FRUA & DUNGEON CRAFT Community Forums

Hacker's Hideout => Hacking UA => Topic started by: hans on March 27, 2014, 09:12:31 PM

Title: SHUA Furthered
Post by: hans on March 27, 2014, 09:12:31 PM
I'm still working on Rocco Taku's big SHUA mod, but should be done in a matter of a few weeks. 

Afterwards, as I've mentioned elsewhere, I'm thinking of trying to hack a backwards-compatible version of Nol's SHUA with expanded power options for PCs. 

My first hurdle will be restoring the Unused Items back into play.  I may need tutoring on that, when the time comes. 

Things I would want to do include: 

Creating items for lightning bolt and fireball powers.  Right now, SHUA has Magnetism and Energy Blasts which use those standard UA spells.  So, if I wanted to have PCs of both Cosmic Boy and Lightning Lad, they'd both have to have the exact same items.  My thought is to duplicate the Magnetism and Energy Blast items, but give them new names as in lightning and fireballs.  Although these new items would duplicate already existing ones as far as effects, I believe that the new names would give players a more satisfying role-playing feel when choosing those power items. 

I am already using Combat Sprites which can pass for either power, in my recent SHUA mods.

I could duplicate one of the martial arts to include Kung Fu into the options, even tho its damage would exactly match one of the existing ones, too.

I also noticed that, in his Wonder Woman mod, Steve Gustafson gave the Amazon Bracelets the Bulletproof specab.  That got me thinking.  Other new armors could be created with added specabs, like Resistant to Fire/Cold.  The price for such armors could be adjusted by adding the cost of the base armor it was duplicating in the Item Instances to the cost of the specab-only power item.

I could create some Magic armors and weapons, too.

While these power and item additions wouldn't really add any new effects into the game, my aim would be to increase the role-playing options, if only in name, for players to create custom superheroes.

I would also adjust a few item costs, like cutting the cost of Batarangs by half, to put them equal to Bullets and Arrows. 

I might also rewrite a few text strings, for example to allow villains to use "powers" instead of "spells." 
   
Title: Re: SHUA Furthered
Post by: Milos Gulan on March 28, 2014, 03:36:59 PM
Interesting... I hope we will see it soon. I don't know much about FRUA hacking but now you got me thinking that it might be useful, so i guess it is one more thing on my to learn list.
Title: Re: SHUA Furthered
Post by: hans on July 25, 2014, 10:34:47 AM
I've noticed a fairly major bug in the SHUA Worldhack.  Some superpowers, like invisibility or illusory duplication (mirror image) wear off during combat.  And, because they are cursed items ("superpowers"), the powers cannot be reactivated by taking the items off and putting them back on (as one might do with a Ring of Invisibility in standard UA). 

I figure the easiest way to fix this bug would be to remove the "cursed" flag from some or even all of the superpowers. 
Title: Re: SHUA Furthered
Post by: Nol Drek on July 25, 2014, 11:34:50 AM
I figure the easiest way to fix this bug would be to remove the "cursed" flag from some or even all of the superpowers.

I like this suggestion. Character creation is often frustrating due to the fact that a Super Power is 'readied' it cannot be 'unreadied'.
Title: Re: SHUA Furthered
Post by: hans on February 07, 2015, 07:38:59 PM
Okay, here's my attempt at fixing the above problem...

==================================================

    SUPER-HERO UNLIMITED ADVENTURES WORLDHACK

      PATCH TO TURN OFF SUPER-POWERS CURSE 

==================================================

The Problem this intended to fix: 

An unintended consequence in making superpowers cursed, like invisibility or illusory duplication (mirror image) is that when the effects wear off during combat, because they are cursed items ("superpowers"), the powers cannot be reactivated by taking the items off and putting them back on (as one might do with a Ring of Invisibility in standard UA). 

I figured the easiest way to fix this bug would be to remove the "cursed" flag from all of the superpowers.  The ITEM.DAT and ITEMS.DAT files, here, should accomplish this. 

================================================== 

How to use: 

Replace the ITEM.DAT and ITEMS.DAT files in the SHUA Worldhack, or any superhero design using the SHUA Worldhack, and Apply or re-Apply the design using UAShell. 

But, please keep backup copies of the original ITEM.DAT and ITEMS.DAT files in case there is an unforseen problem with these. 
   
================================================== 

Note: 

Old characters who were already saved with previously cursed items before switching to the new ITEM.DAT and ITEMS.DAT files may retain their "cursed" superpowers condition. 

==================================================

Use a bit of caution, folks.  This is my first attempt at offering a hack fix. 

