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  1. 1

    Nightgames Mod (v2.5.1.2) updated 2/11/17

    I downloaded it and it does seem to cause errors if you try to compile it. Weird, I assume it compiled before since the latest update was after the point where those changes occurred and the JAR itself still works. Maybe java updated some stuff and it no longer compiles, I dunno. Maybe someone...
  2. 1

    Nightgames Mod (v2.5.1.2) updated 2/11/17

    ...huh. There's a special character there that looks like white space. Despite going high tech, {self:PRONOUN}'s rig of equipment – {self:possessive} fancy Should be safe to just delete the white spaces between rig of equipment and {self:possessive} fancy and then add a real whitespace with your...
  3. 1

    Nightgames Mod (v2.5.1.2) updated 2/11/17

    Official is a strong word at this point. I'm not even sure that there is an official version anymore >_> Newest base that's being used is DarkSinfulMage's 2.6 version I think. https://mega.nz/#!UJ4FlCZb!HwsHmGUt0rdpcD2gLOrxMfMHDvTL-VLHXaX0jy6ZAZw Pull that out, then unzip and drop in the JAR...
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    Nightgames Mod (v2.5.1.2) updated 2/11/17

    You can pull the code for eclipse from the github. DarkSinfulMage's repository is the one releases are from.
  5. 1

    Nightgames Mod (v2.5.1.2) updated 2/11/17

    I've definitely nerfed Tighten and Invitation in my game. In my head it seems for Tighten to do something a little better than a failed Struggle at it's worst and a little worse than a Piston at it's very best, assuming it still costs Mojo. A failed struggle deals 6-11 damage and a Piston does...
  6. 1

    Nightgames Mod (v2.5.1.2) updated 2/11/17

    Airi is weird. On the one hand, I don't think it makes sense that she gets all the abilities she has when she mimics things or disguises herself. On the other, to go and through and pick out the ones that don't make sense and change them is such a huge task I think it's more realistic to just...
  7. 1

    Nightgames Mod (v2.5.1.2) updated 2/11/17

    If I understand what you want, this is what I'd do. Heavily influenced by what I viewed as the coding convention and my own inexperience, so I won't say it's the best way or anything. Should allow the user to tick the debug option, then choose w/e challenge they want when the night starts...
  8. 1

    Nightgames Mod (v2.5.1.2) updated 2/11/17

    Random things: NaturalGrowth and unnaturalGrowth don't work correctly. Changing line 803 in Global.java to final int maxLevel = maxLevelTracker; will make it work. It's worth noting that since the girls don't get as many wins as they should since one update or another, they lag behind in...
  9. 1

    Nightgames Mod (v2.5.1.2) updated 2/11/17

    The case doesn't exist, but checking if getSelf().canAct() && c.getStance().mobile(getSelf()) would probably be similar. It's what Strip Self uses. Yes. But, since part of Armbar's useable is c.getStance().dom(getSelf()), the user also has to be the top in the stance. To my knowledge, there is...
  10. 1

    Nightgames Mod (v2.5.1.2) updated 2/11/17

    Its possible i explained that poorly, because I'm not sure what exactly you're asking now. When we're talking about booleans, an && statement might not be any different from an || statement if they are written that way. I hope that helps since that was basically me rambling. >_> Simple answer...
  11. 1

    Nightgames Mod (v2.5.1.2) updated 2/11/17

    I believe the most recent talk on a Player addiction was the idea of some sort of modular build-your-own-addiction thing, but I can't seem to find it atm. In any case, I think talk on it was mostly tabled until the coding rewrite is complete. I personally hope it doesn't take over fetishes...
  12. 1

    Nightgames Mod (v2.5.1.2) updated 2/11/17

    Oh yeah, the damage in the skill itself is only the tip of the iceberg. On counter: You can further play around it too though. Charm status leaves them unable to use Counter. Diversion can't be countered. Non-contact skills work, so ranged Bind skills are good. If they have low stamina you...
  13. 1

    Nightgames Mod (v2.5.1.2) updated 2/11/17

    long to write out and explain, but i'll try. I'll say that i typically find that it helps to look at multiple skills at a time and compare them to each other when trying to understand them, rather than taking one apart and trying to understand it. evaluate from left to right, parenthesis first...
  14. 1

    Nightgames Mod (v2.5.1.2) updated 2/11/17

    I agree that traps in general could use some way to reliably use them...but at the same time, I feel traps are already -really- strong when used by players. Snare/Enthrall makes any other character a cake-walk and you just win. Tripwire is absurdly good until about level 20 where it's merely...
  15. 1

    Nightgames Mod (v2.5.1.2) updated 2/11/17

    Worth noting that this isn't actually the case any more from what I can tell. Dark Tendrils doesn't seem useable from these positions at all anymore. Seems odd that you can't just use it as a binding ability from those positions though. Also, for anyone playing a Science character, navigate to...
  16. 1

    Nightgames Mod (v2.5.1.2) updated 2/11/17

    Hiya. Been more than a while, so its nice to see this is still going. Since there doesn't appear to have been too many updates since I left, I'll go ahead and add some more viewpoints to the surveys. So background. My experience comes from games that last till about the 30s before I start a...
  17. 1

    Nightgames Mod (v2.5.1.2) updated 2/11/17

    Yeah, the girls don't like gaining exp correctly. :( For now, if you use Credits -> Debug, you can enter <tgt>.ding <amount> (so, for example, Cassie.ding 2 will cause Cassie to level twice) until the levels seem fair to you. Capitalization matters for this. I'm not sure how safe it actually is...
  18. 1

    Nightgames Mod (v2.5.1.2) updated 2/11/17

    Oh. Ok, I see what I'm missing here. Most notably, I somehow thought you were also talking about giving PCs the same addictions as NPCs, and that is very much -not- what you said. Sorry! Looked at the addiction codes and looked back at the proposed pseudocode. Yeah, I would say these are...
  19. 1

    Nightgames Mod (v2.5.1.2) updated 2/11/17

    Being better designed is always an upside, but why is the game automatically better if the enemies' addictions are generalized like the players? Isn't the only thing that matters that they are easy to understand with minimal effort? The enemies are pre-created and any synergies are well known...
  20. 1

    Nightgames Mod (v2.5.1.2) updated 2/11/17

    That said, I will admit that it would be satisfying to use addictions too though. And... Addictions that don't leave out particular build paths and that don't have to be somehow tuned such that they are good for both enemies and PCs at the same time? Yes. This. 100% this. I love this. Did I...