Pink Petal Games

PyTFall => PyTFall: Game design => Topic started by: Xela on May 03, 2013, 04:07:47 AM

Title: <-- Archived -->
Post by: Xela on May 03, 2013, 04:07:47 AM
Items Concept Design:

Items will be created in XML, field default values will be filled be the class.


Item might fail without these 2 fields:

ID: Name of the Item.
- Game is likely to crash if not specified.
- xml field:
Code: [Select]
id="Dummy Item"
Icon: Path to file with picture of an item.
- We might use default here as well after we find some pics for slots that would make good defaults. For now, this is the second field item will fail without!
- xml field:
Code: [Select]
icon="content/items/dummy_item.png"

Optional fields:

Description:
- Defaults to an empty string.
- xml field:
Code: [Select]
desc="This is a dummy item for testing!"
Changing stats:
- Defaults to an empty dict.
- xml field:
Code: [Select]
<mod charisma = '20' />
Changing minimum/maximum of stats:
- Defaults to an empty dict.
- xml field:
Code: [Select]
<min charisma = '20' />- xml field:
Code: [Select]
<max charisma = '20' />
Add/Remove traits:
- Defaults to an empty list.
- xml field:
Code: [Select]
<addtrait name = 'Sexy Air' />- xml field:
Code: [Select]
<removetrait name = 'Retarded' />
Add/Remove skills:
- Defaults to an empty list.
- xml field:
Code: [Select]
<addskill name = 'Water 2' />- xml field:
Code: [Select]
<removeskill name = 'Fire 1' />
Add/Remove Effects:
- Not implemented yet but the fields will be there. Effects in the future would be sick, poisoned, exhausted, pregnant and so on).
- Defaults to an empty list.
- xml field:
Code: [Select]
<addeffect name = 'Dizzy' />- xml field:
Code: [Select]
<removeeffect name = 'Poisoned' />
Locations: Locations where the item can be acquired.
- At least one must be specified or item will be registered but will never appear in the game. The only reason to leave this out is if item can only be awarded by a script.
- This defaults to an empty list.
- xml field:
Code: [Select]
<location name = 'Item Shop' />
List of traits that favor/reject the item: (for auto-equipping or shopping).
- Defaults to an empty list.
- xml field:
Code: [Select]
<goodtrait name = 'Strong' />- xml field:
Code: [Select]
<badtrait name = 'Meek' />
Price:
- Defaults to 0.
- xml field:
Code: [Select]
price = '10'
Cmax: Will only apply mod effects if girl's stat is below this value. The idea is not to allow cheap, peace of crap consumables to max out a girl completely. (Now also works for misc items!)
- Defaults to 'false' and game will enforce 'false' if item is not consumable or misc.
- xml field:
Code: [Select]
cmax = '75'
Sex: (Male/Female/Uni)  This should prevent Male hero from being able to equip a dress or a strap-on.
- This will defaults to Unisex
- xml field:
Code: [Select]
sex = 'female'
Infinite: (If item is infinite in the shop)
- Defaults to false.
- xml field:
Code: [Select]
infinite = 'false'
Chance:(To acquire an item at any Location)
- Defaults to 50 if not specified.
- xml field:
Code: [Select]
chance = '100'
Badness: (Chance of girl buying this item)
- Defaults to 0 if not specified. (Meaning 100% chance)
- xml field:
Code: [Select]
badness = '10'
EqChance: (Chance of girl AutoEquipping the item)
- Defaults to Badness if not specified.
- xml field:
Code: [Select]
eqchance = '22'

Slots:
- Slot default to consumable!
- xml field:
Code: [Select]
slot = 'consumable'
List of slots:

Code: [Select]
            self.eqslots = dict(head = false,
                                      body = false,
                                      cape = false,
                                      feet = false,
                                      amulet = false,
                                      wrist = false,
                                      weapon = false,
                                      smallweapon = false,
                                      ring0 = false,
                                      ring1 = false,
                                      ring2 = false,
                                      belt0 = false,
                                      belt1 = false,
                                      belt2 = false,
                                      misc = false,
                                      consumable = None
                                      )

The 'key' (or the first word in each pair) is the slot you can choose for the item.

Options (possible but not limited to):
Weapon Slot - Sword, Dagger, Mace.
Concealed Weapon Slot - Dagger.
Three Ring Slots - Rings
Amulet Slot - Amulet
Head Slot - Helmet, Tiara, Crown
Body Slot - Armor/Clothing
Cape Slot - Cape
Feet Slot - Boots
Consumable Slot - Consumable


Consumable also opens a number of optional fields (maybe more in the future):

Block: Will have no effect if used again before x number of days. (Actually cannot be used again the way I programmed it for now)
- Defaults to false.
- xml field:
Code: [Select]
cblock = '5'
Temp: If item effect is temporary (in days).
- Defaults to false
- xml field:
Code: [Select]
ctemp = '3'
Effect: Determines the 'area' of items effect.
- Defaults to false (Meaning single girl)
- xml field:
Code: [Select]
ceffect = 'brothelfree'Effect areas:
- 'false' = Single Girl
- 'brothelgirls' = All Girls in the same brothel with the girl.
- 'brothelfree' = All free girls in the brothel.
- 'brothelslave' = All slavegirls in the brothel.
- 'allslaves' = All slave girls that you own.
- 'allfree' = All free girls working for you.
- 'allgirls' = All girls in your service.


Three Belt Slots - To take items into battle or use them in events/quests.

Note: Battle Items are always consumables and will be created by dev team because we'll have to design them twice (Once in the game and another in BE). After a decent release version of a game is completed, I will figure out Battle Engine in depth and create a bridge to items as well as adding more synergy between BE and the game. For now I would prefer to focus on game code and content using just basic BE features.

Misc Slot:
- Will allow to equip one item that will give it's full effect after an item has been worn for a number of days. Basically the moment item is equipped, game starts to count days until a specified number is reached, than applies it's effect permanently and can be passed to a different girl or disappears.

Misc slot adds new fields:

Temp: How long until item takes affect in days.
- Will default to 10 days.
- xml field:
Code: [Select]
mtemp = '3'
Destruct: (Optional) Does the item disappear after it takes effect.
- Defaults to false.
- xml field:
Code: [Select]
mdestruct = 'true'
Reusable: Blocks the item to be used for the same girl twice.
- Defaults to false.
- xml field:
Code: [Select]
mreusable = 'false'

Book for example might be set to:
Reusable: false
Destruct : false
Temp = 10

Pet might be set to:
Reusable: true
Destruct : false
Temp = 1



Type: Important in some places like weapons since different weapons might make different sounds and have different damage modifiers in battle engine.
- Default to it's slot.
- xml field:
Code: [Select]
type = 'Sword'

   - Items should be stackable.
   - Shops should have locked inventories to be restocked once in 'x' number of days.


Notes:


- Only consumables (without temp effect) and misc items should award traits because if girl already has a trait that is awarded to her by a wearable item (ring or cape for example), trait will disappear as item is taken off. This is obviously possible to avoid but that would require a bit of coding and I see little benefit.


----------------------------------------------------------------------------
Still to design:
 We still need to decide if we want shops to look like they do in Alkion/OtherWorld or give them a retro look like in old FF games.
 Another issue is how to pass items to girls from player, do it in the girl profile screen or construct something like WM.

TODO:
- Items that can only be equipped by one character.
- Change upkeep, exp, gold.
- For cmax you should probably use condition <= rather than just <.
Title: Re: -PyTFall- Dev Thread: Items Concept
Post by: Xela on May 03, 2013, 04:08:11 AM
Traits Concept Design:

Traits will be created in XML.


Trait might fail without this field:

ID: Name of the Trait.
- Game is likely to crash if not specified.
- xml field:
Code: [Select]
id="Big Boobs"

Optional Fields:

Description:
- Defaults to an empty string.
- xml field:
Code: [Select]
desc="This girl really has knockers."
Temp: Trait has only temporary effect.
- Defaults to 0. (Effect is permanent)
- xml field:
Code: [Select]
temp='0'
Modifies stat values (current, max, min):
- Defaults to an empty list
- xml field:
Code: [Select]
<mod charisma = '10' />
      <max charisma = '10' />
      <min charisma = '10' />

Block: Blocks other traits while active.
- Defaults to an empty list.
- xml field:
Code: [Select]
<blocks name = 'Small Boobs' />
Effect: Does not currently do anything.
- Defaults to an empty list.
-


Notes:

- Traits are supposed to be more permanent than items so in this scenario:

Girl has 80 charisma current and 100 charisma max.

Case 1:
- Girls acquires a trait that raises her charisma by 20 points (Maxed out).
- Girl works hard on improving her looks and gains 10 more points (Still at 100 because of Max stat).
- Girl looses the trait, her charisma falls back to 80 points.
 
Case 2:
- Girl equips an item that raises her charisma by 20 points (Maxed out).
- Girl works hard on improving her looks and gains 10 more points (Still at 100 because of Max stat).
- Girls takes the item of, her charisma is now 90 points.

This is done by design in order to prevent chaos of traits being awarded/removed by every item and event and getting girls with a few dozen traits each (Block is another precaution)

- There is a trait related field in girl's XML called Absolute Block, that ensures that a number of traits can NEVER be awarded to a girl. There is no way to influence that through traits or items and the only way to clear that list is command in game's console or python script.
Title: Re: -PyTFall- Dev Thread: Items Concept
Post by: Xela on May 03, 2013, 04:38:42 AM
Brothels concept:

XML Fields:


Code: [Select]
id= "1"ID, should be numerical from 1 to 10.  To be used by the game internally.


Code: [Select]
img='content/buildings/oldshack.jpg'Image of the Brothel.


Code: [Select]
name= 'Old Shack'Name of the brothel to be displayed to the player.


Code: [Select]
desc= 'Small, rundown building on the very outskirts of town.'Description of the Hotel.


Code: [Select]
price= '500'Price of the building.

Code: [Select]
upgrade_slots= '5'Game defaults this to 3, sets maximum amount of upgrades slots for the brothel.

Code: [Select]
rooms= '1'
maxrooms= '2'
Amount of rooms and maximum amount of rooms.


Code: [Select]
fame= '0'
maxfame= '100'
Fame and maximum fame. Amount of clients coming to a brothel partially depends on this.


Code: [Select]
rep= '0'
maxrep= '100'
Reputation and maximum reputation. Quality of clients depends on this.


Code: [Select]
maxrank= '2'Max rank prostitutes can obtain in this brothel.


Code: [Select]
mod= '1'Modifier to base prices. Each upgrade has a fixed price, this field is a multiplier for that price so upgrades, upkeep and advertisements can be adjusted.



=============================
Other stats:


Dirt:
Representation of brothels state, high values should scare off costumers and have negative effects on work.


Base Clients:
Set to 5 for all brothels but this value is (should be) also effected by brothel modifier.

=============================
Other attributes:


Flags:
Same system as for girls.


Bookkeeping:
Brothels support basic bookkeeping (income/expenses). Calculated per brothel and logged in on daily basis.


Advertising:
Modifies fame and reputation of the brothel.
Code: [Select]
            self.advert = dict(
                sign = dict(active = false, price = 200),
                flyers = dict(active = false, price = 30),
                magazine = dict(active = false, price = 50),
                billboard = dict(active = false, price = 100),
                girl = dict(active = false, price = 150),
                celeb = dict(active = false, price = 5000)
                )

* Lack of signboard should set clients to 0?

==============================================================
Upgrades:

1) Garden

- Flowerbeds (Joy bonus)
- Garden (Rest + Joy)
- Landscape design (Rest + Joy + Costumer satisfaction bonus)



2) Rooms

- Improved interior (Costumer satisfaction, Joy, Price)
- Luxury Rooms (Costumer satisfaction, Joy, Price)
- VIP Rooms (Costumer satisfaction, Joy, Price)


3) Guards

- Guard Quarters (Frees up all rooms otherwise taken by security (max 5), small security bonus)
- Training Quarters (Battle stats bonuses of girls had nothing to do during the day)
- Sparring Quarters (Better battle stat bonuses + joy bonuses + disposition bonuses for warriors in the building)


4) Bar

- Bar (Enables Bar job)
- Draft Beer (Improves income)
- Tapas (Tasty snacks, farther improves income and costumer satisfaction)


5) Strip Lounge

- Strip Lounge (Enables Strip job)
- Large podium (Improves girls stats and costumer satisfaction)
- Golden cages (Further Improves girls stats, costumer satisfaction and income from the club)


6) Main hall

- Main Hall (Improves costumer satisfaction, security and reputation)
- Reception (Improves brothel income, costumer satisfaction)
- Statue of some goddess (Improves fame and brothel income)


Upgrades are set in xml on the main node. Yeah brothel can have each own set:

Entries are:

Code: [Select]
      garden = '3'
      bar = '3'
      stripclub = '3'
      room_upgrades = '3'
      mainhall = '3'
      guards = '3'


garden = '2' would mean garden branch can be upgraded to level 2 (including).

Otherwise there are now slots, for example, if brothel just has 2 slots, even if all 18 upgrades are available, only two can be built, game will throw an no slots available warning afterwards.

==================================
We've discussed (I will be coding this in soon):

Upkeep:
Should be paid on weekly basis and preferably only for good brothels (aka property tax).


Upgrades:
As soon as we figure out what upgrades we need, I will code in a system that enables them on per brothel basis on xml. One idea I really liked is to allow more upgrades than their are slots to fill them in a brothel.


Security level:
Come up with a security level system.


Damage:
Dislike this myself, but I'll think about it.

Location: Just an extra field in the class, can be added after we have actually locations.
Title: Re: -PyTFall- Dev Thread: Items/Traits Concept
Post by: Xela on May 03, 2013, 07:03:54 AM
Reserved
Title: Re: -PyTFall- Dev Thread: Items/Traits Concept
Post by: Xela on May 03, 2013, 07:04:18 AM
Reserved
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 03, 2013, 07:05:52 AM
Reserved
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 04, 2013, 04:04:48 PM
How about we clarify weapons types, and from tomorrow I'll begin to write items xml? Unless you have more complex or simply different idea in mind, I suggest D&D system I mentioned before.

Maybe also types of armor (light/heavy)? And how many items of each type you'll need for beta?
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 04, 2013, 04:27:55 PM
And how many items of each type you'll need for beta?

No idea about, 1 sword, one dagger, 3 or 4 potions, 2 or 3 misc items, 2 or 3 dresses, 2 or 3 pairs of boots, 1 armor, 1 amulet, 4 rings, 2 pairs of boots, 1 wristband, 1 cape, 1 helmet or tiara.

How about we clarify weapons types, and from tomorrow I'll begin to write items xml? Unless you have more complex or simply different idea in mind, I suggest D&D system I mentioned before.

Maybe also types of armor (light/heavy)?

No point in light/heavy armor that I can see.

As for weapons, for now just specify their kind under 'type' field: Sword, Dagger etc. That will be enough for now.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 04, 2013, 04:38:32 PM
No point in light/heavy armor that I can see.
Available occupations, I guess. Only warriors can use heavy, and so on.
Then again, I wonder if anyone besides warriors will have benefits from armor, since we have dresses as well.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 04, 2013, 04:43:15 PM
Available occupations, I guess. Only warriors can use heavy, and so on.
Then again, I wonder if anyone besides warriors will have benefits from armor, since we have dresses as well.

If you feel like we need that, for me it's 10 - 15 extra lines of code so it's ok. I am not sure how that benefits the game at this point.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: CherryWood on May 04, 2013, 04:53:49 PM
No idea about, 1 sword, one dagger, 3 or 4 potions, 2 or 3 misc items, 2 or 3 dresses, 2 or 3 pairs of boots, 1 armor, 1 amulet, 4 rings, 2 pairs of boots, 1 wristband, 1 cape, 1 helmet or tiara.
also a few basic gifts for girlmeets/disposition please
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 04, 2013, 05:00:22 PM
also a few basic gifts for girlmeets/disposition please

LoL

Yeah, a dildo, analprobe and teddy bear would do the trick :)
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 04, 2013, 05:10:04 PM
Ah yes, gifts for girls. Do we need another item type for those? They are simply consumables in wm, but since we are going to use them in combat, we need some mechanism to prevent things like bouquets of flowers in belt slots.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 04, 2013, 05:18:36 PM
Ah yes, gifts for girls. Do we need another item type for those? They are simply consumables in wm, but since we are going to use them in combat, we need some mechanism to prevent things like bouquets of flowers in belt slots.

Already in place, game will only recognize 2 or 3 potions for battles, rest will not show even if equipped to the belt. Same for autocalc function that resolves combat by comparing parties luck and stats (right now doesn't even take items in the account).


=================================
I am done for tonight, good deal of discussion and a good bit of code are accomplished.

Right now items class and import function from xml are finished. Equip, unequip and apply effects are also done. Tomorrow if time allows I'll write remove effects method, counters for misc/consumable slot and special apply effects method for consumable slot because it has areal effect (more than one girl effected).


By the way, if anyone has new insight on how we should do the shops and equipment screens, I would like to hear some thoughts. Maybe examples from other games on how it's done there.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 04, 2013, 05:23:59 PM
That doesn't explain how the game will differentiate one from another. I don't see any "combat" or "non combat" flags in items fields you mentioned here.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 04, 2013, 05:34:23 PM
That doesn't explain how the game will differentiate one from another. I don't see any "combat" or "non combat" flags in items fields you mentioned here.

Battle engine will do that. Potions will mimic the potions you will create will be coded by me, then a simple:

for item in [chr.eqslots['belt'], chr.eqslots['belt1'], chr.eqslots['belt2']:
    if item ==  'Health Potion':
        register.Item bla bla bla.....
    if item == 'MP Potion':
        register.Item bla bla bla.....
    if item == 'Elixir':
        register.Item bla bla bla.....

Like I've said, we are going to allow very few potions to be taken in combat. Weapons done in a very similar manner, depending on weapon type, skill is registered in the battleengine that comes with it's own damage modifier and sound, same with magical skills.

