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 customizing speaking events 
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Rank 3
Rank 3

Joined: Thu Feb 12, 2015 12:34 am
Posts: 7
First and foremost, I would just like to say that the work you have done on this game is amazing! I also think the modders have done a great job as well in adding some creative options to the game. This allows the game to stay fresh longer and gives the developers some ideas for expanding/branching.

I had two topics that I was curious about:


1) I noticed in the scripting of the game, as well as in the tutorial, that speaking events are limited to two speaking variables (I am an absolute beginner so please forgive me if my terminology is incorrect :oops: ) as in this example:

talk.s = "I am having issues accessing the project drive again.";
talk.dur = 6000;
talk.rem.s = "Please come closer and take a look.";
talk.rem.delay = 2000;
talk.rem.dur = 4000;

How does one go about stringing longer speaking interactions amongst the characters? For example, If I wanted the interaction to read something like:

I am having issues accessing the project drive again.
I can't figure out why I have so many problems with this thing.
Would you mind taking a look at my computer?
Please come closer and take a look.
I won't bite...


I would like to keep the pauses for effect and maybe add a focus gesture (where she gives him a quick glance at his crotch) for a flirtatious vibe during the last line. I have tried adding more talk.s statements and even stringing more events but just ended up with the lines being skipped in both cases.


2)Is the game coded to allow for mood enhancements? For example, in the Fast Sex mode, you can select a mood for the girl. Can you make her change her mood by paying her compliments or by insulting her?


Again, fantastic work on the game. I look forward to contributing to the game in the future.


Sun Feb 22, 2015 11:45 pm
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Site Admin
Site Admin

Joined: Thu Feb 07, 2013 11:16 am
Posts: 1865
More conversation is possible but you will need to add more states.

So it would be something like this:

Code:
[TALK1]
{
  talk.s = "I am having issues accessing the project drive again.";
  talk.dur = 6000;
  talk.rem.s = "Please come closer and take a look.";
  talk.rem.delay = 2000;
  talk.rem.dur = 4000;

  do_set_timer(8);
       
  state.dyn.me.do.state2 = TALK2;
}

[TALK2]
{
  loc.ts = GetTs(); 
  [loc.ts < state.dyn.me.do.ts] return;

  talk.s = "I can't figure out why I have so many problems with this thing.";
  talk.dur = 6000;
  talk.rem.s = "Would you mind taking a look at my computer?";
  talk.rem.delay = 2000;
  talk.rem.dur = 4000;

  do_set_timer(8);
       
  state.dyn.me.do.state2 = TALK3;
}

[TALK3]
{
  loc.ts = GetTs(); 
  [loc.ts < state.dyn.me.do.ts] return;

  talk.s = "Please come closer and take a look.";
  talk.dur = 6000;
  talk.rem.s = "I won't bite...";
  talk.rem.delay = 2000;
  talk.rem.dur = 4000;

  state.dyn.me.do.state2 = TALK4;
}


This would allow to react on actions/sentences of the main player.
The fact that two sentences can be added at once is more for convenience, but it is not possible to retract the second sentence once it is added.

Mood can be made more complex. During the sex tasks you will see that the facial expressions and responses are changed during the interaction.


Sat Feb 28, 2015 11:26 am
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Rank 3
Rank 3

Joined: Thu Feb 12, 2015 12:34 am
Posts: 7
Thank you for taking time to reply!!!! I will start tinkering with the conversation script and the sex tasks. I want to start the character with an angry mood and work her into a happy or eager mood and vice versa. Thanks again!


Sat Feb 28, 2015 10:49 pm
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