If nobody finds any problems with this, after awhile, I'll use these new ITEM.DAT and ITEMS.DAT files in Rocco Taku's eventual SHUA project, and UL the patch by itself to the Archive.
Title: Re: SHUA Furthered
Post by: hans on January 07, 2017, 02:34:29 PM
Now that I've finished Man-Storm, I'll be returning to work on Rocco Taku's big SHUA project.  My hope is to use a version of SHUA with as many (customized) items added as possible.  Since the mod will be make-your-own PCs, I'd like to give players as much choice as possible. 

Nol, how hard would it be to reclaim the Unused Items of SHUA (building on your fixed version) back into the inventory...? 
Title: Re: SHUA Furthered
Post by: hans on January 07, 2017, 02:51:24 PM
Nol, how hard would it be to reclaim the Unused Items of SHUA (building on your fixed version) back into the inventory...?
 

Oops!   :-[  Never mind, Nol.  Looking back on my notes, I see you have already provided me with a version that does just that!   :P  Many thanks, amigo!!!   :notworthy:
Title: Re: SHUA Furthered
Post by: Nol Drek on January 07, 2017, 11:35:59 PM
Glad I could help!
Title: Re: SHUA Furthered
Post by: hans on January 10, 2017, 08:42:15 PM
Ulp, it seems I've hit a little bump in the road, Nol. 

Using Frua98, I've opened up the files you hacked which now make lots of Unused Items available.  ...But they're all set under Powered Assault Armor (Class: Items.dat record 1) which means they all share the Equipment Slot: Armor and Base armor class: -10 settings.    :(

Title: Re: SHUA Furthered
Post by: Nol Drek on January 10, 2017, 09:33:03 PM
Are you saying that the Inventory Lists which are used in Shop Events all refer to the same Unused Item?

Or are you saying that you need to hack both the ITEM.DAT and ITEMS.DAT files to get new super powers to show up in the Inventory Lists?

If its option #1, then that was not what was intended and I'll need to fix it. If its option #2, then you should be able to create new items and I can help guide you through the process.
Title: Re: SHUA Furthered
Post by: hans on January 10, 2017, 11:39:16 PM
Are you saying that the Inventory Lists which are used in Shop Events all refer to the same Unused Item? 
No.

Or are you saying that you need to hack both the ITEM.DAT and ITEMS.DAT files to get new super powers to show up in the Inventory Lists?
No.

The Unused Items show up on a variety of Shop item catagories in UA.  It is in Frua98 that I see all those Unused Items in the same "Class: Items.dat record 1" list, all underneath Powered Assault Armor.  In the previous versions of SHUA, I believe these Unused Items were spread out among many Classes (tho, of course, they did not show up in the Shops). 

I experimented with renaming some of those Unused Items, and even could buy them in a shop.  They would all share the same AC-changing properties of Powered Assault Armor, tho, and I could not change them from an armor to another type of item or alter the -10 AC without also changing the Powered Assault Armor, as well.  They all seem to be linked. 

I'm guessing all items grouped in a "Class: Items.dat record *" must share certain properties. 
Title: Re: SHUA Furthered
Post by: Nol Drek on January 11, 2017, 08:06:02 PM
Have you tried using ITEMEDIT instead of Frua98? You should be able to change the "item type" for each item and make each one a ring, a scroll, a melee weapon, etc.
Title: Re: SHUA Furthered
Post by: hans on January 11, 2017, 08:39:02 PM
Have you tried using ITEMEDIT instead of Frua98? You should be able to change the "item type" for each item and make each one a ring, a scroll, a melee weapon, etc.
 

Unfortunately, ITEMEDIT is one of the proggies I've been unable to get running on my new computer, even with DosBox.   :( 

I'll try to get my old computer put back together and working in the next few days.  Hopefully.    :-\
Title: Re: SHUA Furthered
Post by: hans on January 12, 2017, 06:47:31 PM
I did finally get ITEMEDIT to work.  It seems my problems were similar to Dinonykos' recent ones with UAShell.  A fresh install and some clicking around with properties finally got it to work with DosBox. 

It is an older proggie and much more difficult to work with than FRUA98, I find.  Somehow, I've managed to botch every experiment I've done so far.  It may take me some serious time to master this program.   :drool:
Title: Re: SHUA Furthered
Post by: hans on January 12, 2017, 07:27:51 PM
Great news!!!  I may not have to master ICONEDIT at all!   :occasion18:

I discovered a feature in FRUA98 that I didn't realize was there.  It allows me to change the "items.dat record no."  As I mentioned before, first on the  "Class: Items.dat record 1" list was Powered Assault Armor and all of the available Unused Items were listed below it (which meant they all shared the same item type: armor & the -10 AC property). 