It's not the most elegant way, but it will work for now quite flawlessly.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 05, 2013, 07:14:17 AM
Let's return to 'reaction to the gift' topic.
As you said,
I never understood 'reaction to gift' since PCLove/Hate can also be changed by any item. So if handcuffs are bad for a girl in PyTFall, you simply lower disposition and with flowers you add to the disposition, what's the point of writing extra methods for it?
However, if I write string like <mod disposition = '100' /> for some dress, girl's disposition will rise by 100 when she equips it and lower by 100 when she unequips it.
While the whole point of reaction to the gift is one-off change in the level of disposition, isn't it?
-----------------
Also, I don't see head slot in your quote from the game code where available slots are listed.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 05, 2013, 11:45:23 AM
Let's return to 'reaction to the gift' topic.
As you said,However, if I write string like <mod disposition = '100' /> for some dress, girl's disposition will rise by 100 when she equips it and lower by 100 when she unequips it.
While the whole point of reaction to the gift is one-off change in the level of disposition, isn't it?

I wonder how that works in WM... so basically the problem is that you want items that are in girl's inventory (other than consumables I expect) apply disposition effects even when unequipped. That might be doable but I'll need to think about it for a while (and preferably not tonight). There are to many factors to consider like how to block player from having a bag of items that he passes from girl to girl and having them do whatever he wants because disposition is maxed out... Or I can create a counter that adds disposition from every item given to a girl to a max of 100 and subtracts from it every day...

I would not do nothing at all myself. We can simply agree that only consumables/misc can change disposition and leave everything as it is.

Also, I don't see head slot in your quote from the game code where available slots are listed.

It's the very top one.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 05, 2013, 12:29:45 PM
so basically the problem is that you want items that are in girl's inventory (other than consumables I expect) apply disposition effects even when unequipped
Not exactly. In WM the mere fact of giving an item (well, good item at least) to a girl slightly increases PClove depending on badness. Thereafter by taking an item you lower it (unless it's a bad item).

We already have good and bad traits, and even badness value. So in order to mimic WM we need some function which is able to take these values ​​into account and change girl's disposition.

The system is obviously not perfect, so we might as well come up with something else. I'll give it some thought.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 06, 2013, 07:18:34 AM
Ok, I agree with your proposal that only consumables/misc can change disposition. After all, they work for MC, and MC gives them most of items only to improve the quality of their work.
However, I propose a small bonus to joy after each gift.

Also, maybe MC can't just take any item from girl's inventory (except for slaves) unless she has, for example, 500+ disposition?
+++++++++++++++
Oh, and which resolution should have items icons? Or it doesn't matter since the game will resize them?
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 06, 2013, 07:56:16 AM
Ok, I agree with your proposal that only consumables/misc can change disposition. After all, they work for MC, and MC gives them most of items only to improve the quality of their work.
However, I propose a small bonus to joy after each gift.

Giving gifts will prolly be done under interactions and girlsmeets. Items in such case will disappear (not go to girls inventory). I am not sure how we should call these items right now.

Also, maybe MC can't just take any item from girl's inventory (except for slaves) unless she has, for example, 500+ disposition?
+++++++++++++++

That should be doable. I had the same idea in mind, only with much higher disposition or special permission (separate field in sGirl's class).

Oh, and which resolution should have items icons? Or it doesn't matter since the game will resize them?

The latter.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 06, 2013, 10:52:13 AM
So, about the shops and equipment screens. If we are going to use Alkion/Otherworld approach, we need more or less high-quality, unique and recognizable icon for every single item. While it's not a problem at all for weapons, armors, rings, etc., it could be a problem for dresses, capes, some types of boots.
You might take a look at shared Items folder for some kinda out-of-place examples.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 06, 2013, 11:37:22 AM
So, about the shops and equipment screens. If we are going to use Alkion/Otherworld approach, we need more or less high-quality, unique and recognizable icon for every single item. While it's not a problem at all for weapons, armors, rings, etc., it could be a problem for dresses, capes, some types of boots.
You might take a look at shared Items folder for some kinda out-of-place examples.

I am not yet sure about the shops... but I like Alkion's system. You can also borrow a lot of icons from there.

Just roll with what you can find now, we'll be improving on that as we go.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 06, 2013, 12:46:51 PM
Yeah, I have them. However, they are anything but high-quality. If we going to use 'em, we can forget about other sources because the difference will strike the eye.
I guess since we talk about more advanced technologies then in Alkion, we could use items of our culture, like modern clothes and boots. I'm not sure how it will be looked in such game though.

Also, take a look at Drakensang (http://www.wsgf.org/f/u/imagecache/node-gallery-display/contrib/dr/294/extras/drakensang2009031119100n.jpg) screen, I like how equipment doll done there. As for stats screen, I like Kamidori (http://games.seiha.org/hannahwashock.jpg) approach. As you can see, it shows base (without items), current and max values of each stat.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 06, 2013, 01:10:26 PM
Yeah, I have them. However, they are anything but high-quality. If we going to use 'em, we can forget about other sources because the difference will strike the eye.
I guess since we talk about more advanced technologies then in Alkion, we could use items of our culture, like modern clothes and boots. I'm not sure how it will be looked in such game though.

Testing is needed but it will be a while before GUI is done, I will not have time to code this (maybe next as well) week.

Also, take a look at Drakensang (http://www.wsgf.org/f/u/imagecache/node-gallery-display/contrib/dr/294/extras/drakensang2009031119100n.jpg) screen, I like how equipment doll done there. As for stats screen, I like Kamidori (http://games.seiha.org/hannahwashock.jpg) approach. As you can see, it shows base (without items), current and max values of each stat.

I love the Drakensagn design... Kamidori is good too at least in logical concept.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 07, 2013, 05:02:46 AM
Icon: Path to file with picture of an item.
- We might use default here as well after we find some pics for slots that would make good defaults. For now, this is the second field item will fail without!
I think we need a safeguard here. I have suitable error picture in Images folder for items without icons.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 07, 2013, 07:37:09 AM
I think we need a safeguard here. I have suitable error picture in Images folder for items without icons.

Oki. I'll do that when I get to screen design.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 09, 2013, 07:33:39 AM
We need a Cmax field for misc items too. Otherwise most of them will be too powerful.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 09, 2013, 08:44:16 AM
We need a Cmax field for misc items too. Otherwise most of them will be too powerful.

You can just make fields up and tell me what they're supposed to do later.

C (Consumable fields), M (Misc Fields) so just call it 'mmax'. I don't know why you need it since you have fair control of what misc items do already but it's your call, adding it wouldn't be a problem. I'll have to go back to the code I've written for items so far after I figure out how Inventory class should work (or if I should make it into a class at all).

In any case, I do not have much time to code right now, if we get another coder on the project, code will move at a quicker pace, otherwise I will be able to put a LOT more time into this during the summer.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 09, 2013, 09:02:08 AM
I don't know why you need it since you have fair control of what misc items do already but it's your call, adding it wouldn't be a problem.
If you want to know, imagine how player at first trains warriors in schools as long as it's more or less cheap, then buys cheap training dummies (as misc items) and continues to train experienced warriors with this crap.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 09, 2013, 12:20:10 PM
If you want to know, imagine how player at first trains warriors in schools as long as it's more or less cheap, then buys cheap training dummies (as misc items) and continues to train experienced warriors with this crap.

Well, even the most skilled boxers in the world still use punching bags, do they not? It's a matter of balance, dummies are supposed to give a very slow bonus compared to schools. Like I said, it's your call, in this case it is literally one extra line of code :)
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 09, 2013, 12:58:12 PM
Sure they do. But I doubt they use cheap, straw punching bags. Furthermore, in PyTFall you probably can find a professional, decent training dummy in dungeons only  :)

One more thing. I know you decided to leave it out, but I think about rare items slightly reducing upkeep, so no additional micromanagement, no questions why you shouldn't pay for non equiped item, etc.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 09, 2013, 01:19:12 PM
One more thing. I know you decided to leave it out, but I think about rare items slightly reducing upkeep, so no additional micromanagement, no questions why you shouldn't pay for non equiped item, etc.

Reducing or increasing? You can give it a go, but don't make items more complicated than they have to be. It stops being fun if player is forced to keep an eye on to many things at once.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 09, 2013, 01:54:53 PM
Reducing. I've just stumbled upon great icons of trees and thought about a little fruit tree misc item (since the girl is eating its fruits, you don't need to pay for her food at job as much as before).
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 09, 2013, 02:39:52 PM
Reducing. I've just stumbled upon great icons of trees and thought about a little fruit tree misc item (since the girl is eating its fruits, you don't need to pay for her food at job as much as before).

LoL

You have no idea of how insane that sounds :)
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 09, 2013, 03:28:19 PM
If you say so. I personally find it amusing, just like custom meetings with some persona characters in Ncog folder. A good game should bring a smile from time to time.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 10, 2013, 06:50:20 AM
If you say so. I personally find it amusing, just like custom meetings with some persona characters in Ncog folder. A good game should bring a smile from time to time.

Fair enough ;)
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 10, 2013, 07:11:25 AM
A question about game logic.
Let's say I make a potion restoring all hp. In many games it's just means that the potion restores insane amount of health rather than sets its current value to max. It won't be a problem if I write something like mod health = 10000?
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 10, 2013, 08:45:15 AM
A question about game logic.
Let's say I make a potion restoring all hp. In many games it's just means that the potion restores insane amount of health rather than sets its current value to max. It won't be a problem if I write something like mod health = 10000?

Not a problem at all. It will work as you describe.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 10, 2013, 01:17:34 PM
I hope we don't have to write all item's properties in its description like in wm to make sure player will know about them?
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 10, 2013, 01:48:26 PM
I hope we don't have to write all item's properties in its description like in wm to make sure player will know about them?

Write what you feel like writing. I don't mind if part of the items function remains a mystery. I would like to avoid revealing everything an item does (that is perfectly doable) because it will kill mystery of certain items.

Alternatively we could add a field like 'hidden', setting it to true or false. If hidden is true, only description is available, otherwise everything is reported.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 10, 2013, 02:01:37 PM
Alternatively we could add a field like 'hidden', setting it to true or false. If hidden is true, only description is available, otherwise everything is reported.
I like the idea. While you can't possibly know all properties of some artifact from dungeons, you do know properties of mass-producing items from local city shops.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 10, 2013, 02:57:47 PM
I like the idea. While you can't possibly know all properties of some artifact from dungeons, you do know properties of mass-producing items from local city shops.

Ok, I was hoping description would be enough be enough, but building extra screen displaying item stats shouldn't be hard.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 11, 2013, 05:02:10 AM
I wounder what happenes if I set mtemp of a misc item to 0. Will it work like usual item, simply giving bonuses to stats when equipped?
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 11, 2013, 05:31:50 AM
I wounder what happenes if I set mtemp of a misc item to 0. Will it work like usual item, simply giving bonuses to stats when equipped?

Nope, it will do the same thing as if it was set to 1, apply items effects every day.

===========
Edit: Unless you wish for a different behavior, it's a stupid coincidence but I was writing code for mtemp field of misc items slot when I saw your message :D
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 11, 2013, 07:36:15 AM
I guess if we'll need miscellaneous items with different mechanics eventually, we could just add a couple of "furniture" slots. But I don't mind if you will make mtemp field as I described, it's definitely give some new opportunities.

How are you planning to handle shops btw? Will it be a single shop like in wm, or one for weapons and armor, one for potions, one for food, etc?

One more thing. Strings like
        mod health = '10000'
        ctemp = '1'
mean that at the next turn girl will have 0 hp, right?
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 11, 2013, 10:01:55 AM
I guess if we'll need miscellaneous items with different mechanics eventually, we could just add a couple of "furniture" slots. But I don't mind if you will make mtemp field as I described, it's definitely give some new opportunities.

Yeap


How are you planning to handle shops btw? Will it be a single shop like in wm, or one for weapons and armor, one for potions, one for food, etc?

There is location field for each item, you can specify multiple locations as well. The trouble is that since shops will be designed and added later, I don't know what those locations are.


One more thing. Strings like
        mod health = '10000'
        ctemp = '1'
mean that at the next turn girl will have 0 hp, right?

Yeap
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 11, 2013, 11:04:46 AM
Yeah, I know we don't have locations names yet, I use dummy names for now to make renaming simpler later.
I don't ask for names, I ask for preliminary plans about number of stores. While there is one shop for everything in WM, SM3 has a lot of them.

you can specify multiple locations as well.
Now that's something I did not know, since you can't do it in WM  :)
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 11, 2013, 11:25:22 AM
Yeah, I know we don't have locations names yet, I use dummy names for now to make renaming simpler later.
I don't ask for names, I ask for preliminary plans about number of stores. While there is one shop for everything in WM, SM3 has a lot of them.
Now that's something I did not know, since you can't do it in WM  :)

My plan is to mimic Alkion's system where making new shops is very easy (due to Roman being a proper coder). Remains to be seen if I can crack it or rather how long it will take me to crack it :)
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 12, 2013, 08:19:35 AM
What about drugs? I mean, in WM addiction means new negative trait, but since we'll have that mysterious Effects system you keep mentioning, and addiction is close in meaning to poisoned...
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 12, 2013, 08:33:24 AM
What about drugs? I mean, in WM addiction means new negative trait, but since we'll have that mysterious Effects system you keep mentioning, and addiction is close in meaning to poisoned...

Yeah, not coded in yet so forget about drugs for now. I originally wanted it to be separate system with some cool/serious effects.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 12, 2013, 04:22:23 PM
I wonder if eqchance has effect on consumables. Or should have it at all.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 13, 2013, 04:02:24 AM
I wonder if eqchance has effect on consumables. Or should have it at all.

Why not? They should use consumables, shouldn't they?
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 13, 2013, 05:42:33 AM
I guess. But if a girl already bought something with a certain probability, one more dice check is overkill (she already wants it, so there is no reason to not consume it immediately). So maybe eqchance should have effect on items received from MC only. Again, unless we talk about a slave or high enough disposition, in these cases MC controls the consumption.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 13, 2013, 05:53:54 AM
I guess. But if a girl already bought something with a certain probability, one more dice check is overkill (she already wants it, so there is no reason to not consume it immediately). So maybe eqchance should have effect on items received from MC only. Again, unless we talk about a slave or high enough disposition, in these cases MC controls the consumption.

How is that an overkill and where did a second dice check came from? eqchance will be checked when a girl will try to equip/consume an item, badness checks when she buys one. They're both the same unless specified otherwise...

LoL

You think a dice check is an overkill but tracking where girls got an item isn't? :D
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 13, 2013, 05:58:46 AM
So if we have 50% for purchase and 50% for consumption, that means 25% eventually, since probabilities are multiplied?

Furthermore, I'm not sure, for example, which eqchance should have healing potions. If I set it to 0, you won't be able to heal your nonslave girls. And if I set it to 100, they will drink it immediately, so you won't be able to prepare them for some battle.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 13, 2013, 06:14:12 AM
So if we have 50% for purchase and 50% for consumption, that means 25% eventually, since probabilities are multiplied?

Those are different functions, chance will be 50% in both cases.

Furthermore, I'm not sure, for example, which eqchance should have healing potions. If I set it so 0, you won't be able to heal your nonslave girls. And if I set it to 100, they will drink it immediately, so you won't be able to prepare them for some battle.

Functions will be more complicated than that.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 13, 2013, 06:30:15 AM
You think a dice check is an overkill but tracking where girls got an item isn't? :D
Yup. When girl buys an item, she just uses it immediately without eqchance check. So you can't actually call it a real tracking, that item doesn't even appear in her inventory.

I'm afraid that because of the second check inventory will be quickly filled, and after that girls will stop to buy new items. Unless I'll set eqchance at 100% for every item in shops, and in this case we might as well remove that check at all.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 13, 2013, 07:59:11 AM
Yup. When girl buys an item, she just uses it immediately without eqchance check. So you can't actually call it a real tracking, that item doesn't even appear in her inventory.

I'm afraid that because of the second check inventory will be quickly filled, and after that girls will stop to buy new items. Unless I'll set eqchance at 100% for every item in shops, and in this case we might as well remove that check at all.

Agreed.

Well, with the first part, second part is more difficult to predicts since girls have limited amounts of cash and unlimited inventory.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 13, 2013, 08:23:38 AM
On the other hand, if the game will check for eqchance any consumables for every girl at every turn, it probably shouldn't be a problem. Thus, they will gradually consume items rather than store them forever
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 13, 2013, 08:31:29 AM
On the other hand, if the game will check for eqchance any consumables for every girl at every turn, it probably shouldn't be a problem. Thus, they will gradually consume items rather than store them forever

Yeap, but eq chance is more of a tiebreaker for similar items than an enforces. Girl will not use consumable if it's not required at the moment.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 13, 2013, 10:10:30 AM
A question. Let's say, a girl has Tough trait. She drinks a potion which gives Fragile trait. These traits are mutually exclusive.
Should I remove Tough trait first, or the game will do it automatically?
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 13, 2013, 10:23:06 AM
A question. Let's say, a girl has Tough trait. She drinks a potion which gives Fragile trait. These traits are mutually exclusive.
Should I remove Tough trait first, or the game will do it automatically?

You should than remove all traits that block Fragile. Even then, it will be applied only if trait is not blocked permanently. Basically on traits application, the very first thing that happens is a check if a trait is in blocked or permanently blocked trait, if that's true, function stops there.

That reminds me, I need to correct a method that removes traits, right now if trait is removed, all blocks that come with that trait are removed as well, but if two traits are supposed to block the same thing, this is a problem. So every time on trait removal, all blocks on remaining traits must be reapplied.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 13, 2013, 10:37:07 AM
I see. While this approach gives a couple of good opportunities, it also has one problem. For example, if some item tries to give Athletic trait, and for a start removes Tough, but then it turns out that Athletic is blocked permanently. It means that the girl simply loses Tough without any benefits.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 13, 2013, 11:04:21 AM
I see. While this approach gives a couple of good opportunities, it also has one problem. For example, if some item tries to give Athletic trait, and for a start removes Tough, but then it turns out that Athletic is blocked. It means that the girl simply lose Tough without any benefits.

True, matter of game design I suppose.

Our new coder decided to rewrite the game in proper code. He also suggested that we could reorganize traits and sort of 'put them in slots'. Basically things like
Body: Tough, Athletic, Fragile;
Boobs: Small, Large, Huge, Abnormally Huge;
Personality: Meek, Tsunadere, Yanedere, Shy

and so on. That would definitely solve all issues but will also come with some limitations I expect.

