Skip to content

Commit 77409dd

Browse files
[Github] Update TOC (#168)
Co-authored-by: TheGoatGod <[email protected]>
1 parent 0e2ba61 commit 77409dd

File tree

14 files changed

+187
-0
lines changed

14 files changed

+187
-0
lines changed

data/Mainline_mods/Mods/Aftershock/README.md

+23
Original file line numberDiff line numberDiff line change
@@ -1,3 +1,26 @@
1+
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
2+
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
3+
**Table of Contents** *generated with [DocToc](https://github.com/thlorenz/doctoc)*
4+
5+
- [Design Document](#design-document)
6+
- [Areas seeking contributors](#areas-seeking-contributors)
7+
- [Size as of 0.F Stable : 31,084 Lines](#size-as-of-0f-stable---31084-lines)
8+
- [Here be dragons!](#here-be-dragons)
9+
- [itemgroups](#itemgroups)
10+
- [items](#items)
11+
- [maps](#maps)
12+
- [mobs](#mobs)
13+
- [monsterdrops](#monsterdrops)
14+
- [mutations](#mutations)
15+
- [player](#player)
16+
- [recipes](#recipes)
17+
- [vehicles](#vehicles)
18+
- [npcs](#npcs)
19+
- [spells](#spells)
20+
- [Abbreviations and Translation notes](#abbreviations-and-translation-notes)
21+
22+
<!-- END doctoc generated TOC please keep comment here to allow auto update -->
23+
124
# Design Document
225
* Aftershock is being developed into a full conversion mod set in a mostly-abandoned extrasolar colony named Salus IV. The player has arrived on Salus for various reasons (depending on their profession). Eventually, we hope to have multiple potential end game situations, ranging from finding what you came here for and leaving the planet with enough money to retire, to more-secret endings. There will no longer be zombies; instead, there are a variety of alien and human-based enemies. Toe-to-toe combat will likely be more deadly in Aftershock, with more emphasis on picking your battles and only fighting when absolutely necessary. Special locations may have a different combat aesthetic; for example, you may enter a dungeon-like zone with hordes of small weak enemies that can't be avoided. As part of this concept, in which different situations require different solutions, we have implemented bionic slots but made the process of changing out CBMs much easier with less chance of failure. This is to encourage players to change their loadout based on where they are going and what they are doing.
326
* As it becomes a total conversion mod, it will look very different from the base game of Cataclysm: Dark Days Ahead and may not interact kindly with other mods. If you've been away for a while, you may wonder where some parts of Aftershock have gone. In the process of becoming a total conversion mod, we are eliminating items that no longer fit the theme. For example, all the Mad Max aesthetics have been removed. Any additions must either fit the general theme or have story-driven reasons for the divergence, such as NPC quests to special locations.

data/Mainline_mods/Mods/Aftershock/suit_operating_time.md

+11
Original file line numberDiff line numberDiff line change
@@ -1,3 +1,14 @@
1+
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
2+
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
3+
**Table of Contents** *generated with [DocToc](https://github.com/thlorenz/doctoc)*
4+
5+
- [Powered Armor Balance](#powered-armor-balance)
6+
- [Operating time](#operating-time)
7+
- [Additional factors](#additional-factors)
8+
- [Example Calculation](#example-calculation)
9+
10+
<!-- END doctoc generated TOC please keep comment here to allow auto update -->
11+
112
# Powered Armor Balance
213

314
These are guidelines for designing all sorts of Aftershock power armor.

data/Mainline_mods/Mods/Classic_zombies/design-doc.md

+23
Original file line numberDiff line numberDiff line change
@@ -1,3 +1,26 @@
1+
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
2+
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
3+
**Table of Contents** *generated with [DocToc](https://github.com/thlorenz/doctoc)*
4+
5+
- [The DDotDDD - Dark Days of the Dead Design Document](#the-ddotddd---dark-days-of-the-dead-design-document)
6+
- [Mission Statement](#mission-statement)
7+
- [Gameplay](#gameplay)
8+
- [Desired changes to monster stats](#desired-changes-to-monster-stats)
9+
- [Setting](#setting)
10+
- [Changes to in-game stuff for setting reasons](#changes-to-in-game-stuff-for-setting-reasons)
11+
- [Items and spawns](#items-and-spawns)
12+
- [Professions and Scenarios](#professions-and-scenarios)
13+
- [Movie-inspired starts](#movie-inspired-starts)
14+
- [Story starts](#story-starts)
15+
- [Zombification Mechanics](#zombification-mechanics)
16+
- [History](#history)
17+
- [Factions](#factions)
18+
- [The Montana Army National Guard](#the-montana-army-national-guard)
19+
- [The Central Alberta Historical Re-Enactors Army](#the-central-alberta-historical-re-enactors-army)
20+
- [The Wild Rose Survivors](#the-wild-rose-survivors)
21+
22+
<!-- END doctoc generated TOC please keep comment here to allow auto update -->
23+
124
# The DDotDDD - Dark Days of the Dead Design Document
225

