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 Bloodloss for other Mods?

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Childe of Malkav
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PostSubject: Bloodloss for other Mods?   Thu Nov 05, 2009 7:07 pm

Hello,

I have downloaded and tested CE. Great work, especially the idea of the Bloodloss. "The need to feed"

But for Attributes and disciplines I prefer the standard rules, and I like to have all the tings Wesp digged out for the Plus-Patch.

So I'd like to know if there is an easy way to implement the bloodtimer only into an existing Bloodlines installation? Or is it possible to create a similar effect by e.g. making the caracter loose health unless he regularly uses BloodHeal?

Hope to hear soon what the voices wisper Smile
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Zer0Morph
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PostSubject: Re: Bloodloss for other Mods?   Thu Nov 05, 2009 11:49 pm

I wouldn't consider the solution easy, but yes it can be done with Wesps patch.

What you would want to do is use the python script built into the vamputil.py file in CE, copy that into Wesp's 6.5 installation. Next you would need to copy the logic timer used in each map into your maps using the quick and dirty bloodlines tool. Lastly you would need to visit each map once and copy the node graph files you build into your own game.

After that you should be good to go.
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Childe of Malkav
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PostSubject: Re: Bloodloss for other Mods?   Fri Nov 06, 2009 7:31 am

Hi,

you're right, that is a bit beyond my abilities Sad . So far I've only messed with the Python scripts and the txt files in vamputil.

Thanks anyway.


BTW what I did was making the spare key to Muriettas apartment available from the start. That only involves moving 4 lines of code in the Haven section of vamputil.py. Just move the lines concerning the "spare key" and its sparkleys from "Def Murietta gone" to "Def beginning the game"

Oops, must be SantaMonica.py, not vamputil Embarassed
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PostSubject: Re: Bloodloss for other Mods?   Fri Nov 06, 2009 3:28 pm

Actually after re-reading my response I just realized that CE 1.1 was built on UP 6.5, so implanting the logic timer in every map is already done by me. So really all you would need to do is copy everything in the \maps directory including the \graph directory within the \maps directory into your game overwriting everything.

But you would still need to move the .py code from CE 1.1's vamputil.py file into your vamputil.py file which is an easy cut/paste deal. The code is right at the top, you can't miss it.

You should be good to go after that.
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Childe of Malkav
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PostSubject: Re: Bloodloss for other Mods?   Sat Nov 07, 2009 7:57 am

Yep, it works. Great! Very Happy Very Happy Very Happy

I hope Wesp doesn't change the maps for the upcomming 6.6
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PostSubject: Re: Bloodloss for other Mods?   Mon Nov 09, 2009 1:34 pm

Childe of Malkav wrote:
Yep, it works. Great! Very Happy Very Happy Very Happy

I hope Wesp doesn't change the maps for the upcomming 6.6

Awesome man, glad to hear you got it to work!

I'm sure Wesp will change a map or 2 for 6.6, but it's an easy cut/paste the logic timer from the other maps into the ones he changed. Thats all you need to do since you already have the bloodtimer working in the vamputil.py file.

Just use quick n dirty bloodlines tool to open the map, cut/paste the logic timer at the bottom and save it. Your done Smile
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Velvet
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PostSubject: Re: Bloodloss for other Mods?   Fri Jun 04, 2010 2:35 pm

regarding bloodloss:
i think it is very good, but you should have gone the extra mile.
there is a half point residual blood that is never exhausted. when the last blood point before that is exhausted you suffer massive physical damage, but i didn't die of it.
i did eventually frenzy, and since it hapened in the middle of the road near a thug pedestrian i fed on him and the cops killed me, but not the bloodloss itself

i really think that you should have made a vampire die out of blood loss.
you should have put the vampire die of bloodloss... you drain that last blood point before the last residual half point, and then when the next bloodloss occurs nothing happens, a message appears on screen saying need blood, you don't even suffer physical damage, only the chance to frenzy.
of course you cannot use disciplines, but...

you should make the vampire die a final death.

i actually decided to try to starve my vampire to death.
it didn't happen.

now i am not so worried about blood loss anymore.

it became a nuisance. nothing more.

you really should have made vampires die out of it.

or at least enter torpor, which would have the same effect, loose the game.
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Claudia
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PostSubject: Re: Bloodloss for other Mods?   Fri Jun 04, 2010 3:00 pm

You cannot die from bloodloss in the pen and paper game, because the Beast makes you feed whatever happens (that is why you frenzied). A vampire's survival instinct is way stronger than a human's (and about the same of an animal).
There is no physical dammage to the vampire not feeding because for the vampire, the blood is closer to fuel for your car than to food for us. Bloodloss is a problem because of the frenzy, but you can choose not to care about entering in frenzy... however it's not roleplaying "acceptable" ;-)

The torpor thing only works for older vampires who have a good leash on their beast and a great willpower, which is not the case of the PC for obvious reasons Wink The only way a PC to enter torpor is by having the kuei-jin ending (a.k.a being trapped in a place not even the beast can allow you to find blood, like in a coffin 6ft below the ground....).
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PostSubject: Re: Bloodloss for other Mods?   Fri Jun 04, 2010 4:50 pm

Velvet,

I understand what your saying about not dying but I wanted to keep it as close to lore as possible while balancing fun/difficulty. I felt the increased chance to frenzy, the damage you take at lower levels of blood loss, and simply not having blood to fuel your powers was enough of a hindrance to make it worthwhile to keep your blood levels up, and still staying true to PnP by not having the kindred die outright.

Claudia is right on how she explained bloodloss in PnP, from what I understand vampires who run out of blood either go into a perpetual state of frenzy or simply torpor. I could be wrong but that is how I imagined it for CE, and the eventual TFN.
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PostSubject: Re: Bloodloss for other Mods?   Sat Jul 14, 2012 1:11 pm

When will I get my answers?
I wont stop until I get my mail
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PostSubject: Re: Bloodloss for other Mods?   Sat Jul 14, 2012 1:16 pm

What is your question and where did you post it ?
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PostSubject: Re: Bloodloss for other Mods?   Sat Jul 14, 2012 5:47 pm

Claudia wrote:
What is your question and where did you post it ?

A lot. Everywhere Laughing
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PostSubject: Re: Bloodloss for other Mods?   Sat Jul 14, 2012 11:07 pm

wow this thread is like, historic. was this malkavs first post here? little did he know he would end up in charge of it all!
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PostSubject: Re: Bloodloss for other Mods?   Sat Jul 14, 2012 11:17 pm

dkmode wrote:
wow this thread is like, historic. was this malkavs first post here? little did he know he would end up in charge of it all!

That son of a gun diablerized Zer0 just to rule by himself, I'm sure of it! Evil or Very Mad
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PostSubject: Re: Bloodloss for other Mods?   Sun Jul 15, 2012 3:53 am

ThePhilosopher wrote:
dkmode wrote:
wow this thread is like, historic. was this malkavs first post here? little did he know he would end up in charge of it all!

That son of a gun diablerized Zer0 just to rule by himself, I'm sure of it! Evil or Very Mad
Pst. Don't tell everybody. Iwould never do such a thing. But if you don't shut up, I will diablerize you too.

- geek

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PostSubject: Re: Bloodloss for other Mods?   Mon Jul 16, 2012 1:42 am

Malkav seems so young and innocent at the beginning of this topic What a Face
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PostSubject: Re: Bloodloss for other Mods?   Mon Jul 16, 2012 10:07 am

Karavolos wrote:
Malkav seems so young and innocent at the beginning of this topic What a Face
That's evolution at work... lol!

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PostSubject: Re: Bloodloss for other Mods?   Mon Jul 16, 2012 11:02 am

Childe of Malkav wrote:
Karavolos wrote:
Malkav seems so young and innocent at the beginning of this topic What a Face
That's evolution at work... lol!

- geek

*places gnawed off head of Darwin at Malkav's feet and wags*
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PostSubject: Re: Bloodloss for other Mods?   Mon Jul 16, 2012 5:32 pm

Feral wrote:
Childe of Malkav wrote:
Karavolos wrote:
Malkav seems so young and innocent at the beginning of this topic What a Face
That's evolution at work... lol!

- geek

*places gnawed off head of Darwin at Malkav's feet and wags*

Wanna play? *kicks the head away*

- geek

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PostSubject: Re: Bloodloss for other Mods?   Tue Jul 17, 2012 11:39 am

Childe of Malkav wrote:
Feral wrote:
Childe of Malkav wrote:
Karavolos wrote:
Malkav seems so young and innocent at the beginning of this topic What a Face
That's evolution at work... lol!

- geek

*places gnawed off head of Darwin at Malkav's feet and wags*

Wanna play? *kicks the head away*

- geek

*fetches and wags*
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PostSubject: Re: Bloodloss for other Mods?   Tue Jul 17, 2012 12:32 pm

In the name of science, STOP THIS MADNESS!
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PostSubject: Re: Bloodloss for other Mods?   Tue Jul 17, 2012 12:54 pm

ThePhilosopher wrote:
In the name of science, STOP THIS MADNESS!

*lets Darwin's head roll to the side, hops on ThePhilosopher and licks his face vigorously, panting and wagging*
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PostSubject: Re: Bloodloss for other Mods?   Tue Jul 17, 2012 2:02 pm

Feral, did you go digging around in the Giovanni's yard again?
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PostSubject: Re: Bloodloss for other Mods?   Tue Jul 17, 2012 2:12 pm

Nachtrae wrote:
Feral, did you go digging around in the Giovanni's yard again?

Um, yeah. Why?
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PostSubject: Re: Bloodloss for other Mods?   Tue Jul 17, 2012 2:41 pm

You might want to put dear old Darwin's head back where you found it then. I heard that his body is wandering about in search of it.
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