In any case, I am going to do what I've always done, just code in code that works flawlessly and leaves as many avenues open as possible, if he doesn't leave/disappear before managing to rewrite the game, I'll try to switch to proper coding as well :D . For now, if you want traits to behave differently, recoding them shouldn't be difficult.

==========================
PS: You should get on mirc when you get a chance, even if just to sit there idly :)
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: CherryWood on May 13, 2013, 11:21:12 AM
Can't we just use effect flags to create "tags" for traits?
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 13, 2013, 11:27:14 AM
Can't we just use effect flags to create "tags" for traits?

We could... why would we want to do that?
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 13, 2013, 11:38:47 AM
We need a Cmax field for misc items too. Otherwise most of them will be too powerful.

BTW: cmax will be availible for any item, not just consumables. My previous idea of adding another 'mmax' field for misc items was stupid.

If left open, it will be business as usual.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 13, 2013, 04:01:25 PM
Personality: Meek, Tsunadere, Yanedere, Shy
Talk about simplification...

For now, if you want traits to behave differently, recoding them shouldn't be difficult.
The easiest way is to prohibit using items which add any permanently blocked traits at all.
Unless we'll have more elegant solution, it should be enough.

You should get on mirc when you get a chance, even if just to sit there idly
If you say so. That mirc thing looks totally dead, and I have no idea why we couldn't just use any forum, including this one. It's not like we planning a crime here.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 13, 2013, 05:56:08 PM
Talk about simplification...

Yeah well... that's just one option. Basically

The easiest way is to prohibit using items which add any permanently blocked traits at all.
Unless we'll have more elegant solution, it should be enough.

Doable, I was planning to write a function to handle area effect consumables. I can put a check there.

If you say so. That mirc thing looks totally dead, and I have no idea why we couldn't just use any forum, including this one. It's not like we planning a crime here.

Well, chatting beats forum sometimes cause you can throw ideas around faster...

In any case, while Mijh is recoding the game (or coding a new game, I haven't figured out his plans yet :) ) I've more or less wrapped up items logic. Next step is the gui.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 14, 2013, 02:52:38 AM
Doable, I was planning to write a function to handle area effect consumables. I can put a check there.
That reminds me, we could use one more area type for consumables: the whole party in the battle.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 14, 2013, 03:18:53 AM
That reminds me, we could use one more area type for consumables: the whole party in the battle.

I'll need to take a look at BE for that, but it isn't in plans for the immediate future.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 14, 2013, 04:11:12 AM
I wonder if something bad will happen with the game engine if some stat becomes negative. Something like a potion permanently reducing min and current defense by 30 consumed by character with defense 20.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 14, 2013, 04:14:04 AM
I wonder if something bad will happen with the game engine if some stat becomes negative. Something like a potion permanently reducing min and current defense by 30 consumed by character with defense 20.

Not sure about the battle engine, game should be fine.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 14, 2013, 02:47:31 PM
@ Dark

I've fixed xml items file you were building (beta version). Please keep to that structure in the future cause loading your files is either impossible or above my skill level.

Couple more things:

1) Disposition items.

Issues like these are bound to come up cause no design is perfect... basically, everything works well save the fact that a girl can buy an item, use/equip it and get a disposition bonus towards the player for no good reason.

I see a number of approaches here:

- Girls are not permitted to buy any item that increases disposition.
- Items that modify disposition track their origin (VERY difficult to code under the current setup)
- We add new field like dismod = '80' that is applied only when you give an item to the girl and takes away value*1.3 if you take it back from her. Nothing will happen if she just buys the item (only normal disp bonus applies)

Prolly more ways to solve this, I am open to any ideas.

2) You showed a couple of really cool interfaces related to inventories and equipment, can those be ripped? I fairly confident in my ability to code a screen of similar quality, but creating graphical resources like that would take me to long to be worthwhile.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 14, 2013, 04:08:10 PM
a girl can buy an item, use/equip it and get a disposition bonus towards the player for no good reason.
That's why badness of such items will be always 100, and we just have to make sure that consumable items from dungeons and other places go to MC inventory bypassing girl's inventory.

Or we could just don't use disposition modificators at all, instead the only way you could rise disposition with gifts will be a gift during a date or some another event.

You showed a couple of really cool interfaces related to inventories and equipment, can those be ripped?
And that's why I saved them in my folder in the first place. We just have to decide which gui elements exactly we want in the game.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 14, 2013, 04:14:10 PM
That's why badness of such items will be always 100, and we just have to make sure that consumable items from dungeons and other places go to MC inventory bypassing girl's inventory.

Or we could just don't use disposition modificators at all, instead the only way you could rise disposition with gifts will be a gift during a date or some another event.

Also a possibility...

And that's why I saved them in my folder in the first place. We just have to decide which gui elements exactly we want in the game.

I can't find it, you have an insane amount of pics for items and a couple of backgrounds for shops, but to build a screen I need separate elements, not screenshots :(
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 14, 2013, 04:32:12 PM
Um, I never said that I already ripped 'em. What I mean is I don't know which of them you need.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 14, 2013, 04:37:28 PM
Um, I never said that I already ripped 'em. What I mean is I don't know which of them you need.

Well, it's a matter of what we can get (not every game can be ripped). I basically don't mind any setup at all, most of them look awesome. We may even build different versions for different shops.

I suggest we gather some resources and see what we use best. For now I'll keep it very simple like I did with all other screens so we can test items.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 14, 2013, 04:47:47 PM
Well, for now I have great icons almost for everything in gui (inventory, quests, map, marks on the map, gold, stats screen, magic, etc). Anything else?
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 14, 2013, 04:55:59 PM
Well, for now I have great icons almost for everything in gui (inventory, quests, map, marks on the map, gold, stats screen, magic, etc). Anything else?

Looks good, I need to see these resources and find a way to put them together. For now I am going to call it a night.

Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 15, 2013, 04:02:35 AM
Now then, about the disposition problem. I believe you proposed somewhere that items like dress will rise disposition only if being given as a gift rather than when put into girl's inventory. And in that case they will dissappear from the game.
Value of disposition bonus could be calculated, for example, depending on item's cost, good/bad trait list and girl's occupation, but no more than, let's say, 50 per gift at best.

On the other hand, the idea of dismod field is the most simple and fast to implement. We probably will need some additional mechanisms to balance the game though, like very limited access to girl's inventory with small disposition and still not entirely free even with max disposition and min character (except for slaves, of course). And some other mechanisms to prevent too fast increase of disposition for slaves, maybe even a completely different system. After all, they do not value gifts as much as free ones, since, theoretically, you can always take them back.

I'd say, let's make dismod  :)

However, dismod doesn't solve problem with consumables. If it will be too difficult to completely bypass girl's inventory in terms of coding, I could set eqchance at 0 for them too, and then you could add some function which allows MC to forcibly use consumables with bonuses to disposition on girls regardless of the circumstances.
 
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 15, 2013, 04:30:07 AM
Now then, about the disposition problem. I believe you proposed somewhere that items like dress will rise disposition only if being given as a gift rather than when put into girl's inventory. And in that case they will dissappear from the game.
Value of disposition bonus could be calculated, for example, depending on item's cost, good/bad trait list and girl's occupation, but no more than, let's say, 50 per gift at best.

On the other hand, the idea of dismod field is the most simple and fast to implement. We probably will need some additional mechanisms to balance the game though, like very limited access to girl's inventory with small disposition and still not entirely free even with max disposition and min character (except for slaves, of course). And some other mechanisms to prevent too fast increase of disposition for slaves, maybe even a completely different system. After all, they they do not value gifts as much as free ones, since, theoretically, you can always take them back.

I'd say, let's make dismod  :)

However, dismod doesn't solve problem with consumables. If it will be too difficult to completely bypass girl's inventory in terms of coding, I could set eqchance at 0 for them too, and then you could add some function which allows MC to forcibly use consumables with bonuses to disposition on girls regardless of the circumstances.

I'll give it some thought, also considering the code and propose solution that seems to work best and will not require rewriting half of the items code to implement.

I will soon finish graphical mock up for items from Alkion so the system can used for testing items as you create them:

(http://imageshack.us/a/img94/4406/82974213.png)


We will kill all of these screens and replace with improved versions after we get some resources. For now, this will serve for testing purposes. Next is the equipment screen, I'll release it to dropbox after it's done and been debugged (should be this week, I hope)
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 15, 2013, 07:02:54 AM
Ok. For now I'm going to look for more gui elements (and you can find them in gui folder), but let me know if we need more backgrounds for shops.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 16, 2013, 04:21:23 AM
I've fixed xml items file you were building (beta version). Please keep to that structure in the future cause loading your files is either impossible or above my skill level.
I have to ask it. By structure you mean the correct order of the fields or completely broken formatting?
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 16, 2013, 04:26:33 AM
Ok, I have to ask it. By structure you mean the correct order of the fields or completely broken formatting?

Completely broken formatting. You were closing opening <item> field straight away.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 16, 2013, 04:38:45 AM
Ah, I see.
And where exactly in this structure "hidden" field should be then?
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 16, 2013, 04:23:52 PM
Ah, I see.
And where exactly in this structure "hidden" field should be then?

Within item markup:

                    #DRESS
    <item
        id="Brothel Gown"
        icon="content/items/dress1.png"
        desc="This respectable-looking gown holds an enticing secret: parts of it are separately detachable, allowing unrestricted access to the wearer's breasts, ass and genitals. It's perfect for the girl who needs to go from presentable to slutty in the blink of an eye."
   
        price = '500'
        sex = 'female'
        chance = '35'
        badness = '10'
        slot = 'body'
        hidden = 'true' >
       
        <mod charisma = '10' />
        <mod character = '5' />
        <mod libido = '20' />
        <min libido = '10' />
        <min libido = '5' />
        <mod service = '5' />   
        <mod strip = '10' />
        <min strip = '5' />
        <min strip = '5' />
        <mod disposition = '80' />
        <mod joy = '20' />
       
        <location name = 'Item Shop' />
       
        <goodtrait name = 'Nymphomaniac' />
        <goodtrait name = 'Exhibitionnist' />
        <badtrait name = 'Shy' />
        <badtrait name = 'Horrific Scars' />
        <badtrait name = 'Frigid' />

    </item>


I did some thinking during traveling today:

1) Hidden will be set to true by default, there will be some form of NPC character or characters to unlock hidden items for a price. Some items we can even hardcode into the game :)

2) I might have found a decent way to solve disposition problem. All disposition items will have a field 'origin' set to false. This can not be set in xml and will be scripted in python. While field remains false, disposition bonus will never be applied. In the same time if you take such an item away from a girl, regardless where she got it from, you'll get a disposition hit of 1.5*disposition value (we can throw a warning screen that player can see once and than disable forever). If player buys or gives girl an item, origin field is set to 'hero' and disposition bonus will apply normally (on consumption or equipping). It's all very easy to code and seems to be solving all our problems while not being counter intuitive (taking back gifts from a girl or taking items that she bought/earned should have a penalty of some sorts, maybe even if it doesn't mod disposition).

3) Once every 10 days, girls will sell off their inferior items (set at random for all girls so we have no chance to overload the game on next day).

4) Free girls will autobuy consumables that make them prettier/sexier/stronger depending on profession, that should make a very decent money sink so girls don't become to rich.

I've had another set of ideas but those aren't for items. Basically after core is finished, we can do some really cool stuff making game very interesting and intuitive not just by quests but by logic... I figure that after I am done with basics for the guard job, we can go over every concept in the game as we did for items together and I'll code it all in. Editing the code will be a lot easier cause a lot of code is already in place.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 17, 2013, 09:27:44 AM
I came across this topic (http://pinkpetal.org/index.php?topic=1664.0) recently, it has an interesting idea about unique items.

Oh, and what about that WM-like dismod field for other items like dress and stuff?
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 17, 2013, 10:08:01 AM
I came across this topic (http://pinkpetal.org/index.php?topic=1664.0) recently, it has an interesting idea about unique items.

Oh, and what about that WM-like dismod field for other items like dress and stuff?

We can add unique items later, it's not hard.

I don't know, do we need another dismod field if system I described will be in place?
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 17, 2013, 10:29:57 AM
My understanding is your system solve disposition problem for consumables only. Am I wrong?

If we talk about some dress with mod disposition = 10, then girl will have these +10 only when it equipped (and loses when unequipped), not when she receives it as a gift.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 17, 2013, 10:55:40 AM
My understanding is your system solve disposition problem for consumables only. Am I wrong?

If we talk about some dress with mod disposition = 10, then girl will have these +10 only when it equipped (and loses when unequipped), not when she receives it as a gift.

True, you're prolly right... I can't think about it right now, trying to figure out this trait/item bs.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 17, 2013, 02:20:14 PM
True, you're prolly right... I can't think about it right now, trying to figure out this trait/item bs.

Phew... I think I figured it out. Was a lot easier than it seemed at first :)

Problem was with items awarding/removing traits... What I did in the code was simply to apply/remove traits as items are equipped in symmetry (that was obviously stupid). WM is also kinda bugged when it comes to items/traits so that was no help. In the end I think we got a decent system right now (still in need of testing), there is such a thing as 'truetrait', girl either starts with that trait, earns it through hard work or gets it from non temporary consumables or misc items. Second layer of a  trait is kinda soft layer that comes from equipped items and consumables with temporary effects.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 17, 2013, 02:50:27 PM
My understanding is your system solve disposition problem for consumables only. Am I wrong?

If we talk about some dress with mod disposition = 10, then girl will have these +10 only when it equipped (and loses when unequipped), not when she receives it as a gift.

Yeap, now that I had time to think about it, you're right. So we can either award whatever normal <mod disposition/> does as player gives/buys girl an item (divide or multiply by any value that is possible as well) or use dismod field as you suggest. I think either way will work just fine so you can choose.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 17, 2013, 03:42:09 PM
Second layer of a  trait is kinda soft layer that comes from equipped items and consumables with temporary effects.
Does it mean that now any type of item can safely give a temporary trait, not just consumables and miscs?

I think either way will work just fine so you can choose.
Well, if you ask me, I would prefer dismod in some kind of formula. Gift-type consumables are universal gifts (flowers, alcohol, sweets, etc), almost anyone would love them. Therefore a static number suits it well.

However, service girls, not to mention whores, have little need for powerful, big weapons not matter how rare they are. Warriors prolly do not refuse an average dress as a gift, but they don't have many opportunities to wear it anyway, so they still would prefer some armor.

We can't take into account everything (or better to say, we could, but after a couple years of coding  :) ), but still this system will be more plausible than WM-like.

In other words, I propose to calculate disposition bonus depending on dismod field, girl's occupation and good/bad trait list. We could also do it without new field, taking as a basis item's rarity (chance field) and cost.

If you dislike the idea, or it will take too many time, simple dismod will be fine.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 17, 2013, 04:31:03 PM
Does it mean that now any type of item can safely give a temporary trait, not just consumables and miscs?

It's best to test stuff like that just in case.

Should work like this:

If you add the temp trait through a consumable/misc, it'll be perfectly safe.

If you add the temp trait through an equipable type of item, it will activate but it will disappear if you unequip the item... (this I can fix by the way and have the temp trait stick even if item is removed, but I cannot really see what's best here).

If you have the trait going already, equipping the item will not do jack, neither will taking the item off remove the trait.

I cannot see how this is of an use btw...

Well, if you ask me, I would prefer dismod in some kind of formula. Gift-type consumables are universal gifts (flowers, alcohol, sweets, etc), almost anyone would love them. Therefore a static number suits it well.

However, service girls, not to mention whores, have little need for powerful, big weapons not matter how rare they are. Warriors prolly do not refuse an average dress as a gift, but they don't have many opportunities to wear it anyway, so they still would prefer some armor.

We can't take into account everything (or better to say, we could, but after a couple years of coding  :) ), but still this system will be more plausible than WM-like.

In other words, I propose to calculate disposition bonus depending on dismod field, girl's occupation and good/bad trait list. We could also do it without new field, taking as a basis item's rarity (chance field) and cost.

If you dislike the idea, or it will take too many time, simple dismod will be fine.

Well, we can start with dismod field (to be added to xml in the same way as hidden and will default to false if not specified). Formula we can figure out later, this will work better if we decide on types for items, like Armor/Dress so the game knows which is which... I suggest we start simple and build on it like I always do :)
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 17, 2013, 04:49:28 PM
I cannot see how this is of an use btw...
I guess I put it badly. As you mentioned before,
Quote
Only consumables (without temp effect) and misc items should award traits because if girl already has a trait that is awarded to her by a wearable item (ring or cape for example), trait will disappear as item is taken off
However, WM has, for example, a dress which gives Elegant trait when equipped (so it's actually a temp trait, because it will disappear if you unequip it). Is it safe now to port it in Pytfall?
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 17, 2013, 05:26:12 PM
However, WM has, for example, a dress which gives Elegant trait when equipped (so it's actually a temp trait, because it will disappear if you unequip it). Is it safe now to port it in Pytfall?

// I thought you mean temporary traits (Like Caught a Cold) not normal traits being awarded/removed while girls has item equipped :)

Yeah it should be 100% safe now, that's exactly what I've been trying to get to work perfectly.

What happened today was:

I equipped Hinata (loaded without traits) with your Maid Uniform item. Equipping worked fine, she got an Elegant trait (Aggressive trait wasn't removed cause she had none). However when I took the item off, effects were reversed, Elegant was removed and Aggressive added :) (that would cause a complete chaos in the long run).

So I went to WM for a consultation but system there while working better, still had fundamental flaws like a girl who has Elegant trait already and equips TWO or more items that should 'temporary' remove Elegant trait, looses her trait. More flows when you have a number of items that take away or add the same trait equipped at the same time (there is a chance that you'll get stuck with the trait).

In the end I came up with a three layered approach that should fix all these issues:

- Girls being awarded a trait for hard work/training while same trait is already being enforced by an item.

- Girl having a trait, putting on an item that adds the same trait, than loosing the original trait but still keeping the trait until item is unequipped.

- Girl having a trait, then equipping two or more items that should 'temporarily' remove or add the trait, without loosing the original trait in the process (trait should come back when all items are unequipped if items removed it).

- Trait being active if girl originally had a trait, then put on an item that removed it and another item that added the same trait.

It all needs to be tested by it should now all sort itself out...
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 18, 2013, 05:55:49 AM
I see. Well, these solutions (for consumables and nonconsumables) seem pretty elegant to me. However, I'm not sure how well they will work in case of permanently block traits.