326
## Mission Statement

data/Mainline_mods/Mods/Dark-Skies-Above/DESIGN.md

+18
Original file line numberDiff line numberDiff line change
@@ -1,3 +1,21 @@
1+
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
2+
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
3+
**Table of Contents** *generated with [DocToc](https://github.com/thlorenz/doctoc)*
4+
5+
- [Dark Skies Above](#dark-skies-above)
6+
- [Summary of Intent and Content](#summary-of-intent-and-content)
7+
- [Contributing](#contributing)
8+
- [Content](#content)
9+
- [The World](#the-world)
10+
- [The Arrival and The Aliens](#the-arrival-and-the-aliens)
11+
- [Other Aliens](#other-aliens)
12+
- [Alien Technology](#alien-technology)
13+
- [The Player](#the-player)
14+
- [The Resistance and the Narrative](#the-resistance-and-the-narrative)
15+
- [Other NPCs](#other-npcs)
16+
17+
<!-- END doctoc generated TOC please keep comment here to allow auto update -->
18+
119
# Dark Skies Above
220

321
This document is intended to not only guide new potential contributors, but also help get my own thoughts on how the game will progress in text. Assume spoilers beyond this point!

data/Mainline_mods/Mods/Dark-Skies-Above/README.md

+10
Original file line numberDiff line numberDiff line change
@@ -1,3 +1,13 @@
1+
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
2+
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
3+
**Table of Contents** *generated with [DocToc](https://github.com/thlorenz/doctoc)*
4+
5+
- [Dark Skies Above](#dark-skies-above)
6+
- [Takeaway Features](#takeaway-features)
7+
- [Meta](#meta)
8+
9+
<!-- END doctoc generated TOC please keep comment here to allow auto update -->
10+
111
# Dark Skies Above
212
A partial conversion mod for Cataclysm: DDA, taking inspiration from XCOM 2, Half Life 2, and similar 'alien invasion' media to present a game of survival against an alien occupation force. WIP, but will feature new quests, NPCs, locations, and enemies.
313

data/Mainline_mods/Mods/Dark-Skies-Above/TODO.md

+11
Original file line numberDiff line numberDiff line change
@@ -1,3 +1,14 @@
1+
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
2+
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
3+
**Table of Contents** *generated with [DocToc](https://github.com/thlorenz/doctoc)*
4+
5+
- [List of Short Term Tasks](#list-of-short-term-tasks)
6+
- [JSON](#json)
7+
- [Code](#code)
8+
- [Mid Term Ideas](#mid-term-ideas)
9+
10+
<!-- END doctoc generated TOC please keep comment here to allow auto update -->
11+
112
# List of Short Term Tasks
213

314
In order to keep Dark Skies Above moving and to not get overwhelmed, I'm creating lists of achievable, short term tasks that need to done. These lists should be periodically updated as items are completed.

data/Mainline_mods/Mods/DinoMod/DESIGN.md

+14
Original file line numberDiff line numberDiff line change
@@ -1,3 +1,17 @@
1+
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
2+
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
3+
**Table of Contents** *generated with [DocToc](https://github.com/thlorenz/doctoc)*
4+
5+
- [Design Document SPOILERS AHEAD](#design-document-spoilers-ahead)
6+
- [What belongs in DinoMod?](#what-belongs-in-dinomod)
7+
- [Realism vs. Fun](#realism-vs-fun)
8+
- [Adding, replacing, removing](#adding-replacing-removing)
9+
- [How to contribute](#how-to-contribute)
10+
- [Where should new dinosaurs spawn?](#where-should-new-dinosaurs-spawn)
11+
- [How to add a dinosaur](#how-to-add-a-dinosaur)
12+
13+
<!-- END doctoc generated TOC please keep comment here to allow auto update -->
14+
115
# Design Document SPOILERS AHEAD
216
The core idea of DinoMod is this: https://tvtropes.org/pmwiki/pmwiki.php/Main/EverythingsBetterWithDinosaurs
317
The purpose of this mod is to make Cataclysm a more fun game to play and develop for, showing off new mechanics and bringing life to parts of the game that aren't as well-developed.

data/Mainline_mods/Mods/DinoMod/README.md

+9
Original file line numberDiff line numberDiff line change
@@ -1,3 +1,12 @@
1+
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
2+
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
3+
**Table of Contents** *generated with [DocToc](https://github.com/thlorenz/doctoc)*
4+
5+
- [DinoMod](#dinomod)
6+
- [Takeaway Features](#takeaway-features)
7+
8+
<!-- END doctoc generated TOC please keep comment here to allow auto update -->
9+
110
# DinoMod
211
A content addition mod for Cataclysm: DDA, adds dinosaurs to fight, befriend or just to add something fun and new. Intended to work with all other vanilla-DDA based mods, but probably not total conversions.
312

data/Mainline_mods/Mods/Magiclysm/lore.md

+10
Original file line numberDiff line numberDiff line change
@@ -1,3 +1,13 @@
1+
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
2+
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
3+
**Table of Contents** *generated with [DocToc](https://github.com/thlorenz/doctoc)*
4+
5+
- [History](#history)
6+
- [Classes](#classes)
7+
- [Class Characteristics](#class-characteristics)
8+
9+
<!-- END doctoc generated TOC please keep comment here to allow auto update -->
10+
111
# History
212
Magic is a rather spiritually draining experience.
313
It's just not very comfortable using your mana pool.

