Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Notchbrine

Pages: [1] 2
1
General Discussion / Melee Combat Demo Server
« on: July 10, 2018, 10:29:14 PM »
I'm going to be hosting a server demonstrating a combat system me and Buddy (mostly Buddy) made around 2-3 months ago.

Before I explain how it works, credits to Bushido and anyone else who worked on T+T for the melee weapon models used, Crystalwarrior (and everyone else who worked with him) for the Health system, body system, loot system, and the block mechanic (All of which were taken from Despair Syndrome and modified.) and also credits to him (and, again, everyone else who worked with him) for making Weapon_Base_Melee.

Anyways, here's how the melee works:

Left clicking swings the weapon, as you would expect. Most two-handed weapons have a windup before you swing (windup length varies between weapons). One-handers also have a wind-up, but it's fairly short.

Holding left click will charge an attack. After holding LMB for a certain amount of time, a star appears. Releasing LMB after the star appears will allow you to do a much more damaging attack. This attack, when done with two-handers, will have no windup. (Keep in mind that swing are not instant.)

Right-Clicking lets you block. You can hold up a block for only 2 seconds before you automatically unblock. If you fail to block anything, you will not be able to block for the next 2 seconds. If you successfully block one attack, you can instantly throw up another. Blocking an attack drains your opponent's stamina, the amount drained depends on what weapon you block with.  Blocking is instant, as soon as you right click you will block any attack that hits your front. There is absolutely no delay.

Swinging your weapon, running, and jumping all cost stamina. Stamina is very important, as certain weapons directly damage your stamina. These weapons are non-lethal, and if a non-lethal weapon causes you to reach 0 stamina, you will be knocked unconscious (Don't worry, Self Delete will be enabled). Many weapons are non-lethal, but most are lethal. Stamina constantly regenerates, but at a slow rate. Always keep track of and manage your stamina, as you can't swing when it gets too low.

A dead or unconscious player's body can be examined by left-clicking it. Left-clicking a body will show you what damage-type killed them, how many hits they took from the back and the front, and if the body is warm, lukewarm, or cold. Pressing the light key on a body will allow you to loot it. The building controls are used to navigate the looting menu.

All melee weapons use tracers instead of hitscan or invisible projectiles. (Thanks to Weapon_Base_Melee)

I might not have touched on absolutely everything, but these are the most important things to know.

The server will start today at 12:45PM(EST) and tomorrow around afternoon. The server name will be Paul Denton's Melee Weapon Demo.  While I'm hosting, please give me any criticism on the system, I'll listen to all of it and (try to) fix it accordingly.

This add-on will be private, most likely for the foreseeable future due to it not being finished (and the lack of people to finish it).

2
General Discussion / Apocalyptic MFRP
« on: June 13, 2016, 10:16:36 PM »
This Apocalyptic MFRP is under development.

After a few months of brainstorming, I've come up with a system that I'm going to test out with anyone that wishes to test it.

This is not everything I have come up with, and I was limited in time to type.

Player:
You will start out as a single person, you have to loot and scavenge to get the resource to create a faction. You may select perks listed below to create your character, you cna not change them at any point.


Faction system:
Factions require food and liquids to maintain, running out of these will cause your faction to rebel. Factories are able to produce resources at a rapid rate, but require maintenance, and must be supplied with resource to produce products. You are able to set up makeshift farms, and all units are affected by what you see below. To make efficient use of your units, assign them based on their perks.


Perks:

Strong: Increased resistance to all types of damage, 20% consciousness damage/ condition damage output, decreased moves per turn, agility decreased.

Tactical: Increased agility and move points per turn, hiding is more effective, dropkick instantly available, 20% damage output/input penalty.

Intelligent: Crafting uses less resource, parrying instantly available, slight agility decrease, 10% damage output decrease.

Survivalist: Food/drinks are 30% more effective, ability to tell poisonous mushrooms/berries apart, bleeding wounds clot 20% faster, natural healing speed and effectiveness reduced by 20%.

Medic: Able to see blood meter, know blood type immediately, bloodbags are 20% more effective, condition slightly increased, consciousness decreased.

Sadist: Sanity is increased when injuring someone, pain increases faster.

Debuffs:

Stunned: Unable to do anything until it is gone.

Stagger: Unable to do anything, fall back a few paces.

Knocked down: Causes you to fall, able to dodge attacks while fallen, must get up to attack.

Unconscious: Unable to do anything, makes you lootable, lasts out of combat for 1-20 minutes.

Comatose: Unable to do anything, makes you lootable, lasts out of combat for 1-3 days.

Bleeding: Constant reduction in blood meter.

Internal Bleeding: Constant reduction in blood meter, requires surgery.

Broken bones: Affects movement or carry weight, unable to wield some weapons.