For example, if Elegant is blocked, I guess the dress should still temporarily remove Aggressive while equipped. And don't forget about that problem with mutually exclusive traits and consumables I mentioned here (http://pinkpetal.org/index.php?topic=1757.msg20324#msg20324). While I have proposed a solution, it's far from being elegant.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 18, 2013, 06:14:04 AM
I see. Well, these solutions (for consumables and nonconsumables) seem pretty elegant to me. However, I'm not sure how well they will work in case of permanently block traits.

Blocked trait, either simple or permanent block will never be applied to a girl. We can throw a warning screen if any of the traits enforced by an item is permanently blocked or I can add an extra warning field so we don't mess the game up with warning screens.

For example, if Elegant is blocked, I guess the dress should still temporarily remove Aggressive while equipped. And don't forget about that problem with mutually exclusive traits and consumables I mentioned here (http://pinkpetal.org/index.php?topic=1757.msg20324#msg20324). While I have proposed a solution, it's far from being elegant.

I think each equipable item's traits should reflect nature of an item and don't bother with what is blocked and what isn't. Consumables and misc might be different since a player may need to pay a lot of money/do a long quest to get a consumable item with trait effect or have a girl 'use' misc item for a really long time to get a trait but blocked traits will be reported in girl's profile screen when we design it properly, so it is up to player to keep track of things like that, best we can do, as I've said, is give a warning either onscreen or on a pop-up warning screen...
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 18, 2013, 06:16:20 AM
Btw, can I use subfolders for icons? Something like content/items/cons/*.png for consumables?

And in sex field in case of unisex should I write "unisex" or "uni"? I know I don't have to, since it will defaults to Unisex, but still  :)
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 18, 2013, 06:22:54 AM
Btw, can I use subfolders for icons? Something like content/items/cons/*.png for consumables?

And in sex field in case of unisex should I write "unisex" or "uni"? I know I don't have to, since it will defaults to Unisex, but still  :)

Sure, use whatever you're comfortable with, just make sure path is correct in icon field.

It's 'unisex'. Here is a class for an Item:

Code: [Select]
    ####### Equipment Classes ########
    class Item(Structure):
        def __init__(self):
            Structure.__init__(self, namespace=None)
            self.desc = ''
            self.mod = dict()
            self.max = dict()
            self.min = dict()
            self.addtraits = []
            self.removetraits = []
            self.addskills = []
            self.removeskills = []
            self.addeffects = []
            self.removeeffects = []
            self.goodtraits = []
            self.badtraits = []
           
            self.price = 0
            self.sex = 'unisex'
            self.infinite = false
            self.locations = []
            self.chance = 50
            self.badness = 0

           
           
        def init(self):
            if not self.has('slot'):
                self.slot = 'consumable'
           
            if not self.has('hidden'):
                self.hidden = true
               
            if not self.has('cmax'):
                self.cmax = false
               
            if not self.has('eqchance'):
                self.eqchance = self.badness
             
            if not self.has('type'):
                self.type = self.slot
               
            if self.slot == 'consumable':
                if not self.has('cblock'):
                    self.cblock = false

                if not self.has('ctemp'):
                    self.ctemp = false
                if not self.has('ceffect'):
                    self.ceffect = false
                   
            if self.slot == 'misc':
                if not self.has('mtemp'):
                    self.mtemp = 10
                if not self.has('mdestruct'):
                    self.mdestruct = false
                if not self.has('mreusable'):
                    self.mreusable = false
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 18, 2013, 06:25:04 AM
so it is up to player to keep track of things like that, best we can do, as I've said, is give a warning either onscreen or on a pop-up warning screen...
I agree. Also, we could make warning screens customizable, so players could decide which warnings they need and which don't.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 18, 2013, 06:42:18 AM
I agree. Also, we could make warning screens customizable, so players could decide which warnings they need and which don't.

That's actually very easy since we already have a flog system in place. I'll see if I can put some time into guard job tonight, still hate that bit of code but recently learning couple of new tricks, it should progress much faster now :)
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 18, 2013, 07:35:47 AM
Xela, since we don't have shops and locations, could you create some kind of mechanism for items testing? Like, any item with location name = 'Item Shop' will be in Hinata's inventory when you start a new game or something.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 18, 2013, 08:06:56 AM
Xela, since we don't have shops and locations, could you create some kind of mechanism for items testing? Like, any item with location name = 'Item Shop' will be in Hinata's inventory when you start a new game or something.

wtf :D

That's already in place for all girls. Take shopping/Equip Items works for all girls and Hinata :) starts with all items labeled 'Item Shop' :D That was in place for two days, I've also posted about that in this forum.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 18, 2013, 08:21:03 AM
Hm, I wounder why I have a crash after trying to go into her inventory then...
Probably something to do with synax, I'll try to figure it out.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 18, 2013, 09:31:32 AM
Xela, is it normal that the game ignores ctemp field for consumables?
+++++++++++++++
Ok, I have no idea why it crashes. The thing is, if I just add this item:
Quote
<item
        id="Small Healing Potion"
        icon="content/items/cons/shp.png"
        desc="This simple potion with taste of strawberries draws on the body’s natural

healing ability to cure your wounds."
   
        price = '100'
    sex = 'unisex'
    infinite = 'true'
        chance = '75'
        badness = '100'
    eqchance = '100'
        slot = 'consumable'
        hidden = 'false' >
        <mod health = '25' />

        <location name = 'Item Shop' />
    </item>
then I have a crash after starting a new game:
Quote
File "game/script.rpy", line 2, in script
  File "game/script.rpy", line 6, in python
  File "game/library/pyt - functions.rpy", line 105, in python
  File "game/library/pyt - common.rpy", line 327, in python
  File "game/library/pyt - common.rpy", line 281, in python
ParseError: not well-formed (invalid token): line 62, column 77

And if I remove ' symbol from its description, the crash is gone, however, I already have this symbol in many descriptions above it, so this is beyond me.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 18, 2013, 10:45:43 AM
Xela, is it normal that the game ignores ctemp field for consumables?

No, it is not. I'll take a look at it.

+++++++++++++++
Ok, I have no idea why it crashes. The thing is, if I just add this item:then I have a crash after starting a new game:
And if I remove ' symbol from its description, the crash is gone, however, I already have this symbol in many descriptions above it, so this is beyond me.

You prolly have a poor text editor, try this:

Code: [Select]
    <item
        id="Small Healing Potion"
        icon="content/items/cons3.png"
        desc="This simple potion with taste of strawberries draws on the body's natural healing ability to cure your wounds."
   
        price = '150'
        chance = '75'
        badness = '100'
        infinite = 'true'
        slot = 'consumable' >
       
        <mod health = '25' />
        <location name = 'Item Shop' />

    </item>
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 18, 2013, 12:04:02 PM
I guess. Tried notepad+, all is working so far.
But the game still ignores ctemp, any effects are permanent. Maybe I put it in a wrong section?
Quote
    <item
        id="Ultimate Mana Potion"
        icon="content/items/cons/ump.png"
        desc="They say many of the greatest magicians in history have earned their fame thanks to this weightless salty substance from another world. When consuming it temporarily fills every corner of the body with magic energy. But this power comes with a price: most souls are not fit for such foreign energies, and excessive use will result in death. Effect lasts for a day."

        price = '2500'
        sex = 'unisex'
        infinite = 'false'
        chance = '10'
        badness = '100'
        eqchance = '40'
        slot = 'consumable'
        hidden = 'true'
        ctemp = '1'  >

        <max mp = '50'     />
        <mod mp = '10000' />
        <mod health = '-35' />
        <max health = '-25' />
        <mod constitution = '-10' />
        <mod fatigue = '20' />
        <max magic = '10' />
        <mod magic = '15' />
        <mod defence = '-5' />
        <location name = 'Item Shop' />
    </item>
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 18, 2013, 12:41:48 PM
I guess. Tried notepad+, all is working so far.
But the game still ignores ctemp, any effects are permanent. Maybe I put it in a wrong section?


Freaking weird with the ctemp field, I am going to try it myself right now...
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 18, 2013, 01:10:38 PM
Besides, even without ctemp any items with cblock field could be used once only, no matter how long you wait.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 18, 2013, 01:33:21 PM
Besides, even without ctemp any items with cblock field could be used once only, no matter how long you wait.

I've just updated the code. Try it now, ctemp did actually work for me but it threw an error due to a typo in code. You get a very different picture (counters not working at all). Where are you putting ctemp field?
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 18, 2013, 01:50:59 PM
Alright, now both of them work properly.
However, I either do not understand how to use cmax field, or it doesn't work at all.

Sometimes the game ignores it, but in most cases I get this one:
Quote
  File "game/library/screens/pyt - screens - girlequipment.rpy", line 6, in script
  File "game/library/screens/pyt - screens - girlequipment.rpy", line 21, in python
  File "game/library/pyt - functions.rpy", line 185, in python
  File "game/library/pyt - classes.rpy", line 901, in python
  File "game/library/pyt - classes.rpy", line 1028, in python
I write it like:
        ...
        slot = 'consumable'
        cmax = '100'>
       
        <mod charisma = '35' />
        <location name = 'Item Shop' />
        ...
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 18, 2013, 02:19:44 PM
Alright, now both of them work properly.
However, I either do not understand how to use cmax field, or it doesn't work at all.

Sometimes the game ignores it, but in most cases I get this one:I write it like:
        ...
        slot = 'consumable'
        cmax = '100'>
       
        <mod charisma = '35' />
        <location name = 'Item Shop' />
        ...

You understand it just fine...

LoL

It's just me making two mistakes in one line of code... but that's why we do bug-hunting. I need to remember to that accessing stats through __dict__ is no longer possible and I have to use getattr() instead. There are prolly a couple more of similar errors through out the code but we'll kill them all as we betatest.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 18, 2013, 02:25:10 PM
I'll try it, but meanwhile I keep getting crashes
Quote
  File "game/library/screens/pyt - screens - girlequipment.rpy", line 6, in script
  File "game/library/screens/pyt - screens - girlequipment.rpy", line 21, in python
  File "game/library/pyt - functions.rpy", line 185, in python
  File "game/library/pyt - classes.rpy", line 901, in python
  File "game/library/pyt - classes.rpy", line 1047, in python
AttributeError: 'Item' object has no attribute 'ctem'

 with the item:
Quote
    <item
        id="Elixir of Ultimate Regeneration"
        icon="content/items/cons/eur.jpg"
        desc="Created by master alchemist in ancient times, this mighty potion instantly causes the drinker's body to regenerate all lost limbs, heal all physical wounds, cure all illnesses, and erase any scars. The process is extremely exhausting physiologically and may require a convalescence period."
   
        price = '6000'
        sex = 'unisex'
        chance = '2'
        badness = '0'
        eqchance = '50'
        infinite = 'false'
        hidden = 'true'
        slot = 'consumable' >
       
        <mod health = '10000' />
        <mod joy = '-100' />
        <mod fatigue = '200' />
        <removeeffect name = 'Poisoned' />
        <removetrait name = 'Small Scars' />
        <removetrait name = 'Scars' />
        <removetrait name = 'Cool Scars' />
        <removetrait name = 'Horrific Scars' />
        <removetrait name = 'Caught a Cold' />
        <location name = 'Item Shop' />
    </item>
When I removed all these trait and effect removers, crashes are gone.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 18, 2013, 02:29:28 PM
I'll try it, but meanwhile I keep getting crashes
 with the item:When I removed all these trait and effect removers, crashes are gone.

Another typo, should say 'ctemp' in code... try it now.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 18, 2013, 02:35:48 PM
Looks like Elixir no longer crashes the game, but any cmax field immediately does when I try to launch Pytfall.
Quote
  File "game/script.rpy", line 2, in script
  File "game/script.rpy", line 6, in python
  File "game/library/pyt - functions.rpy", line 105, in python
  File "game/library/pyt - common.rpy", line 327, in python
  File "game/library/pyt - common.rpy", line 281, in python
ParseError: duplicate attribute: line 231, column 2
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 18, 2013, 02:42:43 PM
Oh, before I keep forgetting:

This might be useful for betatesting:

Shift + O or Tilde to open game's console.

Then these commands:
char['Hinata'].applytrait('Trait Name Here')
char['Hinata'].removetrait('Trait Name Here')
char['Hinata'].mp = 100 (for any stat)
char['Hinata'].max['mp'] = 100 (for any stat, max or min)
char['Hinata'].inventory.append('Item Name here')
char['Hinata'].equip('Item Name Here') (Item must be present in inventory or game will throw an Error)
char['Hinata'].unequip('Item Name Here') (Item must be equipped)
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 18, 2013, 02:46:13 PM
Looks like Elixir no longer crashes the game, but any cmax field immediately does when I try to launch Pytfall.

That's a parsing Error, you have cmax in one of the items twice (line 231 of the items.xml should be the second entry)
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 18, 2013, 02:49:15 PM
When using some item:
Quote
  File "game/library/screens/pyt - screens - girlequipment.rpy", line 6, in script
  File "game/library/screens/pyt - screens - girlequipment.rpy", line 21, in python
  File "game/library/pyt - functions.rpy", line 185, in python
  File "game/library/pyt - classes.rpy", line 901, in python
  File "game/library/pyt - classes.rpy", line 1039, in python
Error: Stat: sex does not exist!
Really? You gotta be kidding me  ???
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 18, 2013, 02:53:21 PM
When using some item:Really? You gotta be kidding me  ???

Well, it does not, does it?

http://pinkpetal.org/index.php?topic=1291.msg18749;topicseen#msg18749

 ::)
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 18, 2013, 03:01:11 PM
Ah yes, my mistake this time. Fortunately, autoreplacement will do the trick  :)

But I manage to find another mistake. Let's say we have an item with fields:
ctemp = '1'   
cmax = '29'   >
<mod charisma = '35' />
And Hinata has 30 charisma. On the next day she will have 0 charisma.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 18, 2013, 03:11:40 PM
Ah yes, my mistake this time. Fortunately, autoreplacement will do the trick  :)

But I manage to find another mistake. Let's say we have an item with fields:
ctemp = '1'   
cmax = '29'   >
<mod charisma = '35' />
And Hinata has 30 charisma. On the next day she will have 0 charisma.

Well, suggestion one would be not to make an item like that :)

It shouldn't work like that anyway, she should retain 30 charisma on the next day...

================================
Damn, I actually discovered huge structural flow in game design... I'll try to work something out. Any item raises the secondary layer of stat keeping, not a problem with equipable items, however that means that consumables do the same right now so if you keep giving her potions, stat will eventually be locked at max and never go down. I'll have to intercept effects from misc and consumable items...
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 18, 2013, 03:37:28 PM
Well, say thanks to Booty Lube which I've used for testing cmax field  :D

Btw, how often the game refreshes the shop? Or better to say, does it refresh it at all now?
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 18, 2013, 03:50:44 PM
Another typo, I guess. When eating Honeypuff Cookies (+joy and libido, adds Puffy Nipples trait):
Quote
  File "game/library/screens/pyt - screens - girlequipment.rpy", line 6, in script
  File "game/library/screens/pyt - screens - girlequipment.rpy", line 21, in python
  File "game/library/pyt - functions.rpy", line 185, in python
  File "game/library/pyt - classes.rpy", line 901, in python
  File "game/library/pyt - classes.rpy", line 1058, in python
AttributeError: 'Item' object has no attribute 'ctem'
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 18, 2013, 04:35:18 PM
Well, say thanks to Booty Lube which I've used for testing cmax field  :D

Btw, how often the game refreshes the shop? Or better to say, does it refresh it at all now?

It should now... I've wrote a bit of new code for items so more testing is needed...

Another typo, I guess. When eating Honeypuff Cookies (+joy and libido, adds Puffy Nipples trait):

LoL

I did a search of the whole class file and found 5 more :)

Should be fixed now as well.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 18, 2013, 05:30:12 PM
Ok, so now it should work this way:

There are two layers of stats. One normal and one for items, that is supposed to prevent item that pushes girl above her max value, when unequipped, taking her stats away with it.

So All items added to that second layer, however since when we ask for stats value, we get normal + secondary, meaning that consumables and misc adding to secondary that is limitless would simply max the girl out, even when it comes to stats like health/fatigue/mp and those values could never go down unless second field was lowered by consumable items again.

Now it works differently:

All normal items still just add to secondary field unless stats are ['health', 'mp', 'fatigue', 'joy'] (to prevent immortality or tirelessness).

Consumable/Misc if temporary add to the first layer if stats are: ['health', 'mp', 'fatigue', 'joy'] (to prevent immortality or tirelessness) and to the secondary field if any other stat. If not temporary, it just adds to the first layer.

If it all works, it should solve most issues but we can keep trying to get this just perfect :) I guess it's a combination of code and items design working together.

 
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 18, 2013, 05:49:55 PM
Regret to inform you that it doesn't. Still 0 charisma on the next day, and crash on the second day:
Quote
  File "game/library/screens/pyt - screens - nextday.rpy", line 6, in script
  File "game/library/screens/pyt - screens - nextday.rpy", line 46, in python
  File "game/library/pyt - classes.rpy", line 3346, in python
 UnboundLocalError: local variable 'brfamemod' referenced before assignment

Oh, and is it normal that infinite field does nothing right now?
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 18, 2013, 05:54:54 PM
Regret to inform you that it doesn't. Still 0 charisma on the next day, and crash on the second day:

I need to try this myself to figure where it goes amiss.

Oh, and is it normal that infinite field does nothing right now?

It sets item to 100 in shop.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 18, 2013, 06:03:20 PM
Well, if you need my items for testing, I've uploaded current version of xml as "items (new)". Last one of them, a Cake, causes this crash.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 18, 2013, 06:27:24 PM
Well, if you need my items for testing, I've uploaded current version of xml as "items (new)". Last one of them, a Cake, causes this crash.

Ok, I'll try that and I think I've fixed the cmax field as well.

// Seems harmless to me, didn't crash anything when I tried it.
// That Error shouldn't happen because of an item, I'm unable to replicate it with any version of code. Maybe you've opened console at the wrong place or something.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 19, 2013, 05:07:47 AM
Went over some of the items code this morning, being a better shape than yesterday, I've managed to kill a couple more flaws in the code. cmax now only works for consumables and misc (as it is not need for anything else.)

