If you change every entry, it will be an entirely new character. You could also use the existing ones as a reference and start from scratch, but then you will have to be very careful about the structure.
Do I replace whatever name is in the "type" and "trophy" lines?
You do have to replace the type; you can pick anything as long as it doesn't already exist. Unfortunately, custom items do not exist (yet?) so the trophy will have to be the same as that of another NPC, say JewelTrophy, I'll probably write up a guide for this at some point.
The two bugs, max willpower dropping to 0 and no Prostrate vs. Angel, have been fixed. Here is a link to the new version:
https://mega.nz/#!NY5SjbzL!-gjTY8F1vNGyQKSBu5mMe6_GTC2SWpLcQGeJ3UkY9Ag
I'd provide a changelog, but really it's just those two fixes.
@nergantre perhaps you could link to this post from the first post, so you don't have to update that link every time I put something up.
Exception in thread "AWT-EventQueue-0" java.lang.ClassCastException: nightgames.global.Match cannot be cast to nightgames.ftc.FTCMatch
at nightgames.modifier.item.FlagOnlyModifier.itemIsBanned(FlagOnlyModifier.java:12)
at nightgames.modifier.BaseModifier.lambda$1(BaseModifier.java:58)
at java.util.HashMap.forEach(Unknown Source)
at nightgames.modifier.BaseModifier.handleItems(BaseModifier.java:57)
at nightgames.global.Match.manageConditions(Match.java:266)
at nightgames.ftc.FTCMatch.manageConditions(FTCMatch.java:82)
at nightgames.global.Match.<init>(Match.java:79)
at nightgames.ftc.FTCMatch.<init>(FTCMatch.java:33)
at nightgames.global.Global.buildMatch(Global.java:1405)
at nightgames.global.Global.dusk(Global.java:685)
at nightgames.ftc.FTCPrematch.respond(FTCPrematch.java:65)
at nightgames.gui.SceneButton.lambda$0(SceneButton.java:20)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
moneyRate = 5.0;
Also everything costs 5 times more in 1.9.6.2. Why?
Well, I just downloaded the newest one.
And it looks like now I give commands to both myself and my opponent.
Right now I am watching the debug spew as Cassie and Jewel, both at zero willpower, are deadlocked in a cycle where they keep knocking each other down then failing to exploit the position to finish things off.
Suggestion: Terminate AI-vs-AI fights as soon as one participant hits zero WP for any reason.
That, and have fighters use a finishing move of some variety whenever someone is at max arousal, along with making it not miss unless the winner is within 90% or higher arousal.
im all for this as well however there should be a limitation on it like they need say 80-90% mojo to do it
return (int) ((double) x / Global.getPlayer().getAddiction(AddictionType.ZEAL).getMagnitude());
I'm gaining 50 mojo for taunt when affected by "Crisis of Faith". This looks wrong:
It does look a little strange. I'll change it for the next release.
Maybe a stupid question, but how do you change your body shape ? how can I get permanent big tits ?
Deque<Area> areaList = new ArrayDeque<>();
areaList.add(map.get("Dorm"));
areaList.add(map.get("Engineering"));
areaList.add(map.get("Liberal Arts"));
areaList.add(map.get("Dining"));
areaList.add(map.get("Union"));
areaList.add(map.get("Bridge"));
areaList.add(map.get("Library"));
areaList.add(map.get("Tunnel"));
areaList.add(map.get("Workshop"));
areaList.add(map.get("Pool"));
combatants.forEach(character -> {
if (character.has(Trait.immobile)) {
character.place(map.get("Courtyard"));
} else {
character.place(areaList.pop());
}
if (matchmod.name().equals("maya")) {
.....
lineup = pickCharacters(lineup, players, 4);
...
} else if (matchmod.name().equals("ftc")) {
....
lineup = pickCharacters(players, lineup, 4);