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[ Xedra Evolved ] Make the exodii truly hostile to Xedra Cyborgs through a truly awful hack #79991

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Maleclypse
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Summary

Mods "Xedra Evolved: Exodii really hostile to xedra cyborgs"

Purpose of change

Hack my way through existing failures in hostility code

Describe the solution

on overmap entry eoc. Has talker issues. Might not work at all. ideally only attacks once a day but effect hasn't been created yet.

Describe alternatives you've considered

@Standing-Storm I'm gettig talker errors on game start in the global eoc

Testing

Additional context

@github-actions github-actions bot added [JSON] Changes (can be) made in JSON Mods Issues related to mods or modding Mods: Xedra Evolved Anything to do with Xedra Evolved astyled astyled PR, label is assigned by github actions labels Mar 4, 2025
"min_damage": 1,
"max_damage": 1,
"damage_type": "pure",
"min_range": 120,
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It might be easier to just make it an AoE that ignores walls and has no explosion SFX.

Co-authored-by: Standing-Storm <120433252+Standing-Storm@users.noreply.github.com>
@RenechCDDA
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This is a truly awful hack, no offense.

Have we considered just removing "aggro_character": false, from the turrets and bumping up their aggression?

@Maleclypse
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This is a truly awful hack, no offense.

Have we considered just removing "aggro_character": false, from the turrets and bumping up their aggression?

I mean absolutely I considered it but I think the results of that are worse. It goes from weird hack that is ugly and might work to, breaks everyone’s game regardless of trait status the moment a zombie hits a turret. Just because a function is ugly doesn’t mean it won’t “just work” from player view. I’ve no guarantees this will just work but that’s what testing is for.

@RenechCDDA
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I mean absolutely I considered it but I think the results of that are worse. It goes from weird hack that is ugly and might work to, breaks everyone’s game regardless of trait status the moment a zombie hits a turret. Just because a function is ugly doesn’t mean it won’t “just work” from player view. I’ve no guarantees this will just work but that’s what testing is for.

I thought #59795 resolved that but apparently not?

@Maleclypse
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I mean absolutely I considered it but I think the results of that are worse. It goes from weird hack that is ugly and might work to, breaks everyone’s game regardless of trait status the moment a zombie hits a turret. Just because a function is ugly doesn’t mean it won’t “just work” from player view. I’ve no guarantees this will just work but that’s what testing is for.

I thought #59795 resolved that but apparently not?

It resolves it only when you add aggro_character false. Monsters that don’t have that line don’t differentiate their aggro sources.

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