Pink Petal Games

Game Editing And Additions => User Mods => Topic started by: aevojoey on June 06, 2014, 10:08:30 AM

Title: Items
Post by: aevojoey on June 06, 2014, 10:08:30 AM
--- Items ---
Get the latest version of the game here - Updates and Notes for Crazy's Mod --- Current Version .06.xx.xx (http://www.pinkpetal.org/index.php?topic=3446.0)
Get the latest version of the editor here - Whore Master Editor 0.8.xx (http://www.pinkpetal.org/index.php?topic=3456.0)

The .itemsx files (http://www.pinkpetal.org/index.php?topic=3444.msg27811#msg27811)   (Second post)

I am repurposing this thread for general item explanation - the original text of this thread has been moved down here (http://www.pinkpetal.org/index.php?topic=3444.msg27814#msg27814).

Items are stored in the "./Resources/Items" folder and their file extension is ".itemsx".

The Player's inventory can contain up to 3000 item entries.
Each entry can have up to 999 of that item, if there are 999 and you add another of the same item, it will create a new entry with 1 of that item.

Girls can hold up to 40 items with each entry being only 1 of that item.
If a girl has more of an item category than she can use, the worse items are sold off.
 - (I will eventually make them give them back to the player's inventory instead of selling them)

Some jobs do not allow the girl to carry weapons or wear armor.
If she has weapons or armor equipped when she starts one of those jobs, she will take them off.
She will also put on her equipment when she gets ready for a job that needs them.
If she has a Hat and a Helmet, she will wear the Hat for non combat jobs and the Helmet for combat jobs.
If a girl has both Shoes and Combat Shoes, she will switch between them as the job requires.
There are a few traits that will make the girl not want to remove (or put on) her equipment. (Aggressive, Yandere, Twisted, Retarded)
You can also disable this by setting "AutoCombatEquip" to false in config.xml.



Items are divided into several categories:
Food and Makeup
Food and Makeup are grouped together as "Consumables" in the game's inventory list.
The girl can hold as many as you want to give her (up to the previously mentioned limit).
Unlike all other item types, when Food and Makeup are used, they are removed from inventory.
Many Food and Makeup have temporary effects, this means each turn they lose 30% of their numbers until they get to 0.
If a temporary item gives a Trait, that trait will last a certain number of turns until it wears off.

Misc
Miscellaneous items are general items that don't fit in any other category.
They can be furniture, pets, books, or basically anything.
The girl can hold as many Misc items as you want to give her (up to the previously mentioned limit).


Small Weapon
The girl can have up to 2 Small Weapons.
These can be carried at any time.

Weapon
The girl can have up to 2 Weapons.
If she is working in a job that does not allow weapons, she will most likely take them off.

Armor
The girl can only have 1 suit of Armor.
If she is working in a job that does not allow Armor, she will most likely take it off.

Shield
The girl can only have 1 Shield.
If she is working in a job that does not allow Armor, she will most likely take it off.

Hat
The girl can only have 1 Hat.
She can equip either a Hat or a Helmet but not both.

Helmet
The girl can only have 1 Helmet.
She can equip either a Hat or a Helmet but not both.
If she is working in a job that does not allow Armor, she will most likely take it off.

Shoes
The girl can only have 1 pair of Shoes.
She can equip either Shoes or Combat Shoes but not both.

Combat Shoes
The girl can only have 1 pair of Combat Shoes.
She can equip either Shoes or Combat Shoes but not both.
If she is working in a job that does not allow Armor, she will most likely take them off.


Armband
The girl can have up to 2 Armbands.

Dress
The girl can only have 1 Dress.

Glasses
The girl can only have 1 pair of Glasses.

Necklace
The girl can only have 1 Necklace.

Ring
The girl can have up to 8 Rings.
(Rings currently includes earrings and piercings but they may get divided into individual piercing locations eventually.)

Swimsuit
The girl can only have 1 Swimsuit.

