Author Topic: Bizarre end-of-turn events  (Read 4987 times)

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frostking

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Bizarre end-of-turn events
« on: February 17, 2011, 09:42:01 PM »
This is for r593 release.
I've been noticing some really, really strange end-of-turn events for the girls since r593. (Namely customer visits.) Like this;
"Hopefully her pride wasn't bruised by the letter H."
Huh?
"She was drenched in broken hopes and dreams by a misunderstood garden hose."
Say what?
"She shook with agony when fondled by the color seven."
Um...'Color' seven?
The first impulse I have, is to ask; "What the devil are you guys smoking? I want some!" However, logic dictates that this must be arranged via some random word/phrase association system. It is mostly a good job, (I would say 80% is acceptable.), but a few of those word/phrase choices that the game is drawing upon, need to be re-thought and re-worded.
Note; I do not intend this as a flame, just constructive commentary.

Offline p373r

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Re: Bizarre end-of-turn events
« Reply #1 on: February 18, 2011, 04:39:54 AM »
I chuckle everytime i see one of those come up ...
 
If it is intentional it is ingenius ! :D
If it is not .... make it ;) :D
 
On the other hand... if you want some other texts you can submit them and i'm sure developpers will look to them if they want ;)
 
greets!

frostking

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Re: Bizarre end-of-turn events
« Reply #2 on: February 18, 2011, 01:13:25 PM »
I tried adding a end-of-turn event of my own with the script editor, but the game wouldn't recognize it. I guess those can only be added from within the game it's self, which I don't have the skill to do.

Offline p373r

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Re: Bizarre end-of-turn events
« Reply #3 on: February 18, 2011, 01:33:18 PM »
Well ......
 
i can't either ;)
 
it didnt stop me and now i am trying to make some BAR jobs work ;)
 
Greetings

Offline iamnuff

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Re: Bizarre end-of-turn events
« Reply #4 on: February 18, 2011, 03:32:26 PM »
pretty sure the update said it was intentional.

i think they only come up when you get her skill to 100 so bdsm to 100 gets you some stupid bdsm text ect...

Offline trex

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Re: Bizarre end-of-turn events
« Reply #5 on: February 19, 2011, 06:48:36 AM »
Yeah, sometimes it's incomprehensible, I like that some thought was put into practice to vary the descriptors, maybe some more tweaking would perfect it eh? Also, nice work on the bar jobs, reading through that now.

Offline DocClox

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Re: Bizarre end-of-turn events
« Reply #6 on: February 19, 2011, 07:15:47 AM »
I didn't add them, but I must admit I can see the charm in them.

Still, if enough people don't like them, a config option to turn them off might be in order.

Offline fires_flair

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Re: Bizarre end-of-turn events
« Reply #7 on: February 19, 2011, 11:40:55 AM »
some of them are good, some of them aren't. it would be nice to just be able to edit them when ever you wanted, rather then have it hard coded into the game. then you could just alter what you don't like or know to something you do, and share it. but it would also be nice to be able to turn it off.

Offline DocClox

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Re: Bizarre end-of-turn events
« Reply #8 on: February 19, 2011, 12:18:48 PM »
There are a LOT of random elements there. You could put together an XML format to describe it. Tricky bit of coding though.

Want me to whomp up a sample format?

[edit]

nvm, did it anyway. This is what the XML file file would need to look like to replicate the variety in those sex messages:

Code: [Select]
<sexstring>             
<!--           
 !--    random tags select one of their children at random
 !-->
        <random>
                <text>She
                        <random>
<!--   
 !--                            weight is random weighting - a text element with a
 !--                            weihgt of 2 has two chances to appear in the enclosing random roll
 !-->   
                                <text weight=2>rode him all the way to the next town</text>
                                <text weight=2>massaged his balls and sucked him dry</text>
                                <text weight=2>titty fucked and sucked the well dry</text>
                                <text weight=2>fucked him blind</text>
                        </random>
                        <text>. He  was a trooper though and rallied: She </text>
                        <random>
                                <text>was deeply penetrated</text>
                                <text>was paralyzed with stunning sensations</text>
                                <text>bucked like a bronko</text>
                                <text>shook with pleasure"</text>
                        </random>
                        <text> and </text>
                        <random>
                                <text>game like a fire hose from</text>
                                <text>repeadedly shook with orgasm wth</text>
                        </random>
                </text>
        </random>
</sexstring>

And that's just a tiny faction of all the stuff in there. It'd need to be parsed and stored in a tree structure. Then when sex string was needed you just walk the tree, concatenating text elements and randomly selecting children where random tags are encountered. I think there's a need for a <dice> tag as well, since there's at least one random number used in the text.

« Last Edit: February 21, 2011, 03:42:43 AM by DocClox »