However, I found that FRUA98 allows changing the "items.dat record no."  I renamed one of the Unused Items to "1" and changed the "items.dat record no." from 1 to 2.  Then when I navigated to "Class: Items.dat record 2" my renamed item moved with me, appearing now on that list.  I have attached a screencap of FRUA98's display with the pertinent spots highlighted in red, below. 

I believe this function will allow me to proceed without further trouble.   :iroc:

Title: Re: SHUA Furthered
Post by: Nol Drek on January 13, 2017, 12:12:57 AM
I'm glad to hear it. ITEMEDIT is text-based and using a GUI is definitely easier.
Title: Re: SHUA Furthered
Post by: hans on January 14, 2017, 12:00:18 PM
In increasing the Super Powers & Items selection for this project, I can add 4 (or, at the most, 6) new text Strings.  Although I will actually be adding few to none new abilities, the new items that I do add will be for the purpose of increasing the role-playing aspect in outfitting new superheroes.  These are some new Strings that might be competing for those few new slots: 

Super
Magic
Electric
Stun
Sonic
Fist
(or) Punch
Chemical
Poison
(or) Venom
Bionic 
Acid 
Blade
Dark
(or) Shadow 
Atomic
Feral 
Gas
(or) Vapor 
Plant


There are "Super Strength" and "Super Speed" Strings in the current SHUA, I thought if I were to use one of the unused slots for "Super", and switch the other two strings to just "Strength" and "Speed", I could combine those Strings to retain the "Super Strength" & "Super Speed" items, while then also allowing new combinations for other items, say "Reptile Strength" or "Super Agility." 

"Blade", if added, could be used as a catch-all for any bladed weapon that's not a "Sword", "Katana", or "Knife," like axes or sais.

Comments are welcomed. 
Title: Re: SHUA Furthered
Post by: hans on January 16, 2017, 10:59:37 AM
Magic --"Mystic" is already a String, so unlikely to make the cut.
Electric --"Lightning" is already a String, which is maybe close enough.
Chemical --not quite as dynamic as related possibilities on the above list, like "Acid" or "Poison."

If I remove these from the running, that still leaves twice as many possibilities as openings...   :-\
Title: Re: SHUA Furthered
Post by: hans on January 17, 2017, 02:52:58 PM
More thoughts (still in the planning stage)... 

Besides my intention to expand the role-playing choices of SuperPowers & Items in SHUA, I'm also looking ahead to a possible SHUA/FRUA crossover.  Since that would involve Superheroes meeting up against such monsters as Vampires & Iron Golems, I want to add Magic Bonuses (plusses) to some SHUA weapons. 

My thinking right now is to give: 
Super Strength 1 a +1 magical bonus,
Super Strength 2 a +2 magical bonus,
Super Strength 3 a +3 magical bonus, and 
Super Strength 4 a +4 magical bonus. 

Do you think I should slightly reduce the current Hit Dice(s) to compensate for the adding the bonuses...? 

I would also add a magical bonus to Mjolnir (at least +3, maybe even +5).  While I'm at it, I've toyed with the idea of adding unlimited charges of Magnetic (Lightning) Bolts.  I would bump up the price, accordingly.  Do you think that would be a good idea...? 

I would also add a Mystic Sword and Mystic Knife to the SuperShop inventories, with at least +3 bonuses.  I figure, for players of my proposed SHUA/FRUA crossover who might, unwisely, have failed to buy their PCs any powers or weapons capable of defeating an Iron Golem, I could award them (and all) players one Mystic Knife sometime before such an encounter.   

Feedback encouraged.   ;)
Title: Re: SHUA Furthered
Post by: Nol Drek on January 17, 2017, 09:14:51 PM
Making melee powers that have magical bonuses is generally a good idea. It will make Invulnerability much less powerful as a SpecAb. I like the idea of having Mjolnir be able to hurl Lightning Bolts. I wouldn't decrease the damage done by Super Strength, but instead add more melee powers that are as strong as Super Strength.
Title: Re: SHUA Furthered
Post by: hans on January 18, 2017, 06:33:13 PM
Thanks, Nol   :D 

Other thoughts: 

I'm thinking of maybe changing the name (String) of the "Berserker" power (Haste) to something like "Timewarp."  That way, I could call it "Timewarp 1" and introduce a "Timewarp 2" with the Slow effect.  (This would duplicate the power of the Mystic's 3rd level spell.)

