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Game Editing And Additions => User Mods => Topic started by: CaptC on September 09, 2014, 04:41:06 PM

Title: CaptC scripts
Post by: CaptC on September 09, 2014, 04:41:06 PM
In the debug thread, a discussion started which ended with me updating the meet-up script for the studio. I moved it here, because it really doesn't belong in a bug report thread.

The meet scripts attached below are a bit of a departure from the old scripts. I never liked the binary nature of the options presented, especially since one of the options was pretty much useless. If you didn't want to recruit another girl, why did you click the begin button in the first place?

These meet scripts assume you will hire the girl, if you can. So now you have to sign her up, without scaring her off. There are also implications to how you sign her up. Treat her right, and she'll like you a bit. Treat her rudely, and you may still sign her up, but she'll dislike you a little.  (Especially in the arena script, be careful. The consequences of being stupid can be severe.)

There is also an updated DefaultInteractDetails.script. This script is far from completely done, but it's going to take long enough that I'm going to post it as I make progress.  Currently, I've converted all the 'If Not Disobey' commands into 'IfPassStatCheck("OBEDIENCE")' commands. Hopefully that's the same idea, and the tabbing works properly with the IfPassStatCheck commands, so the script becomes much easier to update.  I've also cleaned up a lot of spelling and grammar errors, and added full scenarios for the missions up to the brothel girl tournament.

New update!  Merry Christmas! A new MeetTownDefault script. Instead of meeting a girl and having a yes/no for hiring her, you can troll for new girls, go birthday shopping or attend church. Group orgies, gloryhole and several one-on-one encounters (not all consensual) are possible.
Title: Re: CaptC scripts
Post by: aevojoey on September 09, 2014, 04:49:37 PM
You attached the arena script instead of the studio script.
Title: Re: CaptC scripts
Post by: CaptC on September 09, 2014, 05:39:20 PM
Tired. So tired.... 


I've corrected the original post.
Title: Re: CaptC scripts
Post by: crazy on September 09, 2014, 06:17:33 PM
Arena casting and the clinic script were all just place holders I wrote when I added them in game always wanted someone to write new ones. Looking forward to trying this out. Even the town script could use some love or the dungeon. Wish the editor was easier to use
Title: Re: CaptC scripts
Post by: CaptC on September 10, 2014, 10:02:06 AM
I've been looking at the beast that is DefaultInteractionsDetails. I am completely daunted by that task, but I'm soldiering on.


I could do the smaller meet scripts in a much shorter time. I'll take a look at them over the next few days.
Title: Re: CaptC scripts
Post by: CaptC on September 14, 2014, 05:48:20 PM
In another note, someone mentioned that they liked the new arena but it was too easy to get new girls. I am just finishing up debugging a new Arena Meet script.  I've added it to the first post.


If you find something that doesn't operate correctly, let me know here.

Pressing the "Hold Tryouts" button assumes you actually want to hire a woman, and will do so if the opportunity presents itself. However, in the arena, these are not docile women looking to get a job in porn, like they were in my studio script. Be careful what you say and do, the consequences of being stupid can be severe.

There is almost always a path that you can take to hire a girl. I typically run with 10% girl meet chance, so when you do get one, you want to make sure you can hire someone. That being said, some of the paths will be significantly trickier than the previous "Hey, wanna come work for me?" placeholder script.

Look for all the fun endings: Tentacle sex, femdom and some normal seductions can be found within.
Title: Re: CaptC scripts
Post by: 63648411 on September 22, 2014, 04:14:53 AM
Just tested out the Arena script, instantly crashed the game. Tried again with a fresh copy of .06.00.04 and a new save (edited for enough gold + businesses to buy Arena), same results. Maybe something in the update messed it up, maybe something slipped through the cracks during bug testing, or maybe the script is just too damn big for the game to handle. Hopefully you can figure out what happened, because the script looks damn impressive.
Title: Re: CaptC scripts
Post by: CaptC on September 25, 2014, 03:33:35 PM
So I did this:


Downloaded and installed lastest version, WhoreMaster.06.00.04
Used the script editor installed with that version to read the MeetArenaTry.script from my build area.
Wrote the script out over the MeetArenaTry.script in WhoreMaster.06.00.04 scripts directory.
Started a new game.
No problems detected, seemed to work fine. (Of course I don't have an arena yet in that game.

Copied over a personal game, where I have acquired an arena.
Clicked 'next week' because I have already run an arena tryout in the saved game
Went to the arena and attempted to run a tryout.
Immediate crash.

Tried to verify that the arena script runs on my previous installed version (.06.00.02):
Also crashed immediately! This surprised the hell out of me - it had been running just fine.


I swear, it did work once upon a time! There's obviously something going on I don't understand.  I'll post a bug report.
Title: Re: CaptC scripts
Post by: aevojoey on September 25, 2014, 09:53:29 PM
The error is in choice box 16 and 17
You had the number of choices switched.
16 has 2 but the choice was looking for 3 and 17 has 3 but was looking for 2.
Title: Re: CaptC scripts
Post by: CaptC on September 26, 2014, 01:54:13 AM
Well, that makes sense. That was the last part I worked on. Dunno how I didn't test it properly before posting - thanks for the debug.