Underwear
The girl can only have 1 set of Underwear.
Title: Items - The .itemsx files
Post by: aevojoey on June 06, 2014, 10:08:47 AM

Required > Required only for certain Items > Important but not required > Optional > New (optional)

<Items>   All .itemsx files must start with this.
<Item    The individual items are divided into their own section.
Name   The Name of the item.
If there are more than one identically named items, when the game loads, existing items will be set as the first item found.
To differentiate items of the same name with different effects, use spaces, commas and periods.
Desc   The Description of the item.
At the end of the description, some items have their effects listed in parenthesis.
This is optional but helps the player choose who to give it to.
Type   What category they item belongs to. (Listed above)
Badness   How bad the item is for the girl.
Special   How the item affects the girl: "None" or "Temporary" (there is also "AffectsAll" but it doesn't work properly.
Cost   How much gold the item costs. Also, if you sell the item, you get half the cost for it.
Rarity   How commonly the item will appear in the shop or will be found in the catacombs.
Infinite   If the item is sold in the shop, will they carry an unlimited supply of them?
GirlBuyChance   Percent chance that a girl will buy it if she goes shopping.
ItemWeight   How much the item weighs (not used yet)
>

<Effect   Each of the Item's effects gets its own tag.
What   What is affected: "Stat", "Skill", "Trait", "Enjoy" or "GirlStatus"
Name   Then the name of what is affected.
Amount   How much it is affected.
For Traits, if it is to be added Amount="1" and if it is to be removed Amount="0"
Duration   If the item is temporary, how long the effects last.
This is only used for Traits and GirlStatus.
/>


<Craft   Added for .06.01.20
Each method available for the making of the Item gets its own tag.
Craftable
Where the item can be made by girls in game.
Currently only "Blacksmith" and "Make Items" use this method of item selection.

CraftPoints
Each girl gets an amount of Craft Points based on her job performance.
A girl with 100 in all stats and skills plus level 20 with no traits would get 242 Craft Points.
The Craft Points listed in the .itemsx file is how many of those points she needs in order to create the item.
It represents both time and materials as well as any enchantments needed for magical items.
A Shiv, the simplest item to make, costs 5 Craft Points.
A full suit of Plate Armor would cost 200 Craft Points.
While there is no maximum Craft Point cost, depending on traits, a girl could probably only get about 400 Craft Points.

For each item, some skills and stats need to be checked to see if the girl can make the item.
C_Level   All but the simplest items require the girl to have at least some experience to make.
C_Strength   Most items made by Blacksmiths require Strength in order to lift and forge the metal.
C_Intelligence   Any magical and advanced items require Intelligence to know how to make them properly.
C_Crafting   Crafting is the main skill needed to make items.
C_Magic   Magic is obviously needed to create magic items.
C_Service   Service is a catchall skill that is used for making clothes and simple items.
C_Combat   Knowing how to use the weapons and armor you are making helps greatly.
C_Medicine   Medicine is needed to make non-magical drugs and items used on the body.
C_Herbalism   Herbalism is needed to make potions and other plant based items.
C_Cooking   Cooking is needed to make food items.
C_Brewing   Brewing is needed to make drinks and potions.
C_Farming   Farming is used not so much to make items, but rather to grow them.
C_AnimalHandling   Animal Handling likewise does not make items, it is used to capture and tame animals.
/>


</Item>   This marks the end of the individual item.
</Items>   All .itemsx files must end with this.
Title: Jobs that Make Items
Post by: aevojoey on June 06, 2014, 10:08:57 AM
Several of the farm jobs and the Blacksmith at the Arena can make items.

Arena Jobs
Blacksmith   Added for .06.01.20
Makes weapons, armor and other items out of metal.
Uses customizable .itemsx files

Farm Jobs
Baker
Makes food items
Only some items are hard coded into the game

Beast Capture
Can capture pets and other animals
Only some items are hard coded into the game

Brewer
Makes drinks
Only some items are hard coded into the game

Butcher
Makes meat items
Only some items are hard coded into the game

Gardener
Collects plant items
Only some items are hard coded into the game

Make Item
Makes general items
Uses customizable .itemsx files

Make Potions
Makes potions
Only some items are hard coded into the game

Milk
Doesn't add items yet but will produce some milk based on the girl's traits.
Only some items are hard coded into the game

Milker
Produces normal cow milk
Only some items are hard coded into the game

Tailor   Added for .06.01.20
Creates clothes.

Cobbler   Added for .06.01.20
Creates shoes and leather items.
Title: Wanted Items
Post by: aevojoey on June 06, 2014, 10:09:06 AM
These are Items requested by someone.
If you can make these items, or improve on them, please do so.
Food items that can be farmed

Herbs:
Most herbs will probably not be game items, but rather tracked in the farm stock, but if someone makes an item, it will be used
Need herbs that the girls can use to make potions
Herb name, level of the herb (from 1-9), use, etc.

