Poll

What should I prioritize next? (a * after a choice means I am currently working on that)

Player Stuff
20 (8.5%)
Girl's interactions (with each other)
25 (10.7%)
Scripts (interactions with the player)
46 (19.7%)
New Stats, Skills and Traits
10 (4.3%)
Existing Stats
1 (0.4%)
Existing Skills
3 (1.3%)
Existing Traits
6 (2.6%)
Customers
5 (2.1%)
Gangs
12 (5.1%)
Rivals
8 (3.4%)
Buildings
7 (3%)
General Jobs
4 (1.7%)
Farm Jobs
9 (3.8%)
Matrons
9 (3.8%)
Items
2 (0.9%)
Remaking the interface
15 (6.4%)
New stuff
8 (3.4%)
Whore Master Editor
4 (1.7%)
No priority
3 (1.3%)
WM7
This poll will be reset when I start a new section or add more choices so check back often.
37 (15.8%)

Total Members Voted: 136

Author Topic: Updates and Notes for Crazy's Mod --- Current Version .06.04.01  (Read 937902 times)

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Offline aevojoey

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.17
« Reply #165 on: December 16, 2014, 10:53:39 PM »
Well:if you document what needs added then you could have someone lighten your load
The main thing that needs to be done is every job needs work.
I am not a writer so doing the texts for the jobs is difficult for me.
Look at how the other jobs are written and do something like them to jobs that need more.

I don't really know what others can do that needs to be done.
I am basically just fixing whatever I see broken.
I am currently updating Personal Training but I am probably going overboard with it.

1 why is the gold stored as a double and the max the editor allows for is 999999, just one of a few questions
Not sure why it was made as a double, I just never changed it when I was editing things.
The 6 digit limit was probably done just for size.
« Last Edit: December 16, 2014, 10:56:45 PM by aevojoey »
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Offline MuteDay

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.17
« Reply #166 on: December 16, 2014, 11:13:06 PM »
The main thing that needs to be done is every job needs work.
I am not a writer so doing the texts for the jobs is difficult for me.
Look at how the other jobs are written and do something like them to jobs that need more.

I don't really know what others can do that needs to be done.
I am basically just fixing whatever I see broken.
I am currently updating Personal Training but I am probably going overboard with it.
Not sure why it was made as a double, I just never changed it when I was editing things.
The 6 digit limit was probably done just for size.
where are the job texts located?

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Offline aevojoey

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
« Reply #167 on: December 17, 2014, 01:00:25 PM »
.06.00.18 is up on Mega but fileswap is down and not sure if they will be up for free anymore.

The changes I listed here - http://www.pinkpetal.org/index.php?topic=3446.msg31430#msg31430 - are in .18




where are the job texts located?
They are all in the source code - https://code.google.com/p/crazys-wm-mod/source/checkout
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Offline MuteDay

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
« Reply #168 on: December 17, 2014, 01:40:46 PM »
Mega works just fine for me
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Offline bsin

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
« Reply #169 on: December 17, 2014, 05:53:17 PM »
Quote from: aevojoey
Most jobs could use more text options if you feel like writing them.
...
I am not a writer so doing the texts for the jobs is difficult for me.
Look at how the other jobs are written and do something like them to jobs that need more.
on it. Like the way the codebase has been broken up more, btw. Makes it easier to find and support bits in isolation. will post anything here...

Quote from: aevojoey
I am basically just fixing whatever I see broken.
Correction: You're doing an amazing job of taking on a large codebase and hacking and expanding it to make this game massively more complete.

Offline Dr_Poke

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
« Reply #170 on: December 17, 2014, 06:19:59 PM »
I wonder if certain traits can be specialized.  I know some girls are ninjas(kunoichi if we wanna be pendantic), so is it possible to code in assassination missions? 

Also I kinda find it silly that girls' death pictures are used for rape/gangrape/tentacles/loch ness monster encounters.  Has that been added to the list?

Offline MuteDay

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
« Reply #171 on: December 17, 2014, 08:02:59 PM »
1) mind telling me where the sex text and other things that need a writer to make them more enjoyable
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Offline bsin

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
« Reply #172 on: December 17, 2014, 11:40:13 PM »
think he's talking about files for different kinds of work...
in the repo the source files are mostly in the root folder; the jobs ones mostly start "Work<jobtype>.cpp"

In these are tests and branches that generate events and stat changes and messages to the user. think messages are what need writing.

Offline MuteDay

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
« Reply #173 on: December 18, 2014, 12:02:41 AM »
Kool thank you ill take a look although cant build the game from repo due to it uses vs 8 and i use vs12
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Offline MuteDay

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
« Reply #174 on: December 18, 2014, 12:11:23 AM »
error building the original and cant even load the vs13 sln file, btw which of the jobs acctuly need things wrote in for it
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Offline MuteDay

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
« Reply #175 on: December 18, 2014, 12:17:26 AM »
Anyways it is wrote in c++ so i cant help ya, the way c++ is wrote confuses me, sorry wont be any help to you
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Offline dmotrl

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
« Reply #176 on: December 18, 2014, 09:22:41 AM »
I wonder if certain traits can be specialized.  I know some girls are ninjas(kunoichi if we wanna be pendantic), so is it possible to code in assassination missions?
Assassinations kind of are; Interact with a Girl, Call her to your Office, Send her on a Mission, and the top one is "Assassinate a Troublesome Politician."  There are at least two different texts for success.  Don't really know what, if anything, it does, though, so :shrug:  Could maybe add one for taking out Rivals?