Recovery: Unable to do anything that can harm your opponent for 1 turn, and 1 turn only.

Sick: Multiple types, reduces Immunity meter.

Asleep: Unable to do anything until Fatigue meter fills, will wake up if approached or injured.

Combat moves:

Block: Avoid damage from a melee attack, slight chance to fail.

Parry: Avoid damage from a melee attack and put opponent in recovery, very slight chance to fail. (Must be learned)

Kick: Do very slight condition damage and slight conscious damage, can get past blocks and parries, can fail, not available all the time.

Dodge: Dodges an attack, chance to put enemy in recovery or put you back a few paces, can fail.

Sweep: Stun an enemy for 1 turn, chance to fail, not available 100% of the time. (Must be learned)

Dropkick: Stun an enemy for 2 turns and deal conscious damage, chance to fail, not available 100% of the time, will stun you for 1 turn after doing the action. (Must be learned)

Jab: Jab the enemy with whatever weapon you have, reduces or increases damage depending on weapon type, able to stagger.

Slice: Slice with whatever weapon you have in your hands, normal damage, can stagger.

Flurry: Attack an enemy multiple times, will put you in recovery, able to fail, not available 100% of the time.

Tackle: Tackle an enemy to knock you both down and put your opponent in recovery, can fail.

Stomp: Keep an enemy knocked down, stuns for 1 turn, can't fail, not available 100% of the time.

(Not the full list)

Meters:

Condition: The most important meter, if it's reduced to 0, you die.

Blood: Amount of blood in your being. (Hidden.)

Consciousness: Measurement of your consciousness.

Fatigue: Measures how sleepy you are.

Hunger: Measures your need for food.

Thirst: Measures your need for liquids.

Weight: Measures the amount of weight your items combined are.

Sanity: Measures how sane you are, if it hits 0, your character will suffer huge debuffs.

Pain: Measures your character's pain levels, affects consciousness.

(Not the full list.)



3
General Discussion / The Creation of Succ (Server)
« on: June 12, 2016, 03:30:16 PM »
A server where I forget around with mission editor while everyone else makes cancerous builds on floating baseplates because I deleted the ground. Good fun.

And then, at the end of the day, I take a screenshot and post it on the gallery.

And then we kill ourselves simultaneously.

4
Gallery / Creation of succ
« on: June 11, 2016, 12:46:08 AM »
Foxtrot said I should post this art. Please no ban.





And, yes, I deleted the baseplate.



5
Server will be hosted on Friday and Saturday. during the time period of 8-12 PM

Survivalists is an edited version of Port's survival, featuring more melee weapons, better guns, armor, and a few other features that are being worked on.

There really isn't much to explain about Survivalists, it's a survival game. There are no zombies, and the only threats are Hunger, dehydration, and other players.

These are features that are being worked on:

Unconsciousness

Bleeding

Zombies(Maybe)

A new map(Maybe)

and crafting.

6
General Discussion / Realistic Apocalyptic MiniRP
« on: March 20, 2016, 01:31:01 AM »
WARNING: THIS IS GOING TO BE LONG

I ALSO DID NOT HAVE TIME TO EXPLAIN FACTIONS, CRAFTING, AND OTHER THINGS, I WILL UPDATE LATER. I ONLY GOT TO PARTIALLY EXPLAIN STATUS, CHARACTER CREATION, AND COMBAT.

Now that I've formed a small team, and came up with a good system, I'm going to explain it in detail.

Character Creation:

When you first join the server, you must create a character, you can not change this character unless the character dies. The customization allows you to select the strengths your character will get, starting weapons, and lets you build your faction's banner (Changeable). You must also choose weaknesses for your character for every strength you pick out. (Dependent on the strength)

There aren't many traits right now, but here's a list and explanation of each one.

Strong: More damage with melee weapons, can inflict more pain and consciousness damage every hit, and can take 1.5x less pain and consciousness damage.

Tactical: Allows your character to use cover more efficiently, ability to use the environment against an opponent, and shortens all ability cool-downs by 1 turn.

Knowledgeable: Able to target body parts more specifically, all crafting recipes take less resources to craft, more crafting recipes available immediately.



Weaknesses:

Alcoholic: Must drink alcohol frequently or suffer withdrawal effects, withdrawal effects can effect you in combat.

Smoker: Unable to run at certain times in combat. Must smoke or suffer withdrawal effects. Withdrawal effects do NOT affect combat.

Overweight: Unable to run at certain times in combat. Fatigue increases faster.

Frail: Damage inflicted with melee weapons is halved, inflicts less consciousness and pain damage, suffers 1.5x more consciousness and pain damage.

Foolish: 5% chance to break the item the character is currently crafting, spawns with less crafting recipes, crafting takes 1.5x more resources.