Potions:
Small potions that can be produced by the herbalists
There are levels of potions that can be produced using different levels of herbs that are grown/bought
We need anything from lowest +1 temporary stat/skill potions to the highest +100 permanent stat/skill
Basically any potion will be tried
If you can, provide something of how it is made, herb levels needed, potion base (water, milk, beer, blood)
Title: ITEMS - Help Wanted - Original post
Post by: aevojoey on June 06, 2014, 10:09:16 AM
I am repurposing this thread - This was the text of the original thread



With the farm coming out soon we need some items for it.
Some of what we need is listed here - Wanted Items (http://www.pinkpetal.org/index.php?topic=3444.msg27813#msg27813)
Any help is appreciated.

If you are adding an item that is not already in the game or adding an alternate version of an existing item,
 - Attach the ".itemsx" file to your post
 - Note in your post the names of the items in the attached file.
In the .\Resources folder is a file "!0 Itemsx-contents.txt". This should help you understand how the itemsx files should look.

If it is too game breaking it will be either toned down or not included.


In version .05p I created a new section of the game code that allows the girls to get benefits from items each turn.

If you want to help, start writing some texts for items that the girl keeps and can get benefits from.
(This is not for single use items, but if you want to add one, here is the best place to submit it.)
Short, single line texts are best because they are all added into the same daily summary box.

Format your submissions like this:

Item:   (The item name)
Tests:  A - (Any conditions that must take place)
Text:   A - (What the summary message will say)
Effect: A - (What happens) (Usually having something similar to what the item text says or the effects that are gained when giving the item to her.)


Multiple (Tests, Text and Effect) can be added to each item.
Use {girl name} when you want the girls name in the text
Use {#-#} for ranges of numbers.
Use { } for anything that may be a variable.


As examples, here are a few things I have already added:

Item:   Android, Assistance
Text:   "Her Assistance Android swept up and took out the trash for her.\n\n";
Effect: cleans building by 5

Item:   Appreciation Trophy
Tests:  pclove must be higher than pchate-10, only if she is doing a cleaning job
Text:   "While cleaning, {girl name} came across her Appreciation Trophy and smiled."
Effect: pclove+1

Item:   Art Easel
Text:    "{girl name} managed to sell one of her paintings for {1-30} gold"
Effect: {1-30} gold, happiness +(gold/5), fame+1
Tests:  2% chance per day

Item:   Television Set
Tests:  A - not doing a resting job
Text:   A - "At the end of her long day, {girl name} flopped down in front of her Television Set and relaxed.";
Effect: A - tiredness -3
Tests:  B - doing a resting job
Text:   B - "{girl name} spent most of her day lounging in front of her Television Set.";
Effect: B - tiredness -5, 5% chance of intelligence-1




Example tests:
 - working a matron job
 - working a cleaning job
 - working a resting job
 - working a sex job
 - working a combat job (not the combat itself but a job like security, training or city guard)
 - #% chance
 - if she has a skill, stat or trait




You may now post.
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: a3535196 on June 06, 2014, 10:34:03 AM
aevojoey, please provide us with a list of items that you still need suggestions for to avoid redundancy.

Also the question which keeps me up by night (sorta), will the AI understand the items' effects for its own girls and utilize them as well? Ultimately the game is a competition with the AI so we don't want any unfair advantage.
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: aevojoey on June 06, 2014, 11:01:25 AM
aevojoey, please provide us with a list of items that you still need suggestions for to avoid redundancy.
In this case redundancy is good, Items can have as many options as are submitted.
Currently all items need text.
The 4 extra posts are reserved for the lists of items.


Also the question which keeps me up by night (sorta), will the AI understand the items' effects for its own girls and utilize them as well? Ultimately the game is a competition with the AI so we don't want any unfair advantage.
Not sure exactly what you mean;

If you mean will the game compare the item owner's name to the item name?
If the item "Amy's Hammer" is owned by a girl named "Amy" ...  "Hermione's Wand" ...  "Jessica's Dress"  ...  "Ruby's Socks"
- Make it as a "Test: " for that item and I will try to make it work

If you mean a rival gang's girls?
They currently do not have/use items.
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: a3535196 on June 06, 2014, 11:08:14 AM
Here are some more for TV & Easel.

Item:   Television Set
Tests:  C - not doing a resting job
Text:   C - "After finishing her too many responsibilities, {girl name} barely had time to enjoy her TV.";
Effect: C - tiredness -2
Tests:  D - doing a resting job
Text:   D - "{girl name} managed to watch her favorite series, which was a great relief";
Effect: D - tiredness -7, 5% chance of intelligence-1
Tests: E - doing a resting job
Text: E - "There's little which can restore a girl's energy more than a funny show";
Effect: E - tiredness -10, happiness +2
Tests: F: working a sex job
Text: F - "What do you think a girl with such a job will watch on TV?";
Effect: F - sex skill +2

Item:   Art Easel
Text:  B  "{girl name} painted a beautiful garden, which distracted her from her miserable condition";
Effect: B happiness +5
Tests: B 20% chance per day


If you mean a rival gang's girls?
They currently do not have/use items.