Also note that cmax only applies to stats, it's not supposed to block any other effects item may have so you still need to be careful with the design so items are not overpowered.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 19, 2013, 07:22:19 AM
Well, it works properly now, so you probably have fixed it. I didn't try console yet after all  :)

Also note that cmax only applies to stats, it's not supposed to block any other effects item may have so you still need to be careful with the design so items are not overpowered.
If you see any overpowered items, then keep in mind that they should and will be in dangerous, remote locations with a small chance to obtain them.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 19, 2013, 07:43:10 AM
Btw, I don't see libido in girls stats, so can't test properly some items.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 19, 2013, 07:46:42 AM
Well, it works properly now, so you probably have fixed it. I didn't try console yet after all  :)

Even if it doesn't, we'll get it right. Problem is us going from a very simple same 6 items/6 dresses for all girls item setup to one with unlimited amount of items, unlimited amount of shops and fairly advanced logic.

Problems were also all over the place. I even found one in backbone code from Alkion, I encountered it when project was just starting but didn't have the knowledge or skill to backtrack it to the source since it never threw an Error.



If you see any overpowered items, then keep in mind that they should and will be in dangerous, remote locations with a small chance to obtain them.

I didn't mean that you were making overpowered items, was just explaining how the system works.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 19, 2013, 07:55:15 AM
Btw, I don't see libido in girls stats, so can't test properly some items.

Been a while since I've checked with that screen. Service, Striptease were missing as well. Try it now.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 19, 2013, 08:46:45 AM
As I suspected, as soon as I used the new field, I've got a crash  :)
This time I use ceffect = 'brothelgirls', and get
Quote
  File "game/library/screens/pyt - screens - girlequipment.rpy", line 6, in script
  File "game/library/screens/pyt - screens - girlequipment.rpy", line 21, in python
  File "game/library/pyt - functions.rpy", line 189, in python
  File "game/library/pyt - classes.rpy", line 903, in python
  File "game/library/pyt - classes.rpy", line 1507, in python
ValueError: list.remove(x): x not in list
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 19, 2013, 09:06:30 AM
As I suspected, as soon as I used the new field, I've got a crash  :)
This time I use ceffect = 'brothelgirls', and get

At least you're not surprised anymore :)

Should be fixed now as well. Game was trying to remove item from inventory of every girl effected by it, obviously that should happen only for one character.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 19, 2013, 09:17:27 AM
Yup, seems ok now.

I'm not sure that cmax field works as intended. I've created a testing item:
...
ceffect = 'brothelgirls'
cmax = '29'
ctemp = '1'>
     
<mod charisma = '30' />
...
It doen't work on two girls with 30 and 32 charisma, and two other girls with 20 charisma have it 50 for 1 day.
Shouldn't they have it 29 rather than 50?
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 19, 2013, 09:27:06 AM
Yup, seems ok now.

I'm not sure that cmax field works as intended. I've created a testing item:
...
ceffect = 'brothelgirls'
cmax = '29'
ctemp = '1'>
     
<mod charisma = '30' />
...
It doen't work on two girls with 30 and 32 charisma, and two other girls with 20 charisma have it 50 for 1 day.
Shouldn't they have it 29 rather than 50?

It works as I've intended it. I've updated the concept:


Cmax: Will only apply mod effects if girl's stat is below this value. The idea is not to allow cheap, peace of crap consumables to max out a girl completely. (Now also works for misc items!)
- Defaults to 'false' and game will enforce 'false' if item is not consumable or misc.
- xml field:
Code: [Select]
cmax = '75'

It is possible to lock stat at cmax value (as in original concept) but that would require yet another layer and we already have to many for traits and items. (Problem are temp consumables, if we force it to be valid only for non temp consumables and misc, it should be no problem to keep it to the old design).
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 19, 2013, 09:28:53 AM
I see.
I tried char['Hinata'].applytrait('Strange Eyes'), and even char['Hinata Hyuuga'].applytrait('Strange Eyes'), but still the game refuses to accept this command. Any tips?
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 19, 2013, 09:36:18 AM
I see.
I tried char['Hinata'].applytrait('Strange Eyes'), and even char['Hinata Hyuuga'].applytrait('Strange Eyes'), but still the game refuses to accept this command. Any tips?


Shitz, sorry, I forgot that method takes objects as arguments: char['Hinata'].applytrait(traits['Strange Eyes'])

Should prolly rewrite that in the future...
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 19, 2013, 09:48:11 AM
Yup, it works now.
Is it normal that both ceffect = 'brothelslave' and ceffect = 'brothelfree' items work on everyone? You can't be slave and non slave at the same time, as far as I know.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 19, 2013, 09:56:02 AM
Yup, it works now.
Is it normal that both ceffect = 'brothelslave' and ceffect = 'brothelfree' items work on everyone? You can't be slave and non slave at the same time, as far as I know.

Code: [Select]
            elif item.ceffect == 'brothelfree':
                if chr.location in brtls.keys():
                    chr.inventory.remove(item)
                    for girl in [char[key] for key in char if char[key].location == chr.location]:
                        if girl.status != 'slave':
                            girl.equip(item)
                else:
                    pass
               
            elif item.ceffect == 'brothelslave':
                if chr.location in brtls.keys():
                    chr.inventory.remove(item)
                    for girl in [char[key] for key in char if char[key].location == chr.location]:
                        if girl.status == 'slave':
                            girl.equip(item)
                else:
                    pass

Code looks solid, you prolly tested brothelgirls and brothelslave.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 19, 2013, 10:09:44 AM
Hm, yeah, you right, my mistake. Well, since all current girls are slaves, looks like brothelfree option can't be tested right now.

Ok, consumables are done and uploaded (items.xml and items/cons folder), no more crashes hopefully. As soon as Cherry will finish four remaining pngs, they will be completely ready. We have only 55 of them right now, since we don't have effects and skills yet.
The next stop is traits.xml, which is very messy in many ways, after that misc items.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 19, 2013, 10:13:56 AM
Hm, yeah, you right, my mistake. Well, since all current girls are slaves, looks like brothelfree option can't be tested right now.

Ok, consumables are done and uploaded (items.xml and items/cons folder), no more crashes hopefully. As soon as Cherry will finish four remaining pngs, they will be completely ready. We have only 55 of them right now, since we don't have effects and skills yet.
The next stop is traits.xml, which is very messy in many ways, after that misc items.

Girls in the city are free (Hire option works during dialogue), Tifa is also free. But it will work for free girls if it works for slaves, same bit of code with one condition reversed.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 19, 2013, 03:10:51 PM
Traits.xml is ready, we should use it with the game to avoid possible crashes, since the old one doesn't have several traits which add/remove some items.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 19, 2013, 03:50:10 PM
Traits.xml is ready, we should use it with the game to avoid possible crashes, since the old one doesn't have several traits which add/remove some items.

Great, I'll add it to the dev version tomorrow if I get the chance, next two weeks are gonna be hectic so I don't plan on having much time to code.

=============================================================================
I've wrapped up some guard code today. Still only half working for some reason but I'll debug it when I get the chance. We also need to decide what gets coded next, I really liked working with clear concepts as we did for items and traits, it's easier, faster and quicker to debug because everyone has a general idea on how it supposed to work.

I figure possibilities are:

1) Jobs, LOADS of code has been written for them already, I can throw together a concept and we can finish/improve them one by one.

2) Brothels, loads of code for those as well but we can improve them in many ways. Redesign some elements like allowing more upgrades and different upgrades for all brothels.

3) Slaves, right now there is only some basic code written for slaves, bit here, bit there... For final version I want real slavetraining, trained slave should go for 20 - 30k, untrained for 2 - 5k. Market should have both of those available... but if truth be told, I just wanted to add this after the beta version, it's a complex system with nothing designed for it right now. We can simply agree that all slaves in the game are trained for the beta.

4) Interfaces, we can put in some into designing better interfaces for the game, slowly building up on gui graphics and quality until we get bored with that.

5) Content, we have some girls now, also some items and traits. Now we could add some texts, checks on traits, code in a couple of locations, witches hut that Ncog designed, create a base for girlsmeets and interactions. Design and add a couple of NPCs and new locations.

6) There is supposed to be a second layer of girls actions. Player sets them to do a job but they also leave a life of their own, go shopping, train, rest, go out together and so on. Also player should have some control of girls actions on job and throughout the day, especially for slaves. We can concept and code that in.

7) Arena, prolly gonna be one of the best elements in the game, loads of shitz happening there, fighting monsters, NPC's, warrior girls not in player's service yet and so on.

8 ) Girl's auto-equip/buy items system, should be concepted and coded as well.

9) Player (Main Hero). Loads of work in this area obviously...

10) Storyline.

There is plenty more I expect. We just need to pick one thing at a time and wrap it up, at least as a concept if not in code completely (some game elements are not possible to code in before others are not finished.)


================================
I'm done for tonight, but expect to hear some suggestions on what to tackle next. Everyone is welcome to participate in design btw, the more heads the better!
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 19, 2013, 04:51:25 PM
Oh yeah, plenty indeed.

1. Well, as a packs maker I would like to put the point in question of occupations, of course. It means jobs (and arena, as specific job), but it not the most urgent possibility.

2. Now that's sounds interesting, brothels are important part of the game, yet they poorly designed now.

3. Slavetraining is far too deep topic at this point, I think. It means the whole new, huge system like Валет Плетей, while we don't have many basic things for existing systems right now.
 
4. Interfaces could wait for now. And we don't have designers anyway  :)

5. If you want new traits, be my guest and write 'em. As for new items, let me create "old ones" at first  :D
You could add more checks on traits, but it's illogically to do it before jobs themselves (see § 1).

6. Basicly, it means a map with many locations, shops, etc, since you can't go shopping, training or resting inside one brothel. It definitely helps me with items (I mean location name field).

7. See § 1.

8. Let's create some shops (see § 6) before making autobuy system, and auto-equip definitely can wait.

9. It will mean a lot when we'll have a decent battle system. Battle system means monsters, locations, random encounters and dungeons, in other words, other §§.

10. I refuse to read that novella you want to use as a basis. I prefer Sci-Fi or fantasy a-la Terry Pratchett   8)
I guess you could write it on your own while I'm busy with items and girls, but I'd like to have §§ 1 and 6 before doing it.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 19, 2013, 05:04:11 PM
Ok, so we do brothels first and jobs second? Sounds like a plan, I'll do the general mockup of what we have now when I get the chance. For now if anyone got any ideas/requests, lets hear it.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 20, 2013, 02:29:00 AM
For cmax you should probably use condition <= rather than just <.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 20, 2013, 03:42:13 AM
For cmax you should probably use condition <= rather than just <.

Will work either way, I'll try to remember to change that.

Anyway, this is what brothels are like today:

Stats:

- Dirt
- Fame (with min/max) (Can be set in XML)
- Reputation (with min/max) (Can be set in XML)

Attr:

- Rooms (with max) (Can be set in XML)
- Image (XML based as well)
- Mod (Price modifier for upgrades and rooms, calculated by taking the default price and multiplying it with the mod value) (Can be set in XML)
- Price, Desc, Name and Id can all be set in XML.
- Brothels support same flags system as girls do.
- Baseclients, currently set to 5 for all brothels
- Brothels support basic bookkeeping, income (per girl (I think..., programmed that to long ago)), total income, spent on advertising, spent on girls and spent on cleaning.

Fin records are being recorded on per day basis.

- Complex system of relays of results from job to job.

- 5 Types of advertising and upgrades that are available in every brothel and cannot be blocked.

Code: [Select]
            self.upgrades = dict(
                bar = dict(active = false, price = 400),
                stripclub = dict(active = false, price = 1000),
                garden = dict(active = false, price = 500),
                casinofloor = dict(active = false, price = 4000),
                viprooms = dict(active = false, price = 5000)
                )
           
            self.advert = dict(
                sign = dict(active = false, price = 200),
                flyers = dict(active = false, price = 30),
                magazine = dict(active = false, price = 50),
                billboard = dict(active = false, price = 100),
                girl = dict(active = false, price = 150),
                celeb = dict(active = false, price = 5000)
                )


Methods:

- Next Day:

That allows us to display info in next day screen and run any number of other methods or functions on days end. Basically brothel report, currently reports some fin stuff and lets player know how advertising is working. How many costumer came into brothel as well. LOADS we can and should add here...

Code: [Select]
            if self.advert['sign']['active'] == true:
                modfsign = random.randint(0,1)
                self.modfame(modfsign)
                tmodfame = tmodfame + modfsign
               
            if self.advert['flyers']['active'] == true:
                modfflyers = random.randint(0,1)
                self.modfame(modfflyers)
                tmodfame = tmodfame + modfflyers
               
                hero.gold -= 30
                spentcash = spentcash + 30
               
            if self.advert['magazine']['active'] == true:
                modfmag = random.randint(2,3)
                self.modfame(modfmag)
                tmodfame = tmodfame + modfmag
               
                modrmag = random.randint(0,3)
                self.modrep(modrmag)
                tmodrep = tmodrep + modrmag
               
                hero.gold -= 50
                spentcash = spentcash + 50
               
            if self.advert['billboard']['active'] == true:
                modfbill = random.randint(0,2)
                self.modfame(modfbill)
                tmodfame = tmodfame + modfbill
               
                hero.gold -= 100
                spentcash = spentcash + 100
               
            if self.advert['girl']['active'] == true:
                modfgirl = random.randint(0,1)
                self.modfame(modfgirl)
                tmodfame = tmodfame + modfgirl
               
                modrgirl = random.randint(0,2)
                self.modrep(modfgirl)
                tmodrep = tmodrep + modrgirl
               
                hero.gold -= 150
                spentcash = spentcash + 150
               
            if self.advert['celeb']['active'] == true:
                modrcel = random.randint(50,100)
                self.modrep(modrcel)
                tmodrep = tmodrep + modrcel
               
                modfcel = random.randint(50,100)
                self.modfame(modfcel)
                tmodfame = tmodfame + modfcel
               
                hero.gold -= 5000
                spentcash = spentcash + 5000
               
                txt += "A celebrity came into your brothel, raising it's reputation by %d and fame by %d\n"%(modrcel,modfcel)
               
                self.advert['celeb']['active'] = false


- Mod Fame/Rep/Rooms Methods that check bounds for Min/Max values.

- Clean method that does about the same thing.

- Getting amount of clients for the brothel.

Currently based on baseclients * Mod * 1.3

Then resulting amount + Fame*0.3

Then resulting amount + (2 + Fame of every girl in brothel/20) per girl.

- Than fin methods for fin record keeping...

- Creating Costumer methods

Costumer is created on these conditions:
Code: [Select]
                gender = random.choice(['male','male','male','female'])
                # determine caste of random customer
                if self.rep < 50:
                    caste = random.choice(['Beggar','Peasant','Merchant'])
                   
                elif 50 <= self.rep <= 150:
                    caste = random.choice(['Peasant','Merchant','Nomad'])
                   
                elif 151 <= self.rep <= 400:
                    caste = random.choice(['Nomad','Merchant','Wealthy Merchant'])
                   
                elif 401 <= self.rep <= 600:
                    caste = random.choice(['Merchant', 'Wealthy Merchant','Clerk'])
                   
                elif 601 <= self.rep <= 800:
                    caste = random.choice(['Wealthy Merchant','Clerk','Noble'])
                   
                elif self.rep > 800:
                    caste = random.choice(['Clerk','Noble','Royal'])
                # create random customer
                customer = Customer(gender=gender, caste=caste)

- Jobs methods follow but those are very complex and will be in a different discussion.


Plenty we can change... like more updates, different updates for different brothels, different methods for calculating stuff, more possibilities of brothels in general etc. Lets hear any ideas/requests.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 20, 2013, 06:09:14 AM
I'm busy with miscs and work, so I can't think properly now, but I have a couple of general ideas.

1. Upkeep. Depening on many things, like number of rooms (aka property tax), prestige of the area, number of friends in the government, etc.

2. More upgrades. Furthermore, the game should have more upgrades than slots for them in any single brothel. Some upgrades could be taken from Alkion or games like Dungeon Keeper.
I'm not sure if we need to block 'em though. Well, I guess we do, since you can't build something huge in a cheap brothel with 2 rooms no matter how rich you are, but it could be calculated automatically depending on a couple of new variables, like upsize for upgrades and maxupsize for buildings.

3. Randomization. As I mentioned before, if not complete, then the partial randomization will not hurt.
I imagine it like this: in "buy new brothel" mod the game hides all other marks and shows available buildings (I have plenty of icons for them) in random places throughout the city. The city is divided into areas, like slums, shopping district, etc. You can't buy a decent building in slums, you can't buy anything in palace quarter without good reputation, etc.
We could randomize available upgrades and number of slots for them, number of rooms, price, Baseclients (everything is still depending on area too), efficiency of different types of advertising, etc.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 20, 2013, 09:30:55 AM
Item:
Quote
slot = 'misc'
mtemp = '10'
mreusable = 'false'
mdestruct = 'false'
cmax = '60'
dismod = '10' >
       
<mod normalsex = '30' />
<mod anal = '10' />
Crash:
Quote
  File "game/library/screens/pyt - screens - nextday.rpy", line 6, in script
 File "game/library/screens/pyt - screens - nextday.rpy", line 123, in python
 File "game/library/pyt - classes.rpy", line 383, in python
 File "game/library/pyt - classes.rpy", line 1251, in python
TypeError: unequip() takes exactly 2 arguments (3 given)
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 20, 2013, 10:26:01 AM
It's kinda weird... usually when someone talks about developing a new game, there is a dozen of people with opinions and suggestions, couple of weeks later developer disappears. We're actually developing a game we (or at least I) plan to finish and noone even throws ideas around, basically just two of us chatting :)

I'm busy with miscs and work, so I can't think properly now, but I have a couple of general ideas.

1. Upkeep. Depening on many things, like number of rooms (aka property tax), prestige of the area, number of friends in the government, etc.

Upkeep... we can create a system where you have to pay property tax based on maximum rooms it is possible to build in the building, to be paid monthly, maybe also a monthly tax on establishment. Doesn't really seem like something that should  depend on how many people players knows in the government. Otherwise, cleaning is already sort of an upkeep.