I'm also thinking of adding the SpecAb "Bulletproof" to the Amazon Bracelets (like Steve Gustafson did in his mod "The Adventures of Wonder Woman").  I would boost the price, accordingly. 

I'm toying with idea of moving "Webshooters" and making them a weapon usable by anyone.  Right now, if I were to want to put together a Spider-Man PC, I couldn't have both Webshooters and Wall Crawling, because one is for Energy Control and the other Lifeform Control.  Such a change would mean this version of SHUA would not be backwards compatible, but then, there's only one SHUA so far that wasn't specifically tailored to a pre-made party, which is Nol's "SHUA_COH" (City of Heroes). 

A different tact could be to rename that power "Bio Webshooters" and duplicate the power as normal weapon elsewhere as simply "Webshooters"...
Title: Re: SHUA Furthered
Post by: hans on April 12, 2017, 11:11:32 PM
After taking a long break for the joy of the One-Week Challenge, I'll shortly return to this project. 

My goal will be to add more items to the SHUA Worldhack, creating an alternate version.  Besides simply expanding the list of superpowers, I am looking ahead to a SHUA/FRUA Crossover mod and so I want to tailor a few items to approximate some of the more common FRUA standard armor & weapons (at least in a general sense).  For example, by adding a new text string of "Leather," I can add to the Shop inventories Leather Armor, Ring Armor, and Metal Armor. 

Once I have the alternate SHUA Worldhack finished, I'll drop it into Rocco Taku's big SHUA project for testing.  That mod is about 95% complete.  Once done and playtested, its release will serve to introduce the alternate SHUA Worldhack. 

After that, my next project will probably be that SHUA/FRUA Crossover mod.
Title: Re: SHUA Furthered
Post by: hans on April 14, 2017, 09:34:00 PM
I'm thinking of losing Cellular Disruption from my alternate SHUA Worldhack. 

Firstly, as I understand the power (from the Marvel RPG), it's very similar to Biophysical Decay.  In UA-style combat, I would imagine it more as a touch spell type of attack (as is Biophysical Decay), rather than a 2-handed melee weapon (which is what Cellular Disruption currently is).   

Secondly, it uses up two valuable Item Strings (one for "Cellular" & one for "Disruption") that are used no place else. 
Correction: Disruption is also a Lifeform Control power (Disintegrate).  So, I may save the "Disruption" Item String...or I could change that one back to the more familiar "Disintegrate"...)

I could keep that Lifeform Control weapon slot (206) and just rename it something else, like Reptile Claws or Feral Claws (assuming "Feral" gets one of the available Item Strings). 
Title: Re: SHUA Furthered
Post by: hans on April 15, 2017, 11:19:46 AM
To gain another valuable Item String, I'm thinking of taking the "Biophysical" string. 

It is used now in the Biophysical Decay and the Biophysical Healing powers.  I think it would be fine to just have Decay & Healing, but I could also call them Bio Decay and Bio Healing ("Bio" being another current Item String that I could move into those slots).  However, since the powers work on robots as well as biological characters, it seems more logical to leave "Bio" out.
Title: Re: SHUA Furthered
Post by: hans on April 15, 2017, 11:42:09 AM
I would like to add a blunt weapon. 

Hogan the grim would like a Mace.  Daredevil would like a Billyclub (or maybe even just a Club).  Donatello of the TMNTs would like a Staff.  Etcetera.  But I may not be able to spare more than a single Item String. 

So, I'm in a quandary.   What would work best?  Mace?-Maul?-Bludgeon?-Cudgel?-Baton?-Club?-Staff?-Hammer?-Truncheon???  Something else? 

What would be most useful to potential players when making up their new superheroes?   :icon_scratch:

All feedback welcomed.
Title: Re: SHUA Furthered
Post by: Nol Drek on April 15, 2017, 01:42:22 PM
You could just call them all "Mjolnir".  ;D

Seriously, though, I would go with Club or Hammer and reclaim the "Mjolnir" string.
Title: Re: SHUA Furthered
Post by: hans on April 15, 2017, 08:18:13 PM
I do plan to keep Mjolnir, and to add the Lightning Bolts SpecAb and give it either a +4 or +5 magical bonus (as discussed some months ago).  I believe all that's workable.  The cost is currently 8, I would bump the price of the improved version up to 11 or 12.  Still pretty reasonable for what is probably the most powerful weapon in SHUA.
Title: Re: SHUA Furthered
Post by: hans on April 16, 2017, 09:10:48 PM
Looking into the Item Strings, I believe there are a handful that don't appear to have been actually used (unless I overlooked an occurrence somewhere):
Fire
Lightning
Summoning
X Damage Vs.
Henchmen
Attack
Solar
Wings
Mask 

So, I assume that I could safely change of these. 
Of these, I would want to keep Fire, Lightning, and Attack. 
Possibly Solar. 
That would still leave more 5 available slots for new names.
Title: Re: SHUA Furthered
Post by: hans on April 17, 2017, 06:45:45 PM
I'm thinking about doing something with Energy Aura 2  which confers the Hell Hound Breath specab. 

IIRC, the only way a PC could use Hell Hound Breath would be if they were put on Quick.  Would any of you miss that superpower if I changed it? 

If I were to change it, my options are:

Change the specab to +4d6 fire damage (Energy Aura 1's specab is FireTouch).

Do the above, and also change the name to Flaming Aura or something. 

Replace both the name and the specab to make a more different superpower.
Title: Re: SHUA Furthered
Post by: hans on April 19, 2017, 01:53:54 PM
I've designated as many Item Strings as I can to new names, now, except maybe Solar.  I'm considering changing that one to either Poison or Venom or Toxic.  But then, those might be more Supervillainish in nature.  Would anybody want to create a Superhero with that kind of a power...? 
  ???
Title: Re: SHUA Furthered
Post by: hans on April 21, 2017, 08:55:33 PM
Say Nol, I notice this in studying your SHUA docs' SpecAb list: 
82  SLAIN SLVR BLTS   SLEW BLESD BLTS  

Are Silver Bullets an Item you had originally intended to include in SHUA?  I may designate one of the available Item Strings to "Silver" and create some... 

...And, since I would then have the "Silver" Item String to re-use, I could create a Silver Sword with the Blessed Bolts SpecAb, too...
Title: Re: SHUA Furthered
Post by: Nol Drek on April 25, 2017, 07:28:37 PM
I replaced "SLEW BLESD BLTS" with "SLAIN SLVR BLTS". The default SHUA villain set did not include any Lycanthropes, but the ability to create a new item called "Silver Bullets" is still there.
Title: Re: SHUA Furthered
Post by: hans on April 25, 2017, 10:29:59 PM
Thanks, Nol!   :D

BTW, looking under the hood now, so to speak, of SHUA, I'm very impressed by your industriousness and ingenuity.  Quite a job you did!
Title: Re: SHUA Furthered
Post by: hans on May 06, 2017, 08:38:00 PM
I'm studying and experimenting with SpecAbs, with the goal of seeing which, if any, that Nol left out of the SHUA Worldhack (as superpowers) I might include in my expanded version (might as well call it SHUA-X). 

I am using Kaviyd's list from UANL #11 as a reference (http://frua.rosedragon.org/pc/uanews/nlhtm11/special.htm), as well his contribution on the subject to the FAQ v2.3 (http://frua.rosedragon.org/faq/text/h5d.htm). 

I have had to abandon some early ideas, such using the SpecAbs "+2d6 fire damage" and "+4d6 fire damage" since they don't work as Items. 

While running experiments, I have discovered and unusual effect with SpecAb 121 "Fire Touch" (already currently used by SHUA as "Energy Aura 1").  It seems to work as an Item, as when testing it, I hit an opponent and he received the expected extra damage.  When my next turn for that PC came around, however, I was going to switch Items, and when I unreadied "Energy Aura 1" it immediately gave the former opponent another jolt of the extra damage.  Curious, I readied the Item again, and again unreadied it, as I unreadied it, once again the opponent took another round of damage.  I found that I could continue this, all in the same turn, until that opponent succumbed from loss of HPs. 

I next experimented with using "Fire Touch" ("Energy Aura 1") in conjunction with a missile weapon (first Pistol, then Bow & arrows).  In this case, in my first turn I hit the opponent with a missile, hitting with the expected extra damage.  On my next turn, I unreadied the ranged weapon (rather than the Fire Touch Item) and the opponent took damage every time I did until defeated. 

I'm wondering if I should re-add the "Cursed" property to "Energy Aura 1".  That would prevent players from unreadying that Item, but not an effected missile weapon...  Maybe, on the other hand, I should just trust players not to use this unexpected side-effect to cheat...    :icon_scratch:

[edit: I find that this side-effect is not limited to the "Fire Touch" SpecAb, but has also shown up in such SpecAbs as "Paralyze on Hit" and "Carrion Stench".] 

Is there a more recent list that details SpecAb effects when used as Items than I've been using (see above)...?