#mashelux's Modifiers [WIP]
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This is what I currently have right now but I'm planning to add more modifiers soon.
I'm also planning to make a Points system (and maybe Progression system?)
bro didnt put my suggestion
Btw I'm open to suggestions and other stuff
What was it?
That's a good suggestion
i did that before and all imma say
is that i changed the game to put the HCZ rooms into the LCZ rooms, and did the same for LCZ rooms
so do that if u can when angel script releases
I added 2 entries, the first one actually switches the zones themselves, the other just adds hcz rooms to lcz and lcz rooms to hcz.
Ooooo
Fuck..
I’m so done for
Mike...
@elfin stone
MIKEEEEE
Yea?
How about an old rooms thing?
Like the old hcz gen 3 way
(I don’t have a picture of it sooo video)
Well.
Bad idea i apologize
unless it removes certain rooms and events idk ig it won’t fit
some of these willl be really easy while some will be quite hard to implement
I imagine
Yea i could add this
Yep lol, for some entries I guess i need to edit the rooms so i can add stuff
for example More Gas Leaks
O sweet
This old room as well maybe
Ik it’s just old textures
But still
new modifier type
ucn mentioned
Also to clarify, not all modifiers have to negatively affect the player, for example there can be a modifier that gives the player x2 speed or unlimited stamina. however the points (if the points system is implemented) will be negative
Right now I added the following entries:
- Classic SCP-173
- Classic SCP-106
- Classic Rooms
Im going to sleep now but this is what I currently have for now, entries with * are on consideration and subject to change
Again im open to suggestions so if you have an idea you can tell me
Gn
ok so that's only my opinion, but I feel the only one time use 914 is pure AIDS
A safe event could be ntf spawning at the start of the run
And all scps active at the start of the run
This should be based on other factors and AggressiveNPCs as the difficulties we select are just presets.
Although I’m probably reading this wrong
My suggestions:
1. Direct Eye Contact: If SCP-173 cannot see you, it will be able to move around until it finds the player, and only then can looking at it actually freeze it in place (For reference, think kind of like SCP-173 acts in Director’s Cut).
2. Extra Vulnerability: Hostile SCPs’ ambient and chase themes will no longer play (Such as SCP-096’s, SCP-106’s, and SCP-049’s), making it a bit harder to know when they’re nearby.
3. Efficient Ear Growth: SCP-1048-A instances can spawn in a lot more places.
4. Corrosive Ambushes: SCP-106 may occasionally teleport in front of the player whilst chasing them (although this will be at a slightly further distance than when he normally teleports behind the player.
5. Extra Security: Generic foundation guards/agents can be found around the facility as enemies now, acting like weaker but more common versions of NTF units.
6. Extra-Hostile 079: SCP-079 will be more of a threat by:
• Occasionally showing SCP-096’s face on the monitors for a split second (a blaring sound will play right before this happens, however).
• Closing and opening doors a lot more often, specifically when hostile SCPs are near the player.
• Showing SCP-895’s camera feed a LOT more often.
• Occasionally alerting SCP-049 of your location (if nearby).
• On rare occasions, playing SCP-066’s loud music, making the player temporarily deaf.
• Becoming even more aggressive once you turn off the remote door control system (Although entering his chamber will bring his aggressiveness back to normal).
7. Zombie Outbreak: More instances of SCP-049-2 and SCP-008 appear around the facility, especially after the player first enters the Entrance Zone. Additionally, SCP-049 will almost always have at least two SCP-049-2 instances following him.
8. Lenient Bleeding: Bleeding will stop if the player has an injury level of at least 80% or more of the maximum level (essentially preventing death from bleeding alone).
Sorry for the large amount of suggestions, please don’t feel pressured to add them all
- Never seen how 173 acts in DC but sounds good
- Sounds good too
- Maybe spawn in HCZ too?