2. More upgrades. Furthermore, the game should have more upgrades than slots for them in any single brothel. Some upgrades could be taken from Alkion or games like Dungeon Keeper.
I'm not sure if we need to block 'em though. Well, I guess we do, since you can't build something huge in a cheap brothel with 2 rooms no matter how rich you are, but it could be calculated automatically depending on a couple of new variables, like upsize for upgrades and maxupsize for buildings.

Alkion doesn't have upgrades for brothels, it has upgrades for rooms, it's different.

Upgrades seems like something that should be designed in the game and enabled per brothel in xml.

Idea with there being more slots than upgrades is awesome, I really like that. We need to figure out upgrades for the brothels... Maybe even multilayer system with upgradable components.


3. Randomization. As I mentioned before, if not complete, then the partial randomization will not hurt.
I imagine it like this: in "buy new brothel" mod the game hides all other marks and shows available buildings (I have plenty of icons for them) in random places throughout the city. The city is divided into areas, like slums, shopping district, etc. You can't buy a decent building in slums, you can't buy anything in palace quarter without good reputation, etc.
We could randomize available upgrades and number of slots for them, number of rooms, price, Baseclients (everything is still depending on area too), efficiency of different types of advertising, etc.

Truly hate the idea of randomization for brothels. Brothels always felt like something concrete and solid, something you could depend on, but it's not off the table, we could randomize parts of brothels as you suggest, although I would prefer none at all.

For areal effects, that would require a city with areas first. That's not something we have even as a concept at the moment, save the graphics for it...
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 20, 2013, 10:31:47 AM
Item:Crash:

Should be fixed now, that bit of code was written before I said 'F#ck it' and declared everything global :)
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 20, 2013, 10:55:09 AM
It's kinda weird... usually when someone talks about developing a new game, there is a dozen of people with opinions and suggestions, couple of weeks later developer disappears.
Haha, I guess people too disappointed by all those "developers", so unless we have results aka beta, there is nothing to talk about.
And Cherry is probably too busy for talking (but at least cons icons are ready today, thanks Cherry).
Then again, it's like an analog for Daisy's blog. We doing advertising here.

Doesn't really seem like something that should  depend on how many people players knows in the government.
Let's call it a tax evasion. You either could pay everything and be nearly poor and law-abiding, or take some risks.

Alkion doesn't have upgrades for brothels, it has upgrades for rooms, it's different.
Doesn't matter, most rooms from Alkon could be upgrades in Pytfall. And upgrades from Alkion could be upgrades for upgrades (if want two layers) in Pytfall.

Truly hate the idea of randomization for brothels.
As I sucpected, after all you don't like random girls as well  :D

Let me put it another way. Even if we don't have random girls, we still have randomization in the appearance of nonrandom ones. Not to mention the fact that they have to live their lives, as you mentioned.
Even if we use completely nonrandom brothels, by analogy with nonrandom girls every building can't be available all the time, and maybe it even has to live its own live (someone buys and sells it, building fame changes, etc.)
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 20, 2013, 11:57:14 AM
And Cherry is probably too busy for talking (but at least cons icons are ready today, thanks Cherry).

Fair enough :)

Let's call it a tax evasion. You either could pay everything and be nearly poor and law-abiding, or take some risks.

I understand what you mean but still have some trouble with putting that into the concept...

Doesn't matter, most rooms from Alkon could be upgrades in Pytfall. And upgrades from Alkion could be upgrades for upgrades (if want two layers) in Pytfall.

We'll see, I am having trouble with putting this into a concept right now as well. I'll think about it...


As I sucpected, after all you don't like random girls as well  :D

Let me put it another way. Even if we don't have random girls, we still have randomization in the appearance of nonrandom ones. Not to mention the fact that they have to live their lives, as you mentioned.
Even if we use completely nonrandom brothels, by analogy with nonrandom girls every building can't be available all the time, and maybe it even has to live its own live (someone buys and sells it, building fame changes, etc.)

I figure we should add random girls at some point. I agree 100% with every building not being available at all times, about building living it's life, if we code something like that in (AI competitors), it will be after the release of final version. Only girls will live their lives for beta.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: CherryWood on May 20, 2013, 12:10:35 PM
And Cherry is probably too busy for talking (but at least cons icons are ready today, thanks Cherry).
sorry... I'm checking this forum almost every day, but because teachers in my usually lazy school have gone crazy with requests for what they want for graduation, I didn't have much time lately for trying all that's new in the game. I'm only doing (slowly) some images and few other stuff that's not related to actual progress, so I have almost nothing to contribute.  (and you're doing great so far)




I always liked the simbro1x buildings. There was still a lot to be desired, but the general variety and level of depth/siplicity here seemed just right to me. So I personally wouldn't add much
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 20, 2013, 12:13:30 PM
Btw, Xela, if you want ideas you could read old threads remaining after those developers. The last one is especially large, I believe.

And another crash with the same item:
Quote
  File "game/library/screens/pyt - screens - nextday.rpy", line 6, in script
  File "game/library/screens/pyt - screens - nextday.rpy", line 123, in python
  File "game/library/pyt - classes.rpy", line 383, in python
  File "game/library/pyt - classes.rpy", line 1251, in python
  File "game/library/pyt - classes.rpy", line 981, in python
KeyError: 'Codex of Eros'
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 20, 2013, 02:08:44 PM
sorry... I'm checking this forum almost every day, but because teachers in my usually lazy school have gone crazy with requests for what they want for graduation, I didn't have much time lately for trying all that's new in the game. I'm only doing (slowly) some images and few other stuff that's not related to actual progress, so I have almost nothing to contribute.  (and you're doing great so far)




I always liked the simbro1x buildings. There was still a lot to be desired, but the general variety and level of depth/siplicity here seemed just right to me. So I personally wouldn't add much

We all go at our own pace, we could take simbro 1x buildings as base for concept, only tweak stuff that doesn't make sense.


Btw, Xela, if you want ideas you could read old threads remaining after those developers. The last one is especially large, I believe.

And another crash with the same item:

Yeah, I've read all of those but it was really long time ago. Maybe it's a good idea to go though them again. As for the crash, I need to go through that bit of code, I've wrote it before we had finalized concept for items so it's acting odd.

==========================
Error should be fixed now, was trying to delete it from misc counter twice...
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 21, 2013, 09:36:18 AM
sorry... I'm checking this forum almost every day
No need to apologize, education is far more important than some hentai game  :D
+++++
Xela, you have to clarify your first "yeap" here (http://pinkpetal.org/index.php?topic=1757.msg20294#msg20294). Did you agree or disagree to do something special with misc items with mtemp = '0'? I am not saying that you have to do it, just wonder.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 21, 2013, 10:51:59 AM
No need to apologize, education is far more important than some hentai game  :D
+++++
Xela, you have to clarify your first "yeap" here (http://pinkpetal.org/index.php?topic=1757.msg20294#msg20294). Did you agree or disagree to do something special with misc items with mtemp = '0'? I am not saying that you have to do it, just wonder.

I agree that we could use a couple of items that add something on daily basis (mtemp = '0'). As for furniture, we would prolly be better of with a robust brothel upgrades system.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 21, 2013, 12:40:40 PM
I guess you didn't code this part yet.

Now then, about our brothels.

0. Before I forget again, signboard! You know, if you don't have whores in the current brothel then you don't need horny customers, etc. I have already mentioned it somewhere.

1. Even if we don't have areas yet, we still could use 'em. We don't even need names using some variable like "arealevel" from 0 to 5. The better the area, the richer and more demanding customers.

2. Why not use your own girls for advertise like in wm instead of that strange "Use girl" option?

3. Security level. It is one of the main game's stats in wm and wm ex, after all.

4. Time period between building upgrades or new rooms? And maybe no more instant building too?

5. Maybe also some variable for general condition of the building (maybe even instead of taxes), so you have to repair it sometimes, especially after group fights with customers or competitors inside the building with using large-scale magic  :)

I need to think more about the Next Day part, but it's already obvious that the current next day interface is very undesirable even for testing. We need at least wm-like one.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 21, 2013, 02:43:59 PM
I guess you didn't code this part yet.

Which part?

0. Before I forget again, signboard! You know, if you don't have whores in the current brothel then you don't need horny customers, etc. I have already mentioned it somewhere.

Ok, so no signboard, no costumers basically... makes sense. All advertising and updates came from the original concept of making a copy of the Original Simbrothel first, before moving to WMlike version. Still I had to agree with everyone who said game would be to shallow without proper items system and degree of events and interaction I planned for SimBro version...


1. Even if we don't have areas yet, we still could use 'em. We don't even need names using some variable like "arealevel" from 0 to 5. The better the area, the richer and more demanding customers.

We can leave placeholders for areas codewise, I meant positioning on the map is close to impossible at the moment, I do have some thoughts on how to do it now but it is premature.

3. Security level. It is one of the main game's stats in wm and wm ex, after all.

Like a deterrent... better security = less negative events... we can do that.

4. Time period between building upgrades or new rooms? And maybe no more instant building too?

Blah :(  I cannot see any added value to the game in it.

5. Maybe also some variable for general condition of the building (maybe even instead of taxes), so you have to repair it sometimes, especially after group fights with customers or competitors inside the building with using large-scale magic  :)

Maybe... but not like in SimBro 1x. Castles there are loosing structural integrity every 10 or so days :)  We could add repair costs of some kind, it's really simple code vs decent added value to the game.

I need to think more about the Next Day part, but it's already obvious that the current next day interface is very undesirable even for testing. We need at least wm-like one.

I hate WM like one, preferring the one with listing. But I will obviously improve Next Day interface and add filters.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 21, 2013, 03:07:39 PM
Which part?
For zero mtemp. I don't see any difference now between 0 and 1.

And you probably have missed my question about advertise. Shouldn't you use your own girls for it, like in wm, instead of hiring some invisible girls somewhere?
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 21, 2013, 03:24:06 PM
For zero mtemp. I don't see any difference now between 0 and 1.

And you probably have missed my question about advertise. Shouldn't you use your own girls for it, like in wm, instead of hiring some invisible girls somewhere?

What do you want the difference between 0 and one to be? They both activate the item on daily basis, or at least they're supposed to.

I did say that some of the crap came from SimBro design. What we could do is to add 'advertise' to girls control, if set to true girl will spend one AP per day advertising.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 21, 2013, 03:42:33 PM
Oops, nevermind, my mistake in the field  :D

Maybe... but not like in SimBro 1x. Castles there are loosing structural integrity every 10 or so days
Well, according to Google irl most buildings are in need of major repairs once every 15 years at worst. I doubt the game will be that long (about 22000 turns), so I'm mostly see it as a deterrent for battles on your territory, or even on enemies territory if you trying to seize the building.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: CherryWood on May 21, 2013, 03:54:32 PM
Maybe... but not like in SimBro 1x. Castles there are loosing structural integrity every 10 or so days :)  We could add repair costs of some kind, it's really simple code vs decent added value to the game.
Yup, constant degradation of buildings in simbro1x was just annoying. I believe it's enough to have one system like this that needs attention (cleaning) so we should make this one automatic (=upkeep).
But maybe we could also represent it as one-time investments. Some buildings may come in really bad shape and need major repairs to achieve full functionality or maybe they could be expanded. (=unlock rooms/upgrades?)


I did say that some of the crap came from SimBro design. What we could do is to add 'advertise' to girls control, if set to true girl will spend one AP per day advertising.
What about temporally hiring a city girl to advertise for you? It could be nice if there is more for them to do then just waiting for you to date/recruit them.


or even NPC... I actually think advertisement is one of things that have possibility to be a nice part of a gameplay or game story. There could be a reason why you have only a few customers, and you may be required to make some connections, improve reputation and also run a good deal of advertisement to get some more.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 21, 2013, 04:27:34 PM
We could make some of upgrades mutually exclusive, for instance some could be build in basement or backyard only, while usually brothel has only one basement room and one backyard.

What about temporally hiring a city girl to advertise for you? It could be nice if there is more for them to do then just waiting for you to date/recruit them.


or even NPC...
Good point. It also could be randomized: sometimes you hire a new (or already familiar) girl, sometimes npc, sometimes some generic character.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 21, 2013, 05:20:51 PM
so I'm mostly see it as a deterrent for battles on your territory, or even on enemies territory if you trying to seize the building.

Enemies or that sort of conquest/defense warfare is not even planned yet.

we should make this one automatic (=upkeep).

We can all agree that upkeep for brothels should be part of the concept.

What about temporally hiring a city girl to advertise for you? It could be nice if there is more for them to do then just waiting for you to date/recruit them.


or even NPC... I actually think advertisement is one of things that have possibility to be a nice part of a gameplay or game story. There could be a reason why you have only a few customers, and you may be required to make some connections, improve reputation and also run a good deal of advertisement to get some more.

Awesome ideas but we already have a lot of game elements planned in to support storyline and make gameplay nice and interesting. We need to choose one system for advertisement, either the one that's in place now or your own girls as part of their routine or NPC's with own stats like fame and reputation. Advertisement as it is now already works by the way and took a good amount of time to program. We are most definitely not going to code all of the possibilities you've mentioned for the release version, we'll pick one and add more after proper 1.0 is released.



We could make some of upgrades mutually exclusive, for instance some could be build in basement or backyard only, while usually brothel has only one basement room and one backyard.

Best way is to figure out what pics and art we can find for the brothel upgrades, code those into the game and enable those per brothel in xml. Mutually exclusive or not we can decide as brothels are designed in xml.


Good point. It also could be randomized: sometimes you hire a new (or already familiar) girl, sometimes npc, sometimes some generic character.

To broad for a subsystem as I've said above. We have to pick one way, sign off on it and put it into the concept.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 22, 2013, 01:52:00 AM
We need to choose one system for advertisement, either the one that's in place now or your own girls as part of their routine or NPC's with own stats like fame and reputation.
Or we could use girls for attracting customers and npc/"free" girls for flyers. I find it difficult to decide between them.

Enemies or that sort of conquest/defense warfare is not even planned yet.
Even without degradation of building or fights the game could have random events damaging it (or you just get from some quest very old building and repair it before using), so some kind of durability value for brothels probably won't hurt.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 22, 2013, 05:27:23 AM
Or we could use girls for attracting customers and npc/"free" girls for flyers. I find it difficult to decide between them.

Or we could have aliens fly around doing lasershows in the sky :) Joking aside, I am serious about picking one thing. We cannot have 'Full Time' (1/2 of a day) advertising job like in WM for girls in brothel cause that makes not sense. Advertising doesn't seem important enough to invest a lot of time into. So the choices are:

1) Leave everything as it is.

2) Kill the current system and replace it with girls in brothel doing advertising.

I don't want to involve NPCs and other girls yet, it's a very good concept but we can add it after the release version is ready.

Even without degradation of building or fights the game could have random events damaging it (or you just get from some quest very old building and repair it before using), so some kind of durability value for brothels probably won't hurt.

Wouldn't add a lot to the game either. That value is useless unless we're also planning making brothel or parts of brothel uninhabitable in accordance to damage and that seems like another timewaster, we are not likely to have the ability to present something like that well graphically and it doesn't seem to be adding a lot of value to the game unless I'm missing something.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 22, 2013, 06:21:13 AM
Or we could have aliens fly around doing lasershows in the sky :)
Maybe after the release version is ready  :D

I'd prefer Cherry's approach. So for now we leave everything as it is, and sometime later we'll add npcs and girls.


it doesn't seem to be adding a lot of value to the game unless I'm missing something.
Well, as I said, I'm mostly see it as a deterrent for battles. Thus, even if you have a strong party, you can't cast armageddon spells with impunity here and there. Unless you planning to not use battle engine inside brothels at all.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 22, 2013, 07:14:21 AM
Maybe after the release version is ready  :D

I'd prefer Cherry's approach. So for now we leave everything as it is, and sometime later we'll add npcs and girls.

Decided than, we just improve the logic a bit, like your no board = no clients idea.

Well, as I said, I'm mostly see it as a deterrent for battles. Thus, even if you have a strong party, you can't cast armageddon spells with impunity here and there. Unless you planning to not use battle engine inside brothels at all.

I never planned it for the original release but I'm not even sure why considering using be in events and pseudo exploration but not in brothels, probably because I decided not to do territory control, at least for the release version.


=============================================
PS: I took a look at some consumables, some of the ideas are awesome, well done :)
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 22, 2013, 02:52:30 PM
Yup, unlike potions or weapons/armor, misc provides great freedom for imagination  :D
WM doesn't have many misc items, and most of other games with inventory are of little help.

I'll try to create at least 5 items per day, and 10-15 if I'm not too busy. As always, any ideas are welcomed.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 22, 2013, 03:13:37 PM
Yup, unlike potions or weapons/armor, misc provides great freedom for imagination  :D
WM doesn't have many misc items, and most of other games with inventory are of little help.

I'll try to create at least 5 items per day, and 10-15 if I'm not too busy. As always, any ideas are welcomed.

Ideas usually come to me as I play...
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 23, 2013, 03:27:19 PM
Is it possible to affect character experience or money via items? I remember a couple of items from WM giving free exp when consumed, for example.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 23, 2013, 03:35:47 PM
Is it possible to affect character experience or money via items? I remember a couple of items from WM giving free exp when consumed, for example.

Not yet, but we can add that to the concept and I'll code it in tomorrow. Would have to be a separate field.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 24, 2013, 09:01:21 AM
I don't see intelligence stat as well. I hope we have it?
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 24, 2013, 10:05:22 AM
I don't see intelligence stat as well. I hope we have it?

Yeap, we have it :)

List of stats, maybe even more than this:

StatList = ['agility', 'intelligence', 'libido', 'refinement', 'blowjob', 'fatigue', 'disposition', 'strip', 'fame', 'mood', 'defence', 'magic', 'constitution', 'character', 'attack', 'normalsex', 'lesbian', 'charisma', 'reputation', 'health', 'mp', 'exp', 'joy', 'anal', 'luck', 'service', 'disposition']

I'll add capabilities to mod gold and exp tonight or tomorrow morning.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 24, 2013, 11:30:05 AM
Ok. I'll finish misc then, we'll have about 35 items. I'm unable to come up with more items without skills and stuff.
The next one will be rings slot.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 24, 2013, 02:37:53 PM
And now about traits.
The game should provide an opportunity to gain or lose any trait. While it could be done solely via items, it will be too boring.
So do you already have any ideas about it? Events, scholls, something else?
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 24, 2013, 02:57:57 PM
And now about traits.
The game should provide an opportunity to gain or lose any trait. While it could be done solely via items, it will be too boring.
So do you already have any ideas about it? Events, scholls, something else?

