SetTemperatureInRadius (Heats or cools temperature of items in Radius towards Force over Duration) SayRandomLine (says a random line of text when shaken or thrown e.g. triggerColour="6a6533" triggerDuration="30") This should change nothing, but is mentioned for bug reporting purposes in case any issues are found.) burn/freeze/radiation/etc visuals on alive items. RandomPropertiesOnHit (Adds force amount of random properties to the item (not its victims) on hit and while triggered, capping at 50) RandomEffectInRadius and RandomEffectOnHit ProjectilesWhenSpunOrSwung (Spawns custom projectiles when speed exceeds force) triggerCustom="magma" triggerDuration="8" triggerForce="50") ProjectilesWhenSpun (spawns custom projectile every duration frames, when spinning faster than force e.g. ProjectilesOnSharp (Spawns custom projectiles the next frame after hitting with sharp) ProjectilesOnEverything (Spawns custom projectiles when moving too fast, or hitting with sharp) MeltAndPour (Temperature in radius, destroy on colour, and pour projectiles combined. MagnetWhenSwung (attracts items in triggerRadius by triggerForce when spinning or moving fast enough, e.g. LinkToJointed (Links linked items to jointed items when triggered.) LinkLinkedToRay (links from linked items to items that touch the ray. triggerForce="100" triggerDuration="30" triggerColour="94deef" triggerPos="36,0" triggerRadius="1962") Destroys the joint and starts all over again. Creates a joint from Pos forwards, up to Radius away. FireworkGrenade (same as firework except explodes more and doesn't fly, e.g. ExplodeInRadius (makes all items in radius explode every duration frames) EmitProjectile (triggerForce="Forward Emit Force", triggerDuration="Frames To Emit", triggerPos="X,Y", triggerCustom="Projectile Name") DrawStage (draws the stage on the item, e.g.
DrainHeal (drains Force health from items in Radius, and sends it to linked items.) Only toggles alpha when triggerState="1") DoorSwitch (toggles ghost and sets alpha to Force% on trigger, and resets on untrigger. triggerCustom="items=chilipepper posX=0 posY=0 scale=0.5 destroy=false amount=10 randomScale=1 randomPos=1 particle=fire3" triggerColour="FF0000" triggerCollide="50") DisintegrateOnHit (applies DisintegrateIntoItems to items it hits, with same triggerCustom parameters, e.g. triggerCustom="particle=tinysprinkle amount=20" triggerColour="FF00FF" triggerContact="10") DisintegrateIntoItems (same as SpawnItem except spawns multiple items by adding amount=n in triggerCustom) DestroyOnColour (Destroys other item when hit by layer with Colour. Triggers items when the highest value is rolled.) D20 (Rolls a number between 1 and Force. CameraFollowLinked (makes camera follow the first linked item) AutoJoint (welds items to itself when something hits the joint line, similar to firearm attachments. Slipping Sign: triggerForce="100" triggerRadius="200" triggerPos="150,0" triggerCustom="items=doll_foot,doll_leg force=1,0 pos=0,100 randomForce=true") ApplyEffectOnSharp (applies body effect on sharp hit, e.g. ApplyEffectInRadius (applies body effect in radius, e.g. Airstrike (Spawns Force amount of linked items every Duration after triggered, items ignore walls and trigger on collision) AimAtLinkedAttachment (makes gun aim at linked item while attached, e.g. TriggersUse via trigger="triggers::TriggerNameCaseSpecific" in functionality XML. The next couple updates will be purely more and more items, to even further flesh out the MaD Lab functionality system (see the Lab section below for more info.)įind them all under Things That Do Things].
MUTILATE A DOLL 2 FULLSCREEN UPDATE
The only exception was no guns, as those will follow in a future update ːMaDFirearmː. New ItemsThe theme for this update was (obviously) things that do things, with lots of interesting customization via tweakable values and linking.