Offline aevojoey

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
« Reply #177 on: December 18, 2014, 12:29:20 PM »
Anyways it is wrote in c++ so i cant help ya, the way c++ is wrote confuses me, sorry wont be any help to you
You don't have to write the code for it, just texts.
If you make several variations for outcomes for jobs I can add the code and make it work.

For example Bar Waitress currently has this code:
Code: [Select]
     if(jobperformance >= 245)
        {
            message += " She must be the perfect waitress customers go on and on about her and always come to see her when she works.\n\n";
            wages += 155;

        if (roll <= 14)
            {
                message += girlName + " danced around the bar dropping orders off as if she dosen't even have to think to do this anymore.\n";
            }
        else if (roll <= 28)
            {
                message +=  "Knowing how to speak with customers, she always gets the clients to order something extra or more pricy then their wanted at the beginning, making you a nice profit.\n";
                wages += 10;
            }
        else if (roll <= 42)
            {
                message += "Being a very popular waitress made " + girlName + " some fans, that come here only to be served by her. On the other hand they leave generous tips behind.\n";
                brothel->m_Fame += 10;
                wages += 10;
            }
        else if (roll <= 56)
            {
                message += "Her shift past smoothly, earning her some really juicy tips.\n";
                wages += 15;
            }
        else if (roll <= 70)
            {
                message += "Memorizing the whole menu and prices, taking out three or four trays at once, not making a single mistake for days. " + girlName + " sure doesn't seem human.\n";
            }
        else if (roll <= 84)
            {
                message +=  "Today she saved your place from a mayor disturbance. When greeting clients, " + girlName + " noticed that the newly arrived group was part of a gang that was at war with another group of men which were already inside your place. She politely apologized and explained that your place was full and couldn't take such a large group. The men left unhappy but without giving her any trouble.\n";
            }
        else
            {
                message += "People came in from everywhere to see " + girlName + " work.  She bounces all around the bar laughing and keeping the patrons happy without messing anything up.\n";
                brothel->m_Happiness += 10;
            }
 }

If you were writing this as a text file for me to add as that code, you could write it like this:
Code: [Select]
jobperformance >= 245
 " She must be the perfect waitress customers go on and on about her and always come to see her when she works."
then options:
"(girlName) danced around the bar dropping orders off as if she doesn't even have to think to do this anymore."
"Knowing how to speak with customers, she always gets the clients to order something extra or more pricy then their wanted at the beginning, making you a nice profit."
"Being a very popular waitress made (girlName) some fans, that come here only to be served by her. On the other hand they leave generous tips behind."
"Her shift past smoothly, earning her some really juicy tips."
"Memorizing the whole menu and prices, taking out three or four trays at once, not making a single mistake for days. (girlName) sure doesn't seem human."
"Today she saved your place from a mayor disturbance. When greeting clients, (girlName) noticed that the newly arrived group was part of a gang that was at war with another group of men which were already inside your place. She politely apologized and explained that your place was full and couldn't take such a large group. The men left unhappy but without giving her any trouble."
"People came in from everywhere to see (girlName) work. She bounces all around the bar laughing and keeping the patrons happy without messing anything up."


You could add other variations like:
If she has a specific trait then add text describing what effect that trait has on her job
Code: [Select]
if (g_Girls.HasTrait(girl, "Clumsy") && g_Dice.percent(15))
{ message += "Her clumsy nature cause her to spill food on a customer resulting in them storming off without paying.\n"; wages -= 25; }

If she has another skill like medicine >20 "A customer started chocking on his food so (girlname) performed the heimlich maneuver on him."

« Last Edit: December 18, 2014, 12:37:13 PM by aevojoey »
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Offline MuteDay

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
« Reply #178 on: December 18, 2014, 12:32:54 PM »
so basicly you would like me to increase the total amount of text for the jobs?
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Offline aevojoey

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
« Reply #179 on: December 18, 2014, 12:50:24 PM »
so basicly you would like me to increase the total amount of text for the jobs?
Yes

Basically the job performance is divided into 6 groups
>= 245     "S"     Superior
>= 185     "A"     Amazing
>= 145     "B"     Better
>= 100     "C"     Can do it
>= 70     "D"     Don't bother
< 70     "E"     Expect Failure

If you can write at least 1 option for each job performance group for any job that does not have anything other than the defaults.
Then add some variations for them.

Most of the farm jobs need text.
Farm Staff:
Veterinarian - tends to the animals to keep them from dying
Farmhand - cleans and repairs stuff
Marketer - buys and sells food
Research potions - unlock various types of potions and garden qualities

Laborers:
Gardener - produces herbs and potion ingredients
Farmer - tends crops
Beast capture - moved from brothel
Shepherd - tends food animals - 100% food
Rancher - tends animals for food or beast - % food/beast based on skills
Catacomb rancher - tends strange beasts - 100% beast - dangerous
Milker - produces milk from animals/beasts/girls
Get milked - moved from brothel - milker not required but increases yield

Producers:
Butcher - produces food from animals
Baker - produces food from crops
Brewer - Produces beers and wines
Make Items - produce items for sale
Make Potions - create potions with items gained from the garden
Fixing the game is a better game than actually playing it.
Get the Current Version <|> Discuss the Game <|> Report a bug