All of the above, jobs as well. We'll cross that bridge when we come to it. 
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: CherryWood on May 24, 2013, 05:27:54 PM
as someone who likes to play without changing the starting (=true to character) traits of girls in any way, I'm a bit bothered by the chance that there will be items that can add or remove them and girls could equip these items by themselves. Could there be an option to prevent that?




Also, do we have a field in items that would prevent them to be removed? Usually it's for quest and cursed items. I was thinking about giving a few iconic items to some girls that they should always have with them (like cat Luna and transformation wand to Sailor Moon).




Are effects still planned to be in beta? You mentioned these before... but you guys keep manipulating with traits a lot, have few of them like cold or scars, adding this layered system... while I would sort of expect using effects instead  (but I'm not a WM fan when it comes to items, so maybe I'm just prejudiced)
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 24, 2013, 06:13:01 PM
I'm a bit bothered by the chance that there will be items that can add or remove them and girls could equip these items by themselves. Could there be an option to prevent that?
I do my best to prevent it by sticking to 0 buy and/or equip chances for items with permanent traits effects or significant permanent impact on stats.

you guys keep manipulating with traits a lot, have few of them like cold or scars, adding this layered system... while I would sort of expect using effects instead  (but I'm not a WM fan when it comes to items, so maybe I'm just prejudiced)
I believe scars are permanent enough characteristics to be used as traits. As for cold and others, I'm trying to not use them too much, since they probably will be replaced by effects eventually.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 25, 2013, 04:23:05 AM
as someone who likes to play without changing the starting (=true to character) traits of girls in any way, I'm a bit bothered by the chance that there will be items that can add or remove them and girls could equip these items by themselves. Could there be an option to prevent that?

1) Auto-Equip you can disable for slaves and girls with high enough disposition. At least that's how I am planning it for the future.

2) You'll simply have to know the game and know it well. Key to making a girl with 'locked traits' is to force 'Absolute Block' on any trait that might remove it, that system is already in place and should work just fine.

Also, do we have a field in items that would prevent them to be removed? Usually it's for quest and cursed items. I was thinking about giving a few iconic items to some girls that they should always have with them (like cat Luna and transformation wand to Sailor Moon).

No, since noone requested it during the conception, we don't have a field like that. It's possible to code in I suspect, preferably by making an item possible to equip by one girl. Locking it is prolly also not necessary in that context.


Are effects still planned to be in beta? You mentioned these before... but you guys keep manipulating with traits a lot, have few of them like cold or scars, adding this layered system... while I would sort of expect using effects instead  (but I'm not a WM fan when it comes to items, so maybe I'm just prejudiced)

Yeah, effects are actually not difficult to code in at all. Just a bunch of counters and stats mods, we'll need some form of a concept for that as well.

In any case, I want to put everything we've discussed on brothel in one post today and see where we still have holes.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 25, 2013, 10:56:15 AM
It appears that I'm unable to use "upkeep" stat within items.xml at all, the game doesn't recognise it.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 25, 2013, 12:56:43 PM
It appears that I'm unable to use "upkeep" stat within items.xml at all, the game doesn't recognise it.

It's not supposed to as upkeep is not really a stat. It can already be modded by traits, do we need items to mod it as well?
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 25, 2013, 01:19:21 PM
I don't know. Even if we'll have upkeep, it won't be used widely anyway (4-5 items probably), so it's up to you.
+++++++++++++++
I thought about Incorporeal trait from WM recently. There it simply means absolute invulnerability, so as soon as you get Incorporeal character, catacombs are open for you, and security in wm ex is not a problem anymore. It severely disrupts the balance obviously, that's why I decided to not port it.
However, there are characters which are maybe not completely invincible, but at least more or less immortal according to source. I wonder if the game will make it possible to die for girls at all.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 25, 2013, 01:52:30 PM
I don't know. Even if we'll have upkeep, it won't be used widely anyway (4-5 items probably), so it's up to you.
+++++++++++++++
I thought about Incorporeal trait from WM recently. There it simply means absolute invulnerability, so as soon as you get Incorporeal character, catacombs are open for you, and security in wm ex is not a problem anymore. It severely disrupts the balance obviously, that's why I decided to not port it.
However, there are characters which are maybe not completely invincible, but at least more or less immortal according to source. I wonder if the game will make it possible to die for girls at all.

Definitely NO to incorporeal. I don't know about mortality... They cannot die right now.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 25, 2013, 02:20:19 PM
I have an idea about it then. When we get to effects system, we could create a "Near Death" effect. With this effect a girl can't do anything up until MC gives her some special consumable item to remove this effect. As an option, if you don't remove the effect, character will die after several days. We also could create some rare item for resurrection even after death, but it might be an overkill.

After that we could either create a new trait (or make some flag) for immortal girls to make sure they either never ever die even near death, or will recover themselves even without any help eventually.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 25, 2013, 04:17:10 PM
I have an idea about it then. When we get to effects system, we could create a "Near Death" effect. With this effect a girl can't do anything up until MC gives her some special consumable item to remove this effect. As an option, if you don't remove the effect, character will die after several days. We also could create some rare item for resurrection even after death, but it might be an overkill.

After that we could either create a new trait (or make some flag) for immortal girls to make sure they either never ever die even near death, or will recover themselves even without any help eventually.

If we're going to have resurrection, it should be religion related. We can put a nice spin on that.

I don't like the idea of immortal girls at all, neither is it a good idea to try and mimic girls powers in the game. It will always come to stupid crap like a bunch of girls who are capable of leveling the city to the ground working in a brothel or serving drinks. Lets just agree not to try and bring characters into the game exactly as they're in the shows, their appearance, personalities and 'relative' strength should be more than enough in order for player to relate. Rest we can achieve by personalized scripting.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 25, 2013, 04:31:19 PM
Very well. Then absence of death in the game looks even more strange. So we should either go for "near death" effect or simple wm-like death (but with resurrection).

In any case, death shouldn't be instant and irreversible at the same time. Otherwise player will prefer to reload as many times as necessary to avoid it.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 26, 2013, 04:46:03 PM
We'll skip near death and go with death + resurrection :)


Otherwise, I've translated all Russian comments in the code into English per request of our new coder (who is still working on reorganizing game's code) and wrote base concept for the brothel. If someone has any ideas for upgrades and where to get pictures for them, lets hear it (upgrades can be multilayered like in SimBro 1x)
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 26, 2013, 05:27:21 PM
Well, if we rip ideas from Alkion, it could be infirmary, workshop (for characters with artificial body), torture room, casino, training room, kitchen, hidden security room, *something for making cleaning easier (NOT "хозслад")*, magic workshop, drugs lab, recording studio (I never liked the whole idea with films on magic crystals, but still even WM has them), alchemical lab, scene.

We already have garden, bar and vip rooms.
From DK we could take temple, library, prison, treasury (to keep money in safe without banks).

I believe pictures won't be a problem at all.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: CherryWood on May 27, 2013, 02:19:55 AM
In our backgrounds folder, we have already have a decent pictures for bedrooms, onsen, bath, bar, dungeon and piano. But as DarkTl said, there should be no problem in getting more.


reception - bigger brothels usually have reception where booking, payment and rejection of rowdy customer takes place, upgrade for better security could be placed here, another could be inside alarm system and security room.
bath - luxury bath that customers could enjoy with girls (we can also have onsen or a whole private beach at some special brothels)
vip rooms - with own separate bathroom and stuff for customers who pay for more time with girl
themed rooms would be nice, but no idea how to represent that in image...
there are also global upgrades like furniture, or better selection of drinks, food, toys and costumes...


in simbro1x there ale leveled upgrades for every room but I don't think we need that... we could place basic bonuses just under building

----edit----
if we want it super simple, then we probably can just look at what stats jobs use and where we could give them a bonus (you know them best)
- upgrades that help girls perform (better equipment for bar, bedrooms, security and strippers)
- upgrades that will make customers enjoy they visit more, stay for more strippers and drinks, give more tips... (nicer furniture , garden, games, music...)
- upgrades that will make the workplace more enjoyable or those that help with recovery (staff room, garden, kitchen, infirmary...)
That's the basics probably, most of them are in simbro1x
other upgrades could be related to girls self-training, living of slaves or special rooms (dungeon, studio...)


---another edit---
It could create a nice immersion if we have a current state screen where we show not only upgrades, but also those dirty and wretched rooms that you have in your first cheep brothel before you buy them
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 27, 2013, 02:25:26 AM
We need functionality as well, most of these upgrades would require jobs and offer questionable bonuses... also they invite new occupations (classes). Something simpler and straight to the point.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 27, 2013, 04:09:43 AM
There is no way to have much more upgrades than slots for them without additional coding. Otherwise the best we can do for now is one upgrade per job: vip rooms for whores, scene for strip, bar for service, garden for rest, maid room for cleaning, security room for guards.

Maybe also onsen for some brothels (using with beach category) and kitchen to lower upkeep.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 27, 2013, 05:34:52 AM
I'm starting to worry that I won't have enough unused ideas and traits for remaining slots, so I leave the number of rings on 25 for now.
The next step is small weapons  :)
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 27, 2013, 05:57:21 AM
There is no way to have much more upgrades than slots for them without additional coding. Otherwise the best we can do for now is one upgrade per job: vip rooms for whores, scene for strip, bar for service, garden for rest, maid room for cleaning, security room for guards.

Maybe also onsen for some brothels (using with beach category) and kitchen to lower upkeep.

I don't mind additional coding if it's for a good feature.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 27, 2013, 06:16:59 AM
Well, casino is probably a good feature, but also means new job and maybe new occupation, so...
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 27, 2013, 08:03:53 AM
Now then, my ideas about updates. We could make them either mutually exclusive or not, it's up to you.

For whores: vip rooms (better chance for rich customres) and massage rooms for some additional service. Or maybe onsen for some other additional service, I'm not sure.
For warriors/guards: hidden (or not hidden, can't say I care) security room and training/sparring room. Maybe even mini-arena for training characters by fighting with each other.
For service bar and maid room.
For rest garden and bedchambers, or maybe cafeteria, library, bathroom, recreation center, etc for additional joy/mana regeneration. Make your choice.
For crowd control reception (to reduce the queues and make customers happier) and hostess room/equipment for additional advertising.
For upkeep kitchen and mini shop (to sell some items to girls and get profit), etc.
For fast healing infirmary/workshop.

As for multilayered system, I agree with Cherry. Every upgrade could use nicer furniture, better equipment, decorations, etc.

I believe all these things don't require new jobs and occupations, at the same time giving some new options.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 27, 2013, 03:38:30 PM
Well, casino is probably a good feature, but also means new job and maybe new occupation, so...

Maybe for the future than. We can remove casino from upgrades or leave it as income modifier.


1) Garden

- Flowerbeds (Joy bonus)
- Garden (Rest + Joy)
- Landscape design (Rest + Joy + Costumer satisfaction bonus)



2) Rooms

- Improved interior (Costumer satisfaction, Joy, Price)
- Luxury Rooms (Costumer satisfaction, Joy, Price)
- VIP Rooms (Costumer satisfaction, Joy, Price)


3) Guards

- Guard Quarters (Frees up all rooms otherwise taken by security (max 5), small security bonus)
- Training Quarters (Battle stats bonuses of girls had nothing to do during the day)
- Sparring Quarters (Better battle stat bonuses + joy bonuses + disposition bonuses for warriors in the building)


4) Bar

- Bar (Enables Bar job)
- Draft Beer (Improves income)
- Kitchen (To make snacks, farther improves income and costumer satisfaction)


5) Strip Lounge

- Strip Lounge (Enables Strip job)
- Large podium (Improves girls stats and costumer satisfaction)
- Golden cages (Further Improves girls stats, costumer satisfaction and income from the club)


6) Main hall

- Main Hall (Improves costumer satisfaction, security and reputation)
- Reception (Improves brothel income, costumer satisfaction)
- Statue of some goddess (Improves fame and brothel income)


What do you think? I'll hardcode everything into the game but we'll enable levels of upgrades through XML (like <upgrades garden = '2'> would mean garden upgrades is available up to level 2 in the current brothel. Another field slots = '2' on the main node will mean that there are only slots for two branches available in the current brothel. We can add more upgrades as game improves but this could be a start?) Well me what you think?
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 27, 2013, 04:30:44 PM
Looks good, no objections. One more thing is upgrade's cost and/or upkeep in the current brothel. You could either hardcode it or make xml field.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: CherryWood on May 27, 2013, 05:19:04 PM
as a simple solution it looks ok


but I don't think calling bar upgrades tapped bear and tapas represent the logic of bigger space or structure requirements well (=why I can't have that in shack too), like if it was something like cellar or kitchen...


and sorry but can you please explain to me what is a Sparing Quarter? I!m not sure what to imagine under it



Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 27, 2013, 05:37:43 PM
and sorry but can you please explain to me what is a Sparing Quarter? I!m not sure what to imagine under it

Area where girls can practice fighting each-other, supposed to have 2 rs in it.


as a simple solution it looks ok


but I don't think calling bar upgrades tapped bear and tapas represent the logic of bigger space or structure requirements well (=why I can't have that in shack too), like if it was something like cellar or kitchen...

Not to simple... we can replace tapas with kitchen for snacks and draft beer stays :)
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 27, 2013, 05:40:11 PM
Looks good, no objections. One more thing is upgrade's cost and/or upkeep in the current brothel. You could either hardcode it or make xml field.

http://pinkpetal.org/index.php?topic=1757.msg20119#msg20119

We have a mod field for that, it is used in brothels logic a lot already.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 27, 2013, 06:14:19 PM
Area where girls can practice fighting each-other, supposed to have 2 rs in it.
I hope fighting actually will be coded, not just assumed. With random wounds, scars, joy bonus for winner, etc.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: CherryWood on May 28, 2013, 01:59:15 AM
Not to simple... we can replace tapas with kitchen for snacks and draft beer stays :)
I thought about it again and bear and tapas sounds better... we can just put explanation in description
 
 
 
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 28, 2013, 03:57:24 AM
I hope fighting actually will be coded, not just assumed. With random wounds, scars, joy bonus for winner, etc.

Define 'coded'? Results based on stats and luck or logical fighting guided by AI like in WM? I don't know how important logical fighting really is because I've read the results once and never gave a sh!t about it again... Right now we have a function that compares battle stats of two parties with luck factored in it.

I thought about it again and bear and tapas sounds better... we can just put explanation in description

We can put tasty snacks in the description :)
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 28, 2013, 04:45:54 AM
Results based on stats and luck or logical fighting guided by AI like in WM?
Yup, something like that. No need for dangerous events and consequences, but random scars traits (small and normal only, ie temporary) from time to time and joy bonus to the winner will enliven the game, I believe.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 28, 2013, 05:05:36 AM
Yup, something like that. No need for dangerous events and consequences, but random scars traits (small and normal only, ie temporary) from time to time and joy bonus to the winner will enliven the game, I believe.

Ah, ok. It's not hard to do :)

I though you've meant to have them actually fight it out, that would be a waste of time.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 28, 2013, 06:55:51 AM
I wonder if it will be possible for weapons to have non-physical damage type in battle engine. Like magic ice dagger, acid spray, etc.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 28, 2013, 07:49:30 AM
I wonder if it will be possible for weapons to have non-physical damage type in battle engine. Like magic ice dagger, acid spray, etc.

Doubt it, or at least unlikely without modifications. New versions will come out for the BE, might be possible there.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 28, 2013, 08:06:20 AM
Hm. But we, for example, could create a separate weapon type for acid weapons, so any weapon with <acid> type will do acid damage inside BE, right? Unless it will require too many coding.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 28, 2013, 10:04:18 AM
Hm. But we, for example, could create a separate weapon type for acid weapons, so any weapon with <acid> type will do acid damage inside BE, right? Unless it will require too many coding.

Maybe, we could definitely add a different sound and increase damage modifier for such weapons but I would prefer to keep types to a bare minimum for now.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 28, 2013, 11:04:47 AM
Yup, I know we don't working on BE now. It's for the future. Since I'm working on items, it useful to know such things for making a concept.
When I looked through BE presentation, I've noticed in one of battles that different mobs have different resistances to different elements. Are you planning to use resistances as stats for girls and MC eventually?
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 28, 2013, 11:08:25 AM
Yup, I know we don't working on BE now. It's for the future. Since I'm working on items, it useful to know such things for making a concept.
When I looked through BE presentation, I've noticed in one of battles that different mobs have different resistances to different elements. Are you planning to use resistances as stats for girls and MC eventually?

Maybe, but I haven't even looked at how engine handles it, but if it's possible without to much fuss, yeah, why not...
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 29, 2013, 02:10:09 PM
As far as I understand our BE, it takes into account weapon type, and if character doesn't use any weapon, it uses some "unarmed" built-in weapon type.
So I wonder if it possible to set manually unarmed type for some specific weapons, which hardly could be used for attacking, but still able to provide some bonuses.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 29, 2013, 02:32:29 PM
As far as I understand our BE, it takes into account weapon type, and if character doesn't use any weapon, it uses some "unarmed" built-in weapon type.
So I wonder if it possible to set manually unarmed type for some specific weapons, which hardly could be used for attacking, but still able to provide some bonuses.

I'll tell you what happens in the game's code and you'll figure out what's possible:

Game system and Battle Engine are two separate entities that know nothing about eachother.

Every time we start a battle, this happens:

BE takes names of your party, their battle stats, their sprites, attack type, magic type and runs them through a kind of a poorly build bridge function, it's not the most elegant way to do this, but it will work flawlessly:

1) Stats are transferred in number (without loops).

2) A number of forks is formed:

- Fork 1:
Basically if 'Fire 1' in mskills (Game engine)

: Register Fire 1 Skill (In Battle engine)

And so on for every magic that is known to battle engine.

- Fork 2:
It was bskills in the past but I will now turn it into:

If weapon.slot (in game) is empty:

register unarmed attack skill.

If weapon.slot (in game) is sword or katana (type field):

register sword attack skill.

and so on....

