[MOD] Creepy Dungeon - v0.35
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Creepy
Rank 10
Joined: Fri Dec 12, 2014 6:33 am Posts: 56
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burning wrote: Modding. I'm very interested in adding different triggers, so that different women orgasm from different stimuli. Sort of an erotic puzzle. Take a look at "\init\std\base\char\brain\code\task\task_freesex.dat", unlike other linear "tasks" I made this one to run constantly (task_run.dat). In current version enjoyment value for each type of stimulation is randomly assigned after every climax at [UPDATE_ENJOY] stage. Combined enjoyment from detected stimulations is added to freesex.level and then based on that number girl's reaction is chosen. I had to add a few checks into other tasks so these reactions don't overlap.
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Sat Dec 27, 2014 1:18 am |
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burning
Rank 16
Joined: Thu Jul 31, 2014 2:29 pm Posts: 351
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Thanks. Based on this, I've been able to make Saiko and Monica orgasm only via certain sex acts. I've further refined it so that they can still experience different levels of arousal, but without the orgasm. Getting them to use different files was a bit kludgy but until we get the wiki and see how this sort of thing is best structured, it's the best I can do. I'll post something soon.
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Sat Dec 27, 2014 7:48 am |
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Creepy
Rank 10
Joined: Fri Dec 12, 2014 6:33 am Posts: 56
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I'm not sure what you mean by "different files", but if you want girls to have individual reactions you can do it like this: Code: // Default values state.dyn.me.task.freesex.enjoy_pussy_insert = 5; state.dyn.me.task.freesex.enjoy_anus_insert = 5;
// Individual values [state.stat.me.data.name == "Saiko"] { state.dyn.me.task.freesex.enjoy_pussy_insert = 10; }
[state.stat.me.data.name == "Monica"] { state.dyn.me.task.freesex.enjoy_anus_insert = 15; }
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Sat Dec 27, 2014 11:18 am |
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burning
Rank 16
Joined: Thu Jul 31, 2014 2:29 pm Posts: 351
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Creepy wrote: I'm not sure what you mean by "different files", but if you want girls to have individual reactions you can do it like this: Code: // Default values state.dyn.me.task.freesex.enjoy_pussy_insert = 5; state.dyn.me.task.freesex.enjoy_anus_insert = 5;
// Individual values [state.stat.me.data.name == "Saiko"] { state.dyn.me.task.freesex.enjoy_pussy_insert = 10; }
[state.stat.me.data.name == "Monica"] { state.dyn.me.task.freesex.enjoy_anus_insert = 15; }
That's going to get messy as I add more girls (and for what I plan, there will be a lot). Here's how I altered task.dat //#include "init/std/base/char/brain/code/task/task_freesex.dat" #include "init/stories/dungeon/chars/STORYCHAR/brain/code/task/task_freesex.dat"
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Sat Dec 27, 2014 8:02 pm |
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Overture
Rank 1
Joined: Fri Jan 02, 2015 2:27 pm Posts: 2
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Hello, first of all, thanks to Creepy as this mod is fantastic, good job. Secondly, is there a way to remove the creatures while maintaining everything else about this mod? I don't particularly enjoy messing with them and I suspect it would also help with performance even if only a little.
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Fri Jan 02, 2015 3:08 pm |
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Creepy
Rank 10
Joined: Fri Dec 12, 2014 6:33 am Posts: 56
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Overture wrote: is there a way to remove the creatures while maintaining everything else about this mod? Open "\init\stories\dungeon\objects\objects.dat", find and delete: Code: ttlarva_objecti TTLARVA1 { scene_id = DUNGEON1; waypoint = "table2Wp6b"; }
ttlarva_objecti TTLARVA2 { scene_id = DUNGEON1; waypoint = "table2Wp13"; }
ttgrappen_objecti TTGRAPPEN1 { scene_id = DUNGEON1; waypoint = "machine_wp"; }
ttgrappen_objecti TTGRAPPEN2 { scene_id = DUNGEON1; waypoint = "machine_wp"; }
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Fri Jan 02, 2015 3:34 pm |
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Overture
Rank 1
Joined: Fri Jan 02, 2015 2:27 pm Posts: 2
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Cheers, that's perfect.
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Fri Jan 02, 2015 3:41 pm |
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Blu3
Rank 13
Joined: Sun Dec 14, 2014 3:59 pm Posts: 120
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Hi Creepy ! Do you mind if I use your character talk switch in my mod ? I was trying to figure out something but your script is very nice
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Sat Jan 03, 2015 8:16 pm |
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Creepy
Rank 10
Joined: Fri Dec 12, 2014 6:33 am Posts: 56
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Blu3 wrote: Do you mind if I use your character talk switch in my mod ? I don't mind.
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Sat Jan 03, 2015 9:02 pm |
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Blu3
Rank 13
Joined: Sun Dec 14, 2014 3:59 pm Posts: 120
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Thank you very much
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Sat Jan 03, 2015 9:56 pm |
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