Added, Updated and Removed Mods; Updated Readme

This commit is contained in:
2024-04-01 22:56:36 -04:00
parent 255081e1ee
commit 5caee9fba5
1056 changed files with 49175 additions and 1278 deletions
@@ -2,17 +2,23 @@
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(mil_smart_terrain_2_1) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(mil_smart_terrain_2_1) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(mil_smart_terrain_4_3) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(mil_smart_terrain_4_3) =is_night} ph_idle@spawn_night_monster_2
on_info = {=actor_near_smart(mil_smart_terrain_2_1) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(mil_smart_terrain_2_1) =is_dark_night} ph_idle@spawn_dark_monster_1
on_info2 = {=actor_near_smart(mil_smart_terrain_4_3) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(mil_smart_terrain_4_3) =is_dark_night} ph_idle@spawn_dark_monster_2
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_mix_zombie_night:mil_smart_terrain_2_1)% ph_idle@reset, {~30} %=create_squad(simulation_snork_night:mil_smart_terrain_2_1)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:mil_smart_terrain_2_1)% ph_idle@reset, {~50} %=create_squad(simulation_bloodsucker_red_night:mil_smart_terrain_2_1)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_mix_zombie_night:mil_smart_terrain_2_1)% ph_idle@reset, {~10} %=create_squad(simulation_snork_night:mil_smart_terrain_2_1)% ph_idle@reset, {~10} %=create_squad(simulation_tushkano_night:mil_smart_terrain_2_1)% ph_idle@reset, {~10} %=create_squad(simulation_bloodsucker_red_night:mil_smart_terrain_2_1)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:mil_smart_terrain_2_1)% ph_idle@reset, {~10} %=create_squad(simulation_fracture_night:mil_smart_terrain_2_1)% ph_idle@reset, {~10} %=create_squad(simulation_chimera_night:mil_smart_terrain_2_1)% ph_idle@reset, {~10} %=create_squad(simulation_bloodsucker_red_night:mil_smart_terrain_2_1)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_snork_night:mil_smart_terrain_4_3)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:mil_smart_terrain_4_3)% ph_idle@reset_2, {~40} %=create_squad(simulation_psysucker_brown_night:mil_smart_terrain_4_3)% ph_idle@reset_2, {~50} %=create_squad(simulation_bloodsucker_red_night:mil_smart_terrain_4_3)% ph_idle@reset_2, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_snork_night:mil_smart_terrain_4_3)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:mil_smart_terrain_4_3)% ph_idle@reset_2, {~10} %=create_squad(simulation_psysucker_brown_night:mil_smart_terrain_4_3)% ph_idle@reset_2, {~10} %=create_squad(simulation_bloodsucker_red_night:mil_smart_terrain_4_3)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_snork_2_5_night:mil_smart_terrain_4_3)% ph_idle@reset_2, {~10} %=create_squad(simulation_chimera_night:mil_smart_terrain_4_3)% ph_idle@reset_2, {~10} %=create_squad(simulation_psysucker_brown_night:mil_smart_terrain_4_3)% ph_idle@reset_2, {~10} %=create_squad(simulation_bloodsucker_red_night:mil_smart_terrain_4_3)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
@@ -2,17 +2,23 @@
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(mil_smart_terrain_2_6) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(mil_smart_terrain_2_6) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(mil_smart_terrain_4_7) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(mil_smart_terrain_4_7) =is_night} ph_idle@spawn_night_monster_2
on_info = {=actor_near_smart(mil_smart_terrain_2_6) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(mil_smart_terrain_2_6) =is_dark_night} ph_idle@spawn_dark_monster_1
on_info2 = {=actor_near_smart(mil_smart_terrain_4_7) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(mil_smart_terrain_4_7) =is_dark_night} ph_idle@spawn_dark_monster_2