- That sounds awesome and scary, idk why vanilla didnt do this
- Could add but im not sure how the pathfinding code works, and im guessing it's hard to implement
- YESSS this is the best one
- I could add this too, since ntf already have a voiceline for 049-2 instances (but not 008 for some reason)
- Not sure about this
these are very good suggestions
idk what you mean by this
i was thinking of making presets like in UCN
Its already a modifier, they spawn at HCZ
Since other factors is what changes SCP movement speeds which would overlap with your specific scp movement speed modifiers. A hook to replace other factors would make sense
Or perhaps setting speed to this after game already loaded works
No need to actually change every other factor
This is a problem of the future anyway 
But speed stats are basically loaded via load menu so just place script after load.
not really, i just want movement speeds to be affected only
@elfin stone maybe add the old 914 upgrades
so im thinking of npcspeed + modifierspeed
Like the old old
i need to see the upgrade table for that
Hmm sorry
Oh so it would stack? Base speed + other factors speed + modifier speed?
could be added, but not sure if it can conflict with newer items/mods
yeah thats the idea
unless i make it an option so it makes modifier speed the base speed or something similar
Maybe a keycard only modifier
No scp items or gas mask no snav
Just cards
Reality-bending events are common during containment breaches of this magnitude.
Oh sorry didnt see this, i was thinking of making it 2 uses or 3
Depending on balancing ofc
Can you actually beat the game with keycards only?
neph did it
I believe
Sweet
Also mash
I have an idea but I feel likes it will be really hard
Btw im adding credits to yall's suggestions, in the future i'll add a credits menu with the modifiers you suggested
Oooo tysm
as in hard to implement, or hard in general?
Hard in general
Spawn with scp 1499 but scp 096 is triggered
oh god
Yup.
-
Spot the moment my dreams of this being a speedrun die.
-
Wearing 1499 disjoints him to varying degrees (not sure if duration wearing 1499 is relational to distance he will travel away).
-
Triggering the scripted sequence of him and the MTF guard in the server room interrupts him being in a triggered state, despite the music still playing...
Btw in newer versions 096 can forcefully open elevators, so unless i can remove that feature i dont think its possible to beat it, thats why i made it subject to removal
Oh yeaaa I forgot
Yeaaa..
1499 also doesn’t work as effectively as it used to in old versions
Needs the old instant teleport 096 away it had
I remember some vid where 096 enters the PD jist to kill 9341
Good ole days
lol yup
Remember the old 1499 spawn?
I hope that will be a mod someday
For the most part, 096 is kinds easy to escape now as long as you don’t need to backtrack
His AI is wonky
Also another reason why Im unsure of adding this is because i can tell it wont be fun at all
Theres just no reason to play with this modifier unless you want absolute torture
@elfin stone how about “966 outbreak” 4-5 966s will be in
lcz hcz and ez
Hm
I probably need better ideas
i thought i added this already
ill add it tomorrow
also most of the tiers will change depending on playtesting
i was thinking of moving LCZ Decontamination to Euclid
I have a suggestion, bit of a trollish one, can you add this mod made by me as a modifier?
i could maybe add this but im reducing the sfx volume since i dont want people to be deafened for life 😭
fair
Modifier that kills bob, Kris and JDM 
bob execution room
im gonna archive this post. i'll make a better post soon
Oh ok
Scp-Nein14
Scp-914 has a chance to just make items dissapear when upgraded
Wall Hacks
Ntf guys now can see you through walls
j...
SCP-1048-A in every hallway
what modifications do you plan to add so far? this will help avoid repeating ideas
NTF instantly spawns alongside other modded enemy AI
Whole-buncha ideas in the form of images to avoid flooding the chat 😎
(On second thought the "Insert-Coin" modifier should only cost 1 quarter because only 2 spawn in light containment and you need atleast 2 cycles to create a Mastercard and convert it into 4 more quarters)
049 actually already always knows your location
Oh, snap.
Dang, what a good idea
i got 37 modifiers planned so far (more will be added), however some of them have the possibility to not be added in the mod if its too complex / current scripting cant make it happen
also i was slacking off and completely forgot to work on this since i have scripting access lol
Just a question, have you ever thought about a modifier where "all the items have their spawn points swapped"? That would be really interesting.