So to answer your question: We will build a number of 'weapon types' in battle engine and match them with types of weapons in small or normal weapon slots (first normal, than small). We can build any number of weapon types in BE... they differ by sound they make during the attack and damage modifier. Hope that this clears things up.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 29, 2013, 02:45:47 PM
I see. Is it difficult to create weapon types in BE? I mean, is it comparable in complexity with items creation I'm doing right now via xml?
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 29, 2013, 02:53:37 PM
I see. Is it difficult to create weapon types in BE? I mean, is it comparable in complexity with items creation I'm doing right now via xml?

It's not comparable because creating an item in xml is a few billion times harder...

Finding a sound is likely to be the hardest part, otherwise this code creates the only four attacks we currently have (like literally, copypasting one of those lines and changing a couple of words is the only thing needs to be done):
Code: [Select]
    Library.Skills.SwordAttack = AttackSkill(command=[('Attack', -1)], multiplier=1.2, sfx="content/sfx/sound/be/sword.wav")
    Library.Skills.KnifeAttack = AttackSkill(command=[('Attack', -1)], multiplier=0.8, sfx="content/sfx/sound/be/knife.wav", name="Knife")
    Library.Skills.ClawAttack = AttackSkill(command=[('Attack', -1)], multiplier=1, sfx="content/sfx/sound/be/sword.wav", name="Slash")
    Library.Skills.FistAttack = AttackSkill(command=[('Attack', -1)], multiplier=1, sfx="content/sfx/sound/be/knife.wav", name="Hit")
==============================================================================
Did the brothel upgrades dict today, will add new logic and debug it next (not sure when it'll be):

Code: [Select]
            self.upgrades_possibilities = {
                'bar':  {
                'bar': {'id': 1, 'active': False, 'price': 500, 'name': 'Bar', 'desc': 'Serve drinks and snacks to your costumers! ', 'img': 'content/buildings/upgrades/bar.jpg'},
                'draught': {'id': 2, 'active': False, 'price': 200, 'name': 'Draught Beer', 'desc': 'Chilled brew served in cold glassware, like a nectar from gods themselves. ',  'img': 'content/buildings/upgrades/beer.jpg'},
                'tapas': {'id': 3, 'active': False, 'price': 300, 'name': 'Tapas', 'desc': 'Tasty snacks that are just perfect with cold draught beer. ', 'img': 'content/buildings/upgrades/tapas.jpg'}
                },
                'garden': {
                'flowerbeds': {'id': 1, 'active': False, 'price': 150, 'name': 'Flowerbeds', 'desc': ' Live Flowers for your girls to improve the grip designs of work in brothel. ', 'img': 'content/buildings/upgrades/flowers.jpg'},
                'garden': {'id': 2, 'active': False, 'price': 500, 'name': 'Garden', 'desc': 'Beautiful garden to relax in for your girls and costumers. Will have positive effect on Rest and Costumer Satisfaction', 'img': 'content/buildings/upgrades/garden.jpg'},
                'landscape': {'id': 3, 'active': False, 'price': 1000, 'name': 'Landscape Design', 'desc': 'Create a landscape filled with the most beautiful flora for amusement and enjoyment of your girls and costumers alike!', 'img': 'content/buildings/upgrades/landscape.jpg'}
                },
                'rooms': {
                'improved': {'id': 1, 'active': False, 'price': 400, 'name': 'Improved Interior', 'desc': "Every room in brothel will be decorated in proper fashion! (+1/10 of the price for every room in the brothel)", 'img': 'content/buildings/upgrades/room.jpg'},
                'luxury': {'id': 2, 'active': False, 'price': 800, 'name': 'Luxury Rooms', 'desc': "Room design farther improved to provide the best atmosphere imaginable! (+1/10 of the price for every room in the brothel)", 'img': 'content/buildings/upgrades/luxury_room.jpg'},
                'vip': {'id': 3, 'active': False, 'price': 2000, 'name': 'VIP Rooms', 'desc': "Bit of an overkill if you ask me. Royalty would not look out of place in one of these rooms! (+1/10 of the price for every room in the brothel)", 'img': 'content/buildings/upgrades/vip_room.jpg'}
                },
                'guards': {
                'guardquarters': {'id': 1, 'active': False, 'price': 1000, 'name': 'Guard Quarters', 'desc': "Comforable locale for warriors guarding the building. (5 girls max)", 'img': 'content/buildings/upgrades/guard_qt.jpg'},
                'trainingquarters': {'id': 2, 'active': False, 'price': 1500, 'name': 'Training Quarters', 'desc': "Place for your guards to improve their skills when there is nothing else to do. ", 'img': 'content/buildings/upgrades/training_qt.jpg'},
                'sparringquarters': {'id': 3, 'active': False, 'price': 2000, 'name': 'Sparring Quarters', 'desc': "Your guards can harness their skills by safely fighting one another. ", 'img': 'content/buildings/upgrades/sparring_qt.jpg'}
                },
                'stripclub': {
                'stripclub': {'id': 1, 'active': False, 'price': 1000, 'name': 'Strip Club', 'desc': 'Skilled and beautiful Strippers are the key to filling your Club and Bar with Costumers! ', 'img': 'content/buildings/upgrades/strip_club.jpg'},
                'largepodium': {'id': 2, 'active': False, 'price': 700, 'name': 'Large Podium', 'desc': 'Equip your club with a better podium for your girls to dance on! ', 'img': 'content/buildings/upgrades/podium.jpg'},
                'goldencage': {'id': 3, 'active': False, 'price': 2000, 'name': 'Golden Cages', 'desc': 'Girls now can strip inside golden cages, truly a show to behold! ', 'img': 'content/buildings/upgrades/golden_cage.jpg'}
                },
                'mainhall':  {
                'mainhall': {'id': 1, 'active': False, 'price': 500, 'name': 'Main Hall', 'desc': 'All costumers will have to go through this beautiful hall! This can increase reputation, costumer satisfaction as well as improve security. ', 'img': 'content/buildings/upgrades/main_hall.jpg'},
                'reception': {'id': 2, 'active': False, 'price': 700, 'name': 'Reception', 'desc': 'Reception to improve income and costumer satisfaction through good organization and service. ', 'img': 'content/buildings/upgrades/reception.jpg'},
                'statue': {'id': 3, 'active': False, 'price': 1000, 'name': 'Statue of Sex Goddess', 'desc': 'Great way to improve fame and income of your brothel! ', 'img': 'content/buildings/upgrades/statue_sexgoddess.jpg'}
                }
            }
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 31, 2013, 01:55:59 PM
Brothel concept has been updated. Going to make sure rooms price + room upgrades cost work.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 31, 2013, 02:36:58 PM
I think small weapons are done. Without BE I prefer to not create too many, otherwise they almost won't have differences, so 20 is ok for now.
The next type is normal weapon, and Norb wanted to make them. I'm beginning to suspect that we'll never see him again, but just in case I'm skipping them, so the next one is wrist.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 31, 2013, 02:40:10 PM
I think small weapons are done. Without BE I prefer to not create too many, otherwise they almost won't have differences, so 20 is ok for now.
The next type is normal weapon, and Norb wanted to make them. I'm beginning to suspect that we'll never see him again, but just in case I'm skipping them, so the next one is wrist.

Same old story... by the way, I was planning like 3 - 4 items per slot for the first release due to the lack of time :)
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on May 31, 2013, 02:51:47 PM
I'm trying to diversify items as much as possible, since we have good and bad traits for them. And I believe I'll finish preliminary version of items before the first release  :)
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on May 31, 2013, 04:16:49 PM
Brothel concept has been updated. Going to make sure rooms price + room upgrades cost work.

Done and done, should all work now :)

I'll take a look at Rudi's branch and see what improvement he made to the code. Otherwise we need to clear more concepts, I have a couple of loose ends in items and brothel but we should start discussing jobs cause writing concepts usually takes time...
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on June 01, 2013, 10:35:55 AM
==================================
We've discussed (I will be coding this in soon):

Upkeep:
Should be paid on weekly basis and preferably only for good brothels (aka property tax).


Upgrades:
As soon as we figure out what upgrades we need, I will code in a system that enables them on per brothel basis on xml. One idea I really liked is to allow more upgrades than their are slots to fill them in a brothel.


Security level:
Come up with a security level system.


Damage:
Dislike this myself, but I'll think about it.

Location: Just an extra field in the class, can be added after we have actually locations.
=====================================================================

- Ok, so I am still not sure on how to handle upkeep and what it should include... so we'll need to discuss it some more or leave it out of game for now.

- Upgrades should work flawlessly, I added some more internal logic for simpler access on checks this morning.

- Security level. Not sure how this should work either, if you have any ideas, throw them at me.

- Damage I simply dislike but is somebody really want it, it should be meaningfully concepted.

I'll start a discussion on jobs in a different thread, we need to talk about it while I tie loose ends in Brothel's logic.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on June 01, 2013, 11:15:30 AM
Hm, part of upkeep could be based on some upgrades. You need supplies and booze for bar, for example, and the more customers have been served, the more supplies you will need tomorrow.
Another thing is area of ​​the building, the more rooms and upgrades could have the building, the more land tax. It doesn't matter if they already built or not since it's about land, not property.

One more thing is income tax. I remember wm has this one, but I don't recall its value. Here we could also use tax evasion depending on connections, MC intelligence and who knows what else.
In slums and similar locations taxes could be replaced for "protection money" for local gangs, and if you have strong enough fighters, you may refuse to pay it (and feel the consequences).

In wm security is brothel's fame from the viewpoint of security. Theoretically, you need high security in good locations, but in slums, where thugs are your major customers, you probably need it low.
However, I'm not sure how to implement it. Maybe as a set of rules for guard when to interfere and when not to?

As for damage, the only thing I'd like to use it is punishment for spells and skills of mass destruction inside the building, so it might as well be part of BE.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on June 01, 2013, 12:59:56 PM
You could also include some percentage of the total cost of slaves in property tax. They are property, after all.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on June 01, 2013, 01:45:19 PM
Hm, part of upkeep could be based on some upgrades. You need supplies and booze for bar, for example, and the more customers have been served, the more supplies you will need tomorrow.
Another thing is area of ​​the building, the more rooms and upgrades could have the building, the more land tax. It doesn't matter if they already built or not since it's about land, not property.

One more thing is income tax. I remember wm has this one, but I don't recall its value. Here we could also use tax evasion depending on connections, MC intelligence and who knows what else.
In slums and similar locations taxes could be replaced for "protection money" for local gangs, and if you have strong enough fighters, you may refuse to pay it (and feel the consequences).

In wm security is brothel's fame from the viewpoint of security. Theoretically, you need high security in good locations, but in slums, where thugs are your major customers, you probably need it low.
However, I'm not sure how to implement it. Maybe as a set of rules for guard when to interfere and when not to?

As for damage, the only thing I'd like to use it is punishment for spells and skills of mass destruction inside the building, so it might as well be part of BE.


Ok... so upkeep:

- I don't like property tax based on what you've built/upgraded. Property is yours and you do whatever you like with it, works like that everywhere (basically what you've said).
- We can also agree that any permits for bar/club/gardens are a part of their cost in order not to make the game more complicated than it has to be.

so... we're left with:

1) Upkeep that is derived from the price (lets say price/30 and payed on weekly basis).
2) Upkeep that comes with maintaining upgrades, like beer/food for club and bar based on amount of costumers, parttime gardener to take care of landscape design/garden/washing bedsheets/ability to hire cleaners if you don't want girls to do it and so on.
3) Income tax (1/10 of the total income) (can be reduced if you know the right people)
4) In bad neighborhoods, extortion money. (no need for replacement)


=====
Security rating. I have no idea what the f#ck it is, so my suggestion would be to have a number from 1 - 100 and modify it on:

- success/failure of every security event
- lower it if there is no security at all
- check stats of a random client vs random security guard every day and award rating accordingly

Also allow to set limits for costumer rank that girls will defend against.

=====
Damage... 0 - 100, to be modified on guard events and in case of gang attacks and your failure to defend...

Well, this will require a decent amount of coding so we have time to discuss jobs in the meanwhile.



You could also include some percentage of the total cost of slaves in property tax. They are property, after all.

Clearly an overkill. There is no point in over-complicating things. Also, slaves already have decent upkeep, we can just add to the description that tax is included in there... even lower it if you once again know the right people.

My take on slaves is that they should be insanely expensive for the first release (but require little upkeep as opposed to free girls that require no upkeep but expect fair wages) and all assumed to be well trained to do their duty. After we add slave training system, we'll divide them in trained (expensive) and untrained slaves (cheap).
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: rudistoned on June 03, 2013, 07:55:44 PM
If I understand the code right, free girls require no upkeep from the player. If they have traits that increase upkeep, they require the player to pay that upkeep. If they have traits lowering upkeep (if those exist), they have negative upkeep: in other words, they earn money for the player solely based on their upkeep reducing traits. Is that intentional?
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on June 03, 2013, 09:02:10 PM
If I understand the code right, free girls require no upkeep from the player. If they have traits that increase upkeep, they require the player to pay that upkeep. If they have traits lowering upkeep (if those exist), they have negative upkeep: in other words, they earn money for the player solely based on their upkeep reducing traits. Is that intentional?

Yeap, girls were not officially designed yet but that's what we discussed somewhere.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on June 04, 2013, 12:05:23 PM
And wrist slot is done, 30 items this time. Next is amulet.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on June 06, 2013, 03:36:08 PM
Xela, how do you feel about items that temporarily change appearance by adding or removing traits? I remember you mentioned that since we unable to show it in pics, we shouldn't provide opportunities to change breast size, for example. But if we talk about a short, temporarily illusion...
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: rudistoned on June 06, 2013, 05:24:11 PM
If we had paper dolls, we could show variations in breast size, skin color, hair color, tanning and so on. However, we would need an artist to create those (or borrow them from another game) and the girl images would not match the look of the paper doll.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on June 06, 2013, 06:40:54 PM
Xela, how do you feel about items that temporarily change appearance by adding or removing traits? I remember you mentioned that since we unable to show it in pics, we shouldn't provide opportunities to change breast size, for example. But if we talk about a short, temporarily illusion...

Sounds like a bit of a stretch... it's your call but there's little point that I can see in it outside of some quest/event.

the girl images would not match the look of the paper doll.

Yeap but paperdolls come with heap of issues as well. I never thought paperdolls were the best feature in OW, game had potential because of a battle engine, interesting world, robust items system, decent training capabilities. It will not serve us to go off course and get to graphical.

Otherwise, since RenPy will allow events in the game to be highly customizable, we can enable a number of fetishes to unique girls and have them be picture driven (where pics are available) and blocked for everyone else.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on June 07, 2013, 04:40:29 AM
there's little point that I can see in it outside of some quest/event.
Precisely, but not exclusively.
For example, I thought about girls with Kleptomaniac trait. Chance of stealing probably should be based on luck and maybe agility, but on reputation as well: the more reputation, the greater the chance that she will be recognized as thief, and there will be no checks for luck and agility at all (no punishment as well). So we could use items temporarily lowering reputation for such characters.

Same for girls with Assassin trait, since we eventually could use them for assassinations of competitors or some other npcs, or even mobs.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on June 07, 2013, 05:45:23 AM
Precisely, but not exclusively.
For example, I thought about girls with Kleptomaniac trait. Chance of stealing probably should be based on luck and maybe agility, but on reputation as well: the more reputation, the greater the chance that she will be recognized as thief, and there will be no checks for luck and agility at all (no punishment as well). So we could use items temporarily lowering reputation for such characters.

Same for girls with Assassin trait, since we eventually could use them for assassinations of competitors or some other npcs, or even mobs.

 I fail to see what Assassin trait and Kleptomaniac trait have to do with body modifications. We're talking about different things here.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on June 07, 2013, 05:56:16 AM
Yup, that's two different questions.
First is should I create equipping items that change body, like add great figure or increase breast size. The thing is, there are such items in wm, but all of them are permanent. However, since items I talk about are not permanent, this can be explained with illusions, for example.
Second is idea with items lowering reputation for shady characters.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on June 07, 2013, 06:02:07 AM
Yup, that's two different questions.
First is should I create equipping items that change body, like add great figure or increase breast size. The thing is, there are such items in wm, but all of them are permanent. However, since items I talk about are not permanent, this can be explained with illusions, for example.
Second is idea with items lowering reputation for shady characters.

I still feel like these kinds of items should be event driven, not the other way around.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on June 07, 2013, 10:41:38 AM
Very well.
What happens if equippable item removes temporary trait? Will it come back after unequipping with fully charged timer?
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on June 07, 2013, 11:27:24 AM
Very well.
What happens if equippable item removes temporary trait? Will it come back after unequipping with fully charged timer?

Don't think so. Should simply disappear... I recall suggesting that consumables and misc along handle temp traits. Equipable items and temp sh!t doesn't mix in my head...
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on June 07, 2013, 11:43:36 AM
Hm, I thought all problems with traits were left behind after you added that multilayered trait system. Ok, I will refrain from it.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on June 07, 2013, 12:22:59 PM
Hm, I thought all problems with traits were left behind after you added that multilayered trait system. Ok, I will refrain from it.

It should not mess up the game and counter is likely to work as intended due to that multilayered system. My point was that an equipable item that adds or removes temporary traits is not a good concept in itself.

In any case, all items should be tested, next week I am planning to move all of our development on a separate branch of this forum, reorganize it, write some general goals for development so everyone knows where we're heading, refactor jobs and add new windows for girls profile and next day screen to facilitate testing. It will be easier to figure out what works and what isn't then.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on June 07, 2013, 12:50:45 PM
Well, I thought about item that could temporarily hide scars (since potions removing them are relatively expensive and rare), but if it will remove them completely, it does not make sense.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: Xela on June 07, 2013, 01:14:40 PM
Well, I thought about item that could temporarily hide scars (since potions removing them are relatively expensive and rare), but if it will remove them completely, it does not make sense.

Makes sense I suppose, still it might be simpler to create a consumable like make up powder that temporary hide scars, In any case, to answer your original question, I think that scars if those are temporary trait, should return with a reset counter after item is unequipped.
Title: Re: -PyTFall- Dev Thread: XML Designed Concepts (Girls, Traits, Items, Brothels etc)
Post by: DarkTl on June 08, 2013, 12:45:12 PM
And amulet slot is done. 20 items, just like for ring slot. I'll probably have to increase number of rings eventually, since we have three times more slots for them.
Next one is feet.