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Old 27th Apr 2007, 06:25 PM   #1
Keggie
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kegs mutators

Updated/New Mods - 2010

Thanks as allways to the super brody for hosting and his servers, thievery would be long gone without him, also thanks to trap, john, pit and cuba for testing these and my other mods.

Armed civilians - Uploading soon

Mutator request from Alex-X-x, this mut allows the server admin to change certain AI civilians into a Lord Gerome style bot, an un-orderable bot with weapons who can kill guards if they attack them, they will also attack thieves on sight. the server admin just has to add the names of the civilians he wants to change to be armed civilians into the ini file. the default settings just changes Lord Alfonso and Lord Denheim.

Zombie Mutator - Download

Dan Hines Code from Th-SoulsHarbor converted to mutator so every map plays that way, also used a bit of immorts code and bit of my own.
- Guards Are Zombies
- BroadHeads and Sword donot do damage
- Thieves can buy holy water and explosive arrows, Flash also does damage
- Ko = Crack the player

ThieveryMutators - Download
Collection of my old muts plus a few i never released, all together in 1 file and all fully configable via ini file. have been a few fixes and a few alterations. oh and this time bandit, if you plan on using any of these in the future then be so kinda as to look for flaws now, screaming FAIL 2 years after its released isnt very helpfull.. and as it happens that mut doesnt change guard bolt damage unless your shooting your own team

Standalone Config Stuff
NoKo=True = BlackJack cannot Ko Guards, but will kill doc/spiders etc
CrackKo=True = a sucsessfull hit cracks guards
NoKilling=True = Thieves cannot kill guards with sword or broadheads
BowPullDamage=True = how long you hold fire determines how much damage inflicted (i know immorts done this too but i couldnt be arsed to remove it )
NoDDBackShots=True = Removes double damage for back shots
NoAIKilling=True = Thieves cannot kill AI with sword or Arrows, but can kill Humans
NoAIKoing=True = Thieves cannot Ko AI but can KO humans
AntiStack=True = Makes it harder to stack objects to cover loot/objectives
AntiBlock=True = Makes crates/barrels unfrobable/unmoveable
RemoveBlockers=True = Removes blockers from map, can get to new places
NoBotOrders=True = Cannot Order Bots
LockAllDoors=True = Locks all Doors that are normaly unlocked, only level 3 lock so not long to unlock
KegLoot=True = Turns all loot into kegs
DMGame=True = Forces DM game with new objective info
LightGame=True = Lightens Up over dark maps, asylem/grange etc
AllThievesMustExit=True = makes all thieves have to be in the exits
NoSuicideForSupplies=True = typing the suicide command puts you in spectator mode, can still suicide in fire etc
LimitGuardDeaths=True = Makes MaxGuardDeath take effect
MaxGuardDeaths=2 = Number of deaths when guard will be moved to spectator, 2 = on 2nd death, he gets put as spectator
RemoveSpiders=True = Removes all spiders from the map
ThiefDoors = Doors Stop when bumped (flawed online dont work)

Spawn Equipment Stuff
CustomStartingEquip=True = when set to true the below commands are enabled, they are equipment you spawn with

BlackJack=True = True means you do spawn with, false means you donot
ThievesBow=True
GuardsCrossBow=True
RepairTool=True
LockPicks=True
ThiefBArrowCount=5 = BroadHeads, The number is of course the number you spawn with
ThiefWArrowCount=5 = Water
ThiefVArrowCount=2 = Vine
ThiefMArrowCount=2 = Moss
ThiefDArrowCount=2 = Decoy
ThiefCArrowCount=0 = Crack
ThiefFArrowCount=0 = Flare
ThiefEArrowCount=0 = Explosive
GuardSBoltCount=10 = Bolts
GuardTBoltCount=5 = Tag
GuardPBoltCount=5 = Para
GuardFBoltCount=0 = Fire
FlareCount=3 = Flares For guards

Chest Stuff
CustomChest=True = When True you get a new custom chest to replace the old one, following commands are enabled