Combat system:

There will be many abilities you can use, most abilities have a cooldown when used.

Parry: Enables the character to parry an opponent's attack, no damage is inflicted to the character. 2 turn cooldown.

Kick: Kicks the opponent, chance to cause a knockdown, stumbles the opponent away a bit. 1 turn cooldown.

Sweep: Can cause a knockdown, must be learned. 1 turn cooldown.

Single Strike: The basic attack, can be aimed at certain body parts.

Flurry of attacks: Causes the character to launch multiple attacks at once, triggers a recovery, 3 turn cooldown.

Dodge: Dodge an opponent's attack, chance to grab the opponent's arm and pull him down, chance to fail. 2 turn cooldown.

Critical strike: An attack that causes you to inflict 1.5x more damage. 2 turn cooldown.

Grapple: Causes you to grab your opponent, you can do many thing in this position, prevents opponent from attacks, you must be dangerously close for this to work.


WHEN GRAPPLING:

Strangle: Affects consciousness, can fail.

Push down: Try to cause a knockdown, can fail.

Knee: Slam opponent's face into your knee.

Tie: Attempt to tie your opponent's hands together, can fail, requires items.


WHEN GRAPPLED:

Struggle: Escape opponent's grip, can fail.

Reverse: Try to reverse the grapple, can fail.





Status Effects:

Status effects can help you or kill you. This is the current list:

Stunned: When your pain or your conscious meter is damaged heavily, or you are hit enough, this state occurs, knocking you down and forcing you to skip 1-3 turns.

Unconscious: Knocks you down and forces you to skip 20-50 turns, affects you out of combat for 5-20 minutes. When you are unconscious, you are banned from the server until your character awakens, if you do not join the server when the ban time is depleted, your character will remain unconscious until you arrive.

Comatose: Occurs in specific conditions. Lasts for 3-10 days (Real-time). You are banned when your character is in comatose.

Death: Occurs when you're General Condition meter depletes to zero. Your character is completely gone and you are banned for 1 week.

Bleeding: Can range from mild to severe. Decreases your blood meter.

Internal Bleeding: Same as above, but cannot be treated using bandages, requires surgery to remove.

Incapacitated: Character falls on the ground and can't get up unless helped by a comrade, 50% chance to fall unconscious or get up in 5 turns.

Recovering: Occurs when your attack is dodged or is parried, makes you unable to do anything that damages your opponent for 1 turn.

(List will be updated with more later, feel free to suggest more effects.)




Status Meters:

These meters decrease over time in or out of combat. You must manage them or risk death or negative status effects.

General Condition: One of the most important meters, if this reaches 0%, you die.

Blood: The amount of red blood cells you have. As it decreases, you will obtain many negative side effects. (Can only be seen when certain items are used)

Immunity: The measure of the effectiveness of your immune system, as it decreases, sicknesses will be more common and more dangerous. Can be increased with certain drugs.

Hunger: Eating food will increase this meter, if it gets below 20%, you will start getting side effects, and eventually death.

Dehydration: Same as above, increases faster.

Fatigue: Manage by sleeping, if it gets to high, your conscious meter will decrease rapidly.

Consciousness: The overall measure of your consciousness. You can become unconscious when it decreases to 30%, and go into comatose when it gets to 0%.

Pain: A direct link to consciousness, when it rises to 70%, conscious meter is affected,

Weight Capacity: The measure of the weight of your items, if it is too high, your fatigue will rapidly increase.

7
Suggestions & Requests / Directional blocking and stunning
« on: March 13, 2016, 11:12:58 PM »
Typed this on mobile so expect it to be brief.

 What I want is when you attack you can swing it in a direction if you hold the mouse button and press an arrow key to set the direction you swing the weapon. Then release to swing.

However when you press an arrow key without holding left click, you can block the attack that is heading that specific direction.

Incorrectly blocking an attack can stagger you and leave you open, but blocking one successfully will make the opponent unable to attack for 2 seconds, but they can still block.

Bludgeon weapons can stun, making the player tumble, by chance. Slash attacks can cause bleeding, by chance. And stab attacks can critical hit (x2 damage), by chance.

8
General Discussion / Realistic Apocalypse MiniRP
« on: March 05, 2016, 11:49:02 PM »
Thinking about creating an apocalyptic miniRP, where you start out as one person, of which is you, and are able to join player/NPC factions or create your own by scavenging for supplies and gathering resources, of which I will keep track of using a pen and a notepad.

There will be many items you can collect, and you can't just go off and build whatever, you must put thought into the design of your fortification, or you will fall to a faction. Your faction can be looted entirely, and your units are limited in supply. If your character dies, you lose that character forever, and the faction you created is up for grabs/looting/whatever.