data/Mainline_mods/Mods/Magiclysm/magic_balance.md

+23
Original file line numberDiff line numberDiff line change
@@ -1,3 +1,26 @@
1+
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
2+
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
3+
**Table of Contents** *generated with [DocToc](https://github.com/thlorenz/doctoc)*
4+
5+
- [Spells](#spells)
6+
- [Difficulty](#difficulty)
7+
- [Max Level](#max-level)
8+
- [Attack Stats](#attack-stats)
9+
- [Effect](#effect)
10+
- [Energy Source](#energy-source)
11+
- [Casting Time](#casting-time)
12+
- [Energy Cost](#energy-cost)
13+
- [Fields](#fields)
14+
- [Damage Type](#damage-type)
15+
- [Valid targets](#valid-targets)
16+
- [Tier Examples:](#tier-examples)
17+
- [Tier 0](#tier-0)
18+
- [Tier 1](#tier-1)
19+
- [Tier 2](#tier-2)
20+
- [Tier 3](#tier-3)
21+
22+
<!-- END doctoc generated TOC please keep comment here to allow auto update -->
23+
124
# Spells
225
Spells are incredibly versatile, and can range wildly depending on the JSON values that are assigned to them. As such, spells can be said to reside in various "tiers" that are based on their stats. The tier of spell is not listed in game, but can be derived based on several factors.
326

data/Mainline_mods/Mods/Mythos/README.md

+9
Original file line numberDiff line numberDiff line change
@@ -1,3 +1,12 @@
1+
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
2+
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
3+
**Table of Contents** *generated with [DocToc](https://github.com/thlorenz/doctoc)*
4+
5+
- [About This Mod](#about-this-mod)
6+
- [Planned list of features](#planned-list-of-features)
7+
8+
<!-- END doctoc generated TOC please keep comment here to allow auto update -->
9+
110
# About This Mod
211

312
A very work-in-progress start to a more Lovecraftian-focused version of Cataclysm set in the 1920s, with 99.9% of the population mysteriously disappearing at midnight of day 0.

data/Mainline_mods/Mods/No_Hope/README.md

+9
Original file line numberDiff line numberDiff line change
@@ -1,3 +1,12 @@
1+
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
2+
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
3+
**Table of Contents** *generated with [DocToc](https://github.com/thlorenz/doctoc)*
4+
5+
- [No Hope](#no-hope)
6+
- [List of features](#list-of-features)
7+
8+
<!-- END doctoc generated TOC please keep comment here to allow auto update -->
9+
110
# No Hope
211

312
The mod is based on the old lore where there was a full-scale war with China with many months of preceding marauding and civil disorder. Thus the world with the mod will be much more damaged overall, there will be much less loot etc.

data/Mainline_mods/Mods/innawood/readme.md

+9
Original file line numberDiff line numberDiff line change
@@ -1,3 +1,12 @@
1+
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
2+
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
3+
**Table of Contents** *generated with [DocToc](https://github.com/thlorenz/doctoc)*
4+
5+
- [Goal](#goal)
6+
- [Changes](#changes)
7+
8+
<!-- END doctoc generated TOC please keep comment here to allow auto update -->
9+
110
# Goal
211

312
The goal of the mod is to create a 'innawood' experience, where the player can experience exploring an untouched land, and have to craft rather than loot everything they want to use.

data/Unleash_The_Mods/Working_mods/Useful_Helicopters_experimental/README.md

+8
Original file line numberDiff line numberDiff line change
@@ -1,3 +1,11 @@
1+
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
2+
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
3+
**Table of Contents** *generated with [DocToc](https://github.com/thlorenz/doctoc)*
4+
5+
- [useful_helicopters](#useful_helicopters)
6+
7+
<!-- END doctoc generated TOC please keep comment here to allow auto update -->
8+
19
# useful_helicopters
210
A Cataclysm DDA mod that rebalances helicopters to make them more practical. Has recently undergone a complete overhaul to make it compatible with 0.F and address issues with the initial (extremely hacky) release. The goal of this mod is to make helicopters actually factor into gameplay in an authentic and fun way. This is not a "realism" mod, but it is also not designed to (intentionally) enable giant flying bases. Note: NOT compatible with Bright Nights. NOT compatible with 0.E Stable. Designed for the upcoming 0.F stable release and working with the current 0.F experimental.
311

0 commit comments

Comments
 (0)