SolidChest=True = Cannot be destroyed
ChestThiefsCanUse=True = Thieves can steal stuff too!
ChestResupplyTime=30 = Time to wait before reuse
ChestBoltCount=10 = Bolts
ChestTBoltCount=3 = Tag
ChestPBoltCount=2 = Para
ChestFBoltCount=1 = Fire
ChestFlareCount=1 = Flares
ChestGuardHealthCount=1 = Guard Health pots
ChestGuardMessage="You Picked up some extra supplies" = Message guard gets when frobbed
ChestArrowCount=0 = Broadheads
ChestWArrowCount=1 = Water
ChestDArrowCount=1 = Decoy
ChestMArrowCount=1 = Moss
ChestCArrowCount=0 = Crack
ChestEArrowCount=0 = Explosive
ChestFArrowCount=0 = Flare
ChestVArrowCount=0 = Vine
ChestThiefHealthCount=1 = Health pots for thieves
ChestThiefMessage="You Stole some equipment" = Thieves message when frobbed

of course change the settings.. they are as they are for testing. note if you change the spawn equipment, buyloadouts dont work properly, thats the gametype not my mut tho.

//===========================
Original Mods - 2007

-ThDmer - removes all map loot, map "O" Objectives and the objective actors of most current maps.
-ThAntiStack - makes all tobjectivehousehold actors unfrobable and unmoveable
-ThAntiBlock - Makes all crates unfrobable and unmoveable so they cannot be used to block doorways etc
-ThNoKo - ThNoKo mutator makes the blackjack unable to ko both human and ai guards. also included is "ThNoKoCrack" this mutator code was stolen and altered from SoulsHarbor (made by dan hines),
-ThNoKill - ThNoKill mutator makes the Thief sword and broadhead arrows do damage of 0. making it impossible for thieves to kill guards with sword or broadheads.
-ThKegLoot - Changes all loot in all maps to small kegs.
-ThMasterLockPickThief - makes all thdoors locked and pickable
-ThNoAiControl - ThNoAiControl makes all ai not take orders
-ThNoBlockers - ThNoBlockers removes all BlockAll actors from the map
-ThAntiDmer - ThAntiDm makes it harder for thieves to DM. Arrow damage is flawed
-ThNoEquipStart - Removes starting equipment for both thieves and guards. - flawed on some maps
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Last edited by Keggie; 5th Dec 2010 at 05:57 AM.
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Old 27th Apr 2007, 06:29 PM   #2
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I Hardly Endorsed This Event Or Product.
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Old 28th Apr 2007, 02:01 PM   #3
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 Originally Posted by keg: ( link to post ) 
(this means thieves dont get killed for acidently kills etc ie crack arrow killed a guard on 1 drop left)
like how often does that happen?
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Old 28th Apr 2007, 03:02 PM   #4
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On ghosting servers very often. All guards get hurt intentionally so that they are immune to such attempts.
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Old 28th Apr 2007, 04:34 PM   #5
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 Originally Posted by -KewlAzMe-: ( link to post ) 
like how often does that happen?
ud be suprised but it was never suposed to be a "ghoster mutator" as there are allready a few that enforce it. im just saying you can combine the two to make it not so punishable plus i like to mario and this mut allows it.

Thread Updated ( -- see 1st post )
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Old 28th Apr 2007, 07:53 PM   #6
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You're taking away the essence of Thievery! What's next? Rats? Players?
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Old 28th Apr 2007, 08:02 PM   #7
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 Originally Posted by FatRatHead: ( link to post ) 
You're taking away the essence of Thievery!
not rly, i doubt anyone will ever use any of them, im just playing, someone may find one useful oneday.. you never know
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Old 28th Apr 2007, 10:16 PM   #8
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I know, but how come it's coincidentally those things?
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Old 29th Apr 2007, 04:32 AM   #9
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Attention: JOKE !!!

How about an AntiServerRules Mutator? A clientside Prog, that can disable current Serverrules, hi hi hi.

In Opposite of that: AntiBanMutator. Makes Admins no longer be able to ban People for breaking Rules.

MyServerMutator: Makes it possible for each Player via Vote, to get their Name as beein the Serverowner.

Keep on coding, Keg
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Old 29th Apr 2007, 07:07 AM   #10
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 Originally Posted by FatRatHead: ( link to post ) 
I know, but how come it's coincidentally those things?
because there the only ones i can make atm no one seems to want to use other extra potions / better arrows etc. chiefs new tools and kams more pots add loads of them to the game, mine all just alter how the game is played. most the code is simliar, i had one idea, from it i got another, from that i got another, they all lead one from the other. if you have any other ideas for a mut sugest them and i can have a go altho i carnt say i will be able to make it but i can try

 Originally Posted by Brody: ( link to post ) 
Attention: JOKE !!!

How about an AntiServerRules Mutator? A clientside Prog, that can disable current Serverrules, hi hi hi.

In Opposite of that: AntiBanMutator. Makes Admins no longer be able to ban People for breaking Rules.

MyServerMutator: Makes it possible for each Player via Vote, to get their Name as beein the Serverowner.
^^

mutator that hides people ping so they carnt guess its me would be nice... and another to stop admins changin my name ^^
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Old 30th Apr 2007, 09:19 AM   #11
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updated 1st post, 7 mutators now and all linked all avalible at thievery customs wont beable to make any more for a while, will update when i get the time
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Old 30th Apr 2007, 09:43 AM   #12
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 Originally Posted by keg:
-ThDrPepperRats - makes all rats have Dr Pepper Mesh (so you have DrPepper cans running round)
Lawl u sick mind u

Make it more random , bottles, skillets, sugar jars etc.

And for hardcore version - rats turned into loot - running coins, purses, gems xD
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Old 30th Apr 2007, 10:32 AM   #13
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 Originally Posted by Vigilant: ( link to post ) 
Lawl u sick mind u
says the gurl who adds things onto it?

 Originally Posted by Vigilant: ( link to post ) 
Make it more random , bottles, skillets, sugar jars etc.

And for hardcore version - rats turned into loot - running coins, purses, gems xD
should be possible to do
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Old 30th Apr 2007, 04:17 PM   #14
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 Originally Posted by keg: ( link to post ) 
-ThDrPepperRats - makes all rats have Dr Pepper Mesh (so you have DrPepper cans running round)
:::cough::: ripoff:: cough::::

Would be funnier if you used a loot mesh! Then the rats could wait patiently on a table while the thieves try to frob them and the rats can run away
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Old 1st May 2007, 07:42 AM   #15
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 Originally Posted by -KewlAzMe-: ( link to post ) 
:::cough::: ripoff:: cough::::
0_o i thought your mut was a thief pot that turned you into a dr can?

 Originally Posted by -KewlAzMe-: ( link to post ) 
Would be funnier if you used a loot mesh! Then the rats could wait patiently on a table while the thieves try to frob them and the rats can run away
hmm second thoughts loot rats might be a bad idea.. keg rats instead ^..^
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Old 1st May 2007, 08:15 AM   #16
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 Originally Posted by keg: ( link to post ) 
0_o i thought your mut was a thief pot that turned you into a dr can?



hmm second thoughts loot rats might be a bad idea.. keg rats instead ^..^
borrrrinngg.... How about rat mines! rats that can run around and explode when shot or stepped on! that would be fun and force guards/thieves to avoid their usual rat hunting! Or shoot a rat next to a thief to light him up!
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Old 1st May 2007, 08:59 AM   #17
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Like they're not a big enough nuisance, what about implementing KAM, he's about equally annoying as the rats.
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Old 1st May 2007, 09:28 AM   #18
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 Originally Posted by FatRatHead: ( link to post ) 
Like they're not a big enough nuisance, what about implementing KAM, he's about equally annoying as the rats.
That. would. rock!
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Old 2nd May 2007, 04:21 PM   #19
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antistack has a minor flaw im working on, (flaw was mappers been creative ><!) made a updated version but didnt work quite the way i wanted it to.. looking into a better way

ThKegloot has a minor flaw aswell (same reason) but thats only a fun file so i wont bother updateing that

reason for both is mappers use objects as loot, and loot as objects, so changing some settings changes others =/ so objects that have been changed to loot are now not frobable etc
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Old 2nd May 2007, 04:40 PM   #20
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 Originally Posted by keg: ( link to post ) 
ThKegloot has a minor flaw aswell (same reason) but thats only a fun file so i wont bother updateing that
I think we understand.
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Old 2nd May 2007, 08:03 PM   #21
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 Originally Posted by -KewlAzMe-: ( link to post ) 
I think we understand.
i have many flaws, get used to them
 Originally Posted by keg: ( link to post ) 
antistack has a minor flaw im working on, (flaw was mappers been creative ><!) made a updated version but didnt work quite the way i wanted it to.. looking into a better way
iv managed to solve this problem updated file will be avalible soon, in the new one thieves can still frob all objects so have to be carefull to keep quiet and not smash a glass etc, they can also frob all loot including loot which was originaly an object the mapper turned into loot. the one flaw with this updated version is that guards cannot frob the wine on gerome.. theres no real way of working around that apart from remaking the map and using loot with a mesh of a bottle.. which im not gona do just for the anti stack mutator
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Old 2nd May 2007, 08:23 PM   #22
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Can't you just exlcude loot from the mutation?
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Old 2nd May 2007, 08:40 PM   #23
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 Originally Posted by Kiech Bepho: ( link to post ) 
Can't you just exlcude loot from the mutation?
it is in the first version. it only effects household items. the problem is that mappers have used household items for maps AS loot. theres a setting to change an object into loot and for loot to be changed into an object. so when my mutator changes the setting so players carnt pick up and objects, the objects which are now loot cannot be frobed as they are objects but with a different setting.

might be a way where anything which isnt loot you can make non-frobable but that would include keys/food etc
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Old 4th May 2007, 04:22 AM   #24
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Any chance some of Brody's servers might use these?


Keg would it be possible to think up some mutator that allows a little kill/koing but not granking for Brody's objective based servers?
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Old 4th May 2007, 04:59 AM   #25
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Few of these have been on Brody's servers since their release.
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Old 4th May 2007, 07:57 AM   #26
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Ah ok I haven't been playing much in the last week or so...
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Old 4th May 2007, 08:00 AM   #27
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Objective server mutator

The only way to kill is to do a backshot to unalert AI. This means that thieves will probably only take down an average of 3 AI per game.

e.g. Grange thieves could take down the sewer AI, pool AI, walkway AI, maybe the big path AI. Gerome thieves could take down the balcony AI, north and south barracks patrolling AI. Etc.
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Old 4th May 2007, 08:50 AM   #28
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 Originally Posted by Convict: ( link to post ) 
The only way to kill is to do a backshot to unalert AI. This means that thieves will probably only take down an average of 3 AI per game.

e.g. Grange thieves could take down the sewer AI, pool AI, walkway AI, maybe the big path AI. Gerome thieves could take down the balcony AI, north and south barracks patrolling AI. Etc.
There is already an objective mutator... wasn't in called the Vampire mutator (for some reason) made by impulse? Been around since tut 1.4 i think... and it prevented ALL kill and ALL ko by killing the attacker (ala th-spider)
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Old 4th May 2007, 08:56 AM   #29
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 Originally Posted by Convict: ( link to post ) 
The only way to kill is to do a backshot to unalert AI. This means that thieves will probably only take down an average of 3 AI per game.
 Originally Posted by keg: ( link to post ) 
Mutators that i will be making (trying to make) but will not beable to continue for a while due to uni work .

ThAntiDM
ThGhosterArrows
ThMuterMutator
ThCenserMut
ThSuperAi


iv been thinking of ways to limit dming, one was to reduce damage done on guards, but only slightly, make back shots not cause double damage but still allow back sniping ai. making uncharged bj hits not able to ko guards is another, think most people use full charge anyway but means theres more room for mistakes, i dont wish to make it so its the only way to kill ai is to back snipe, killing guards is nessicaly at times, ie when they block doors etc so the ability to do it on an objective server should still be there.

on another note i uploaded fixed version of antistack last night, now contains 2 versions, 1 where noone can move objects but can frob loot objects, and the second where guards cannot frob objects but thieves can. had a little help from immorties for the first

 Originally Posted by -KewlAzMe-: ( link to post ) 
There is already an objective mutator... wasn't in called the Vampire mutator (for some reason) made by impulse? Been around since tut 1.4 i think... and it prevented ALL kill and ALL ko by killing the attacker (ala th-spider)
thats not an objective mutator then, thats another force ghoster the same as thghoster by immorties, if i remember vampire also contains a mut for the server admin to mute certain players on a server so they cannot shout
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Old 4th May 2007, 09:08 AM   #30
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 Originally Posted by keg: ( link to post ) 
thats not an objective mutator then, thats another force ghoster the same as thghoster

..... 6 in one hand.... half-dozen in the other.... same end result. Still think Vampire was a bad name as Vampire mutators usually give you the health that you took from a player, not give you the death that you gave to a player.. that would be a Revenge Mutator... Back-ass-wards aussies.
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