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_pseudodog_night:mil_smart_terrain_2_6)% ph_idle@reset, {~30} %=create_squad(simulation_dog_night:mil_smart_terrain_2_6)% ph_idle@reset, {~40} %=create_squad(simulation_karlik_night:mil_smart_terrain_2_6)% ph_idle@reset, {~50} %=create_squad(simulation_poltergeist_black_night:mil_smart_terrain_2_6)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_pseudodog_night:mil_smart_terrain_2_6)% ph_idle@reset, {~10} %=create_squad(simulation_dog_night:mil_smart_terrain_2_6)% ph_idle@reset, {~10} %=create_squad(simulation_karlik_night:mil_smart_terrain_2_6)% ph_idle@reset, {~10} %=create_squad(simulation_poltergeist_black_night:mil_smart_terrain_2_6)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_psysucker_night:mil_smart_terrain_2_6)% ph_idle@reset, {~10} %=create_squad(simulation_bloodsucker_night:mil_smart_terrain_2_6)% ph_idle@reset, {~10} %=create_squad(simulation_snork_2_5_night:mil_smart_terrain_2_6)% ph_idle@reset, {~10} %=create_squad(simulation_poltergeist_black_night:mil_smart_terrain_2_6)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_tushkano_night:mil_smart_terrain_4_7)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:mil_smart_terrain_4_7)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:mil_smart_terrain_4_7)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:mil_smart_terrain_4_7)% ph_idle@reset_2, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_tushkano_night:mil_smart_terrain_4_7)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:mil_smart_terrain_4_7)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_night:mil_smart_terrain_4_7)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:mil_smart_terrain_4_7)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_psy_dog_night:mil_smart_terrain_4_7)% ph_idle@reset_2, {~10} %=create_squad(simulation_bloodsucker_night:mil_smart_terrain_4_7)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:mil_smart_terrain_4_7)% ph_idle@reset_2, {~10} %=create_squad(simulation_psysucker_night:mil_smart_terrain_4_7)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
@@ -2,17 +2,23 @@
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(mil_smart_terrain_4_2) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(mil_smart_terrain_4_2) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(mil_smart_terrain_4_5) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(mil_smart_terrain_4_5) =is_night} ph_idle@spawn_night_monster_2
on_info = {=actor_near_smart(mil_smart_terrain_4_2) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(mil_smart_terrain_4_2) =is_dark_night} ph_idle@spawn_dark_monster_1
on_info2 = {=actor_near_smart(mil_smart_terrain_4_5) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(mil_smart_terrain_4_5) =is_dark_night} ph_idle@spawn_dark_monster_2
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_bloodsucker_night:mil_smart_terrain_4_2)% ph_idle@reset, {~30} %=create_squad(simulation_fracture_night:mil_smart_terrain_4_2)% ph_idle@reset, {~40} %=create_squad(simulation_snork_night:mil_smart_terrain_4_2)% ph_idle@reset, {~50} %=create_squad(simulation_lurker_blue_night:mil_smart_terrain_4_2)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:mil_smart_terrain_4_2)% ph_idle@reset, {~10} %=create_squad(simulation_fracture_night:mil_smart_terrain_4_2)% ph_idle@reset, {~10} %=create_squad(simulation_mix_dogs_night:mil_smart_terrain_4_2)% ph_idle@reset, {~10} %=create_squad(simulation_cat_night:mil_smart_terrain_4_2)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_bloodsucker_night:mil_smart_terrain_4_2)% ph_idle@reset, {~10} %=create_squad(simulation_fracture_night:mil_smart_terrain_4_2)% ph_idle@reset, {~10} %=create_squad(simulation_snork_night:mil_smart_terrain_4_2)% ph_idle@reset, {~10} %=create_squad(simulation_psysucker_night:mil_smart_terrain_4_2)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_gigant_night:mil_smart_terrain_4_5)% ph_idle@reset_2, {~30} %=create_squad(simulation_karlik_night:mil_smart_terrain_4_5)% ph_idle@reset_2, {~40} %=create_squad(simulation_psy_dog_night:mil_smart_terrain_4_5)% ph_idle@reset_2, {~50} %=create_squad(simulation_snork_night_night:mil_smart_terrain_4_5)% ph_idle@reset_2, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_mix_dogs_night:mil_smart_terrain_4_5)% ph_idle@reset_2, {~10} %=create_squad(simulation_psysucker_night:mil_smart_terrain_4_5)% ph_idle@reset_2, {~10} %=create_squad(simulation_bloodsucker_night:mil_smart_terrain_4_5)% ph_idle@reset_2, {~10} %=create_squad(simulation_snork_night:mil_smart_terrain_4_5)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_gigant_night:mil_smart_terrain_4_5)% ph_idle@reset_2, {~10} %=create_squad(simulation_bloodsucker_night:mil_smart_terrain_4_5)% ph_idle@reset_2, {~10} %=create_squad(simulation_psy_dog_night:mil_smart_terrain_4_5)% ph_idle@reset_2, {~10} %=create_squad(simulation_psysucker_night:mil_smart_terrain_4_5)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor