic/just judgement.
FRAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA-
« Last Edit: November 16, 2014, 04:41:14 am by King Kravoka »
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Graknorke

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Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
« Reply #667 on: November 15, 2014, 07:25:53 pm »

Fucking magic.
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Sergarr

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Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
« Reply #668 on: November 16, 2014, 05:36:17 pm »

Does this mod have fraymotifs? I know they haven't been expanded in the webcomic at all, but it would be nice to have at least some ideas for them.
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Putnam

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Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
« Reply #669 on: November 16, 2014, 06:20:44 pm »

Pretend the spells they have are fraymotifs. Fraymotifs with other aspects... would be 144 spells I'd have to come up with. No thanks.

Besides that, wtf do they even do.

vjmdhzgr

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Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
« Reply #670 on: November 17, 2014, 12:29:48 am »

Is the new class system supposed to work in adventurer mode? I read up on the replacement and looked at the raws and to my understanding every adventurer should get their first ability at 15 kills, the next at 35, and after that doesn't matter for this example. However, I got 64 kills with a character and have yet to get any abilities in the x tab. The character was specifically a hero of blood and I've been killing dersites, imps, ogres, basilisks, and human bandits.
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Putnam

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Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
« Reply #671 on: November 17, 2014, 12:36:43 am »

...Uhhuh. This is outside my area of expertise.

Sergarr

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Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
« Reply #672 on: November 17, 2014, 05:45:20 am »

Is the new class system supposed to work in adventurer mode? I read up on the replacement and looked at the raws and to my understanding every adventurer should get their first ability at 15 kills, the next at 35, and after that doesn't matter for this example. However, I got 64 kills with a character and have yet to get any abilities in the x tab. The character was specifically a hero of blood and I've been killing dersites, imps, ogres, basilisks, and human bandits.
Uh, how did you determine that?
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vjmdhzgr

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Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
« Reply #673 on: November 17, 2014, 11:25:34 am »

Is the new class system supposed to work in adventurer mode? I read up on the replacement and looked at the raws and to my understanding every adventurer should get their first ability at 15 kills, the next at 35, and after that doesn't matter for this example. However, I got 64 kills with a character and have yet to get any abilities in the x tab. The character was specifically a hero of blood and I've been killing dersites, imps, ogres, basilisks, and human bandits.
Uh, how did you determine that?
Well as I said I read up on the replacement system and looked at the raws. There's a new classes file which contains the classes and it's kind of complicated, but basically each kill is by default one experience and can be modified for specific creatures(which is why I specified what I was killing) and to get to the first level of the first class you need fifteen experience. Upon reaching that level you automatically get upgraded to the next class where you learn another ability at the first level, which in that case takes twenty experience to reach.
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Re: Fortbent: Homestuck mod (2014 v1.1.0) (0.40.15)
« Reply #674 on: November 18, 2014, 07:38:26 pm »

I made several characters to test the breath, light, and time heroes in adventurer mode and got each of them to fifty kills. Breath and light got nothing, but the time character did get an agility boost. I made the time character with just average agility since you're supposed to get bonus agility as a time hero, and in game the agility was at high. There wasn't any noticeable change in jog speed before the fifty kills and after them though.
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Unless you're past reproductive age. Then you're pretty much an extension of your kids' genitalia
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