View unanswered posts | View active topics It is currently Thu May 09, 2024 2:33 pm



Reply to topic  [ 160 posts ]  Go to page Previous  1 ... 6, 7, 8, 9, 10, 11, 12 ... 16  Next
 [MOD] Creepy Dungeon - v0.35 
Author Message
Rank 10
Rank 10
User avatar

Joined: Fri Dec 12, 2014 6:33 am
Posts: 56
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.


Sat Dec 27, 2014 1:18 am
Profile
Rank 16
Rank 16

Joined: Thu Jul 31, 2014 2:29 pm
Posts: 351
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.


Sat Dec 27, 2014 7:48 am
Profile
Rank 10
Rank 10
User avatar

Joined: Fri Dec 12, 2014 6:33 am
Posts: 56
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;
}


Sat Dec 27, 2014 11:18 am
Profile
Rank 16
Rank 16

Joined: Thu Jul 31, 2014 2:29 pm
Posts: 351
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"


Sat Dec 27, 2014 8:02 pm
Profile
Rank 1
Rank 1

Joined: Fri Jan 02, 2015 2:27 pm
Posts: 2
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.


Fri Jan 02, 2015 3:08 pm
Profile
Rank 10
Rank 10
User avatar

Joined: Fri Dec 12, 2014 6:33 am
Posts: 56
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";
}


Fri Jan 02, 2015 3:34 pm
Profile
Rank 1
Rank 1

Joined: Fri Jan 02, 2015 2:27 pm
Posts: 2
Cheers, that's perfect.


Fri Jan 02, 2015 3:41 pm
Profile
Rank 13
Rank 13
User avatar

Joined: Sun Dec 14, 2014 3:59 pm
Posts: 120
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 :ugeek:


Sat Jan 03, 2015 8:16 pm
Profile
Rank 10
Rank 10
User avatar

Joined: Fri Dec 12, 2014 6:33 am
Posts: 56
Blu3 wrote:
Do you mind if I use your character talk switch in my mod ?

I don't mind.


Sat Jan 03, 2015 9:02 pm
Profile
Rank 13
Rank 13
User avatar

Joined: Sun Dec 14, 2014 3:59 pm
Posts: 120
Thank you very much :D


Sat Jan 03, 2015 9:56 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 160 posts ]  Go to page Previous  1 ... 6, 7, 8, 9, 10, 11, 12 ... 16  Next

Who is online

Users browsing this forum: No registered users and 14 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group.
Designed by X-Moon Productions.