Pre-Alpha - 6.2.212
Added 2019-02-06 23:43:40 +0000 UTCThe Company - 6.2.212
- Upgraded comment engine to a database-style system rather than focusing on conditional branches
- This will result in a wider variety of comment options, and I expect some interesting and unintended (read: horrifying) results
- Only outfit-related comments have been ported to the new system
- Dakota will comment on your outfit if you visit her in her room
- Ava will comment on your outfit if you visit her during breakfast while both her and Dakota are present. Additionally, Dakota will offer a snappy comment on your outfit here as well
- You shouldn't need to start new games to see these changes!
Comments
Thanks, there's definitely something wrong with the function, I should have it fixed today.
Westane
2019-02-07 15:27:43 +0000 UTCIt happens with casual attire as well, the penny _msg error
Tommi
2019-02-07 06:27:49 +0000 UTCNo I may not get all of it but I understand much more now. But if the events are random like that, how would you put in an event that you only wanted to trigger if a player was a bimbo or sissy? Or would that not be possible?
Tommi
2019-02-07 04:20:45 +0000 UTCThey're two different systems, but both based around arrays, and both using arrays in different ways! So the random events are set up with arrays that use event IDs (determined by me). So your home events might start out looking like this: $HomeEvents = [0,1,2,3,8,9,10] Each of those numbers is a different event, Event 0 is when Ava comes by the with the laundry basket for example, and when it's time to call an event I just choose one at random like this: switch $HomeEvents.random() And then I write an event for each ID. With this system, I can add and remove events from the event pool as needed when certain things happen in game! Now the comments database uses an array, too. Actually, it uses an array within an array, like this! $Comments = [["Comment","Flag1",Flag2"],["Comment","Flag1",Flag2"]] Each line in the database contains the actual comment, plus a bunch of identifiers, and might look like this: ["Nice outfit!","thanks","thanks","thanks","old","nice","shy","dFormal","dGirly","Sissy","Female","Bimbo"] The first item "Nice outfit" is the actual displayed dialogue. The next three items determine the response based on whether the player is a Sissy, Bimbo, or Neither, in that order. The forth item is either "new", meaning the comment will be used the first time something is noticed, or "old", meaning it'll be used once the condition is known. It can be both as well! After that it checks for moods that match the tone of the comment. From that point on, all additional fields are identifiers used to determine how the player is dressed "dFormal" and the player's gender "Sissy, Female". When the function runs, based on the player's state and the speaker's memory, it will run through all database entries that contain what the function is looking for. So if a comment would only be spoken towards a Female who is dressed formally, it will scour the database for lines that contain both dGirly and Female, and only ones that match the mood of the speaker. That might be more of an answer than you were looking for, but I tend to ramble, so, sorry :p
Westane
2019-02-07 04:09:52 +0000 UTCNo problem. It's great to be able to help other than just with money
Tommi
2019-02-07 03:52:16 +0000 UTCCool thanks, I'll be looking into it!
Westane
2019-02-07 03:51:26 +0000 UTCSo far it's happened twice, both while wearing nice professional clothes. I haven't gotten any comment from her about clothing other than that. I haven't tried casual or slutty yet
Tommi
2019-02-07 03:50:49 +0000 UTCEvery time or just sometimes?
Westane
2019-02-07 03:50:01 +0000 UTCWow I'm writing a lot of comments. Started new game, orientation in chapter one just ended, MC is wearing nice, professional clothes, Penny's dialogue says "_msg" with nothing else
Tommi
2019-02-07 03:43:52 +0000 UTCHey, quick question. So the database method allows the NPCs to determine from a selection of certain comments if certain conditions (such as clothes) are met, if I understand correctly, so do the random events happen in the same way? If a certain condition is met, such as dosage or a previous scene, there's a chance to pick from a database of other scenes or results? I don't really know anything about coding or stuff, I'm just trying to see if I understand the changes very well.
Tommi
2019-02-07 00:06:30 +0000 UTCWoohoo! Thank you creator!
Tommi
2019-02-06 23:47:05 +0000 UTC