I've updated the original note as well.
Title: Re: CaptC scripts
Post by: CaptC on September 26, 2014, 02:09:15 AM
As an apology for my errors, I've also posted a preliminary version of the DefaultInteractDetails script, that contains two updated missions and a host of spelling and grammar fixes. See the original post for the script.
Title: Re: CaptC scripts
Post by: crazy on September 26, 2014, 05:05:51 AM
Really like the arena script hope u keep up the work.
Title: Re: CaptC scripts
Post by: CaptC on September 27, 2014, 11:37:03 AM
More updates to the default interactions file have been added.  See the original post to grab the file.

NOTE: I have NOT tested against .06.00.05. I don't particularly expect any problems, but be warned.

I converted the 'duel a brothel girl' mission into 'enter a brothel girl tournament.'  Training a girl to actually win all phases of the tournament might be a little challenging. Sending over-matched girls into this tournament may result in some savage beatings. Fortunately, arena doctors will keep fatalities low - but I managed to kill one of my best fighters by not being careful.

The seduce/bribe mission is complete.

Fixed a few more misspellings and grammar issues.
Title: Re: CaptC scripts
Post by: CaptC on September 27, 2014, 03:21:24 PM
Really like the arena script hope u keep up the work.


I appreciate the thanks!
Title: Re: CaptC scripts
Post by: aevojoey on October 11, 2014, 02:26:56 PM
Currently, I've converted all the 'If Not Disobey' commands into 'IfPassStatCheck("OBEDIENCE")' commands. Hopefully that's the same idea
'IfPassStatCheck("OBEDIENCE")'  only take the OBEDIENCE stat into account for if the girl obeys
'If Not Disobey' uses the standard rebelliousness check for if she obeys.
They have completely different results.

The rebelliousness check takes into account the girls love for you, the matron and security effects as well as a few other things.
With the 'If Not Disobey' you can have a girl with 0 obedience and 100 love obey while the  'IfPassStatCheck("OBEDIENCE")' fails.
Title: Re: CaptC scripts
Post by: CaptC on October 19, 2014, 09:23:18 PM
I figured there was a difference - but disobey makes the script unreadable and unmaintainable as far as I'm concerned. So my scripts will just check obedience until I'm completely done with them. If I have the energy, I'll change them back to 'if not disobey' when I'm done.
Title: Re: CaptC scripts
Post by: CaptC on December 22, 2014, 07:29:35 PM
Merry Christmas!

I've been working on a new MeetTownDefault script. Instead of meeting a girl and having a yes/no for hiring her, you have a choice of adventures. You can troll for new girls, go birthday shopping or attend church. Your adventures vary depending upon conditions in town. Group orgies, gloryhole and several one-on-one encounters (not all consensual) are possible.

The new script has been appended to the base note.

A few more notes:

- I've reverse-engineered the scripts, and you actually pay for things now. A little binary editing lets me put negative numbers in the 'add gold' item.
- The base program intros the script with a 'you meet a girl - what do you want to do?' message. These adventures may or may not end up with you even meeting a girl, so I choose to pretend that message doesn't exist. If you use this script, you should ignore it, too.


Title: Re: CaptC scripts
Post by: MuteDay on December 22, 2014, 07:39:43 PM
thank you so much was wanting to do that but i was confused due to being out of my element with the scripts thanks again, two meanting girls was boring as hell
Title: Re: CaptC scripts
Post by: CaptC on December 22, 2014, 07:44:36 PM
You are certainly welcome!


If the script editor was easier to use, stuff like this would get done faster... This latest effort sat around for a month while I tried to summon the energy to finish it...  :)
Title: Re: CaptC scripts
Post by: MuteDay on December 22, 2014, 07:46:03 PM
well hopefully someone can build better script editor, ill take a look when i get a chance

Title: Re: CaptC scripts
Post by: CaptC on December 22, 2014, 07:55:20 PM
Honestly, I wouldn't bother with a script editor. I'd just convert the scripts to .xml and let script writers use whatever text editor they like.


(That would probably lead people to wanting a script debugger, though.)
Title: Re: CaptC scripts
Post by: MuteDay on December 22, 2014, 08:02:44 PM
true, but that would take the game reading the script in xml


i was wondering if you could make a version of the town one that has more options, like recruiting from the prision?
Title: Re: CaptC scripts
Post by: CaptC on December 23, 2014, 01:47:01 PM
I can, but I'm afraid between real life time demands, the difficulty of wrestling with the script editor, and finding a muse (because prison fantasies aren't really my thing), I can't make any promises about when it would be done.  But if you can be patient, I'll see what I can do.
Title: Re: CaptC scripts
Post by: MuteDay on December 23, 2014, 02:30:47 PM
I have time