You also must supply your units with weaponry that has either been scavenged or created, to create guns you can find, repair, and maintain damaged factories found in the wastes, you will have to get a steady supply of resources to maintain it. You can also find food production factories to mass-produce certain food items for your faction, if your faction has no food or water, it will soon fall apart. This makes "breadbaskets" a very important thing to make.

You need to keep track of your character's status, you can get information on one by asking a gamemaker. You will be alerted by a gamemaker when your status is critical, and specifically what is causing it to be in critical condition.

These are things you need to keep track of:

Inventory
Hunger
Thirst
Fatigue
Consciousness
Blood
Pain
Body Heat
Effects

These are only a few examples.

These status effects can be inflicted on your character:

Incapacitated
Dazed
Near-unconscious
Unconscious
Wounded
Near-death
Starvation
Dehydration
Brain Trauma
Broken Bones
Bleeding
Mild Bleeding
Severe Bleeding
Disease
Sepsis
Overburdened
Knocked down
Staggering backwards

These are not all of the effects. All of these effects apply to units in your faction.

9
Suggestions & Requests / Unconsciousness
« on: January 30, 2016, 07:16:53 PM »
Here's how it will work:

When you get knocked unconscious from being bludgeoned by something, you must wait for about 1-3 minutes (Based on the weapon and location). This can be increased by 30 seconds every time your hit. 5-7 hits will kill you (Depending on the weapon).

Once you regain consciousness, if you get knocked out again in a 1 minute time frame, you have a chance of dieing while unconscious. (25% chance every 30 seconds)
The chance increases the more you are knocked out in that time frame, until you die from severe brain trauma.

When you are shot by a gun or hit by any weapon, there is a 20% of staggering.

10
Add-Ons / MePhone's musket
« on: September 02, 2015, 01:36:11 AM »
So I noticed every musket ever made for blockland was loving stuff, so I took Heedicalking's musket, changed the living stuff out of the scripts, and BOOM.

Realistic musket that has absolutely no reload animation and can be easily spammed.

Enjoy.

http://www.mediafire.com/download/73c4n6ijurog5de/Weapon_Musket.zip

Credits to Heedicalking for most of the stuff.

11
Gallery / After the flash: Ramanis. (WIP)
« on: June 30, 2014, 03:12:12 PM »
Hello there! Me and Wolfblitz are working on something called After The Flash: Island Ramanis. It is coming along smoothly. But we need some help. If anyone would like to help. PM me your skills and things. Then ill tell you the password. Help and we will give you VIP perks.  In the meantime. Lets talk about the build. Ramanis is a US state. Added in the year 2043. This Is a zombie survival map. But its not half-assed. No good sir. We put a lot of effort into this build. Currently, the island template is finished. Working on the details and stuff.                           


                                      (IMAGES REMOVED UNTIL 70% MAP PROGRESS IS MET)


12
Suggestions & Requests / SMM revival script.
« on: June 30, 2014, 12:11:20 PM »
Needed for After the flash: Ramanis.

13
Forum Games / After the Flash: Ramanis. (Survival) (WIP)
« on: June 27, 2014, 01:16:53 AM »
Hello there! Me and Wolfblitz are working on something called BlockZ: Island Ramanis. It is coming along smoothly. But we need some help. If anyone would like to help. PM me your skills and things. Then ill tell you the password. Help and we will give you VIP perks.  In the meantime. Lets talk about the build. Ramanis is a US state. Added in the year 2351. This Is a zombie survival map. But its not half-assed. No good sir. We put a lot of effort into this build. Currently, the island is finished. And so is the Black Mountain Broadcast Station. (BMBS).

This is PART of the island.


This is the other part.


Creators of After the Flash: Island Ramanis


Story: When the bombs hit Ramanis (Aswell as many other US states) The government shut down the Water, electricity, and even stores. The US went into chaos. Bandits, zombies, and other things like that. But after a few years, broadcast stations were being reestablished, and radios started working again. Jazz was on the rise at the time. And most of the stations were on AM. The money of the US was now Caps instead of USD. But military scrap towns sometimes used the old USD currency. Such as Chineras, the scrap town by the shore.

It is highly recommended to get a music player to play the music.

14
Suggestions & Requests / Faint/Knockout script
« on: May 01, 2014, 05:51:14 PM »
I already know smm did it...
But I want it for my own expirements....

Can anyone code a fainting/knockout script? Or atleast extract this code from smm? (Which im sure you cant,Unless you have the GM from wherever you download it at .)

15
Drama / loveual T rex (BLID: N/A)
« on: September 17, 2013, 04:17:30 PM »
(This drama has proof)  (Sorry if I typed the links wrong:/)
















They explain it all.

Pages: [1] 2