Yes that's what I mean. I think the game is a bit too easy with all the unfair advantages the human player gets over the stupid AI. You just mentioned items are only utilized by players, and maybe there's even more stuff the AI doesn't understand. Does the AI get a profit percentage boost at least or something to keep the game challenging?
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: torrentsearcher on June 06, 2014, 03:19:35 PM
the tv stuff looks nice, but who says only girls who feel miserable like painting? either add a test if her happiness is low for that text, or maybe change it to "painted a portrait of her customer which he liked, buying it for (gold 1-30)" if she´s doing a sexjob. if not, maybe something a little more like "(girl) spent her free time with pencil and paper, creating some amazing landscapes that u allow her to sell for (money). u keep (%) of  the income"



Here are some more for TV & Easel.

Item:   Television Set
Tests:  C - not doing a resting job
Text:   C - "After finishing her too many responsibilities, {girl name} barely had time to enjoy her TV.";
Effect: C - tiredness -2
Tests:  D - doing a resting job
Text:   D - "{girl name} managed to watch her favorite series, which was a great relief";
Effect: D - tiredness -7, 5% chance of intelligence-1
Tests: E - doing a resting job
Text: E - "There's little which can restore a girl's energy more than a funny show";
Effect: E - tiredness -10, happiness +2
Tests: F: working a sex job
Text: F - "What do you think a girl with such a job will watch on TV?";
Effect: F - sex skill +2

Item:   Art Easel
Text:  B  "{girl name} painted a beautiful garden, which distracted her from her miserable condition";
Effect: B happiness +5
Tests: B 20% chance per day


Yes that's what I mean. I think the game is a bit too easy with all the unfair advantages the human player gets over the stupid AI. You just mentioned items are only utilized by players, and maybe there's even more stuff the AI doesn't understand. Does the AI get a profit percentage boost at least or something to keep the game challenging?

and maybe something like:

First Aid Kit
Test: Doing Matron Job?
Test: Intelligence >70
Test: Girl health <20 after fight
Effect: Girl health +20, girl taken off duty
Text: {matron} finds {girl} all beaten up after a fight she was in. {matron} patches her up to the best of her abilities and sends her to her room to rest and heal up. She probably saved u a girl. Maybe u should invest into better security?
Test: matron intelligence <70 but >40
Effect: girl taken off duty
Text: {matron} finds {girl} hurt badly and manages to bandage the worst bruises. She takes her off duty. She is pretty concerned about how bad u protect her girls.
Test: matron intelligence <40
Effect: girl health -10, matron happiness -50
Text: {matron} discovers {girl} beaten up badly and tries to help her, giving first aid. She´s totally overwhelmed with the situation and fails badly, not even managing to patch the worst bruises on {girl}. She breaks down crying and watches as others take care of {girl}. 

And to add some more use to the things u can buy at the shop or find (and noticing that plenty of girls are nymphmaniacs after a while.. ;) ) :

All Sextoys
Test: trait: nymphomaniac = yes
Test: girl owns dildo, dreidel dildo, double dildo, guard dog.... (basically anything usable for sex! )
Test: doing whore job
if whore job = yes
Effect: none
Text: Happily has customers pound her needy snatch

if whore job = no, but toy = yes
text: uses her {toy} to give her body what it needs so badly. She really wishes she´d get fucked so much more
Effect: happiness unchanged

maybe: if whorejob = no, but toy = guard dog ( for all those security giving girls... )
Effect: happiness unchanged
Text: As no men give her what her body needs, she has her trusted dog fuck her from orgasm to orgasm with his big cock. Both of them are satisfied and will work even better as a team now.

Test: no toy, no whorejob (the matrons? ;) )
Effect: happiness -5 , chance of pregnancy: 5%, chance of insemination 2%
Text: Having nobody and nothing at hand to take care of her, {girl} heads out to town to find someone (or something? ) to give her what u don´t let her have: Cock. When she returns home she´s ashamed of herself, and in a few weeks u will find out what fucking around without your brothels anti-preg potions did to her...
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: 0nymous on June 06, 2014, 04:29:46 PM

This does provide an excellent way of re-working the books/codexes/ manuals in game, that would have the girls read/study them every day (week) and slightly improve in the specified department. Makes more sense than learning a book all at once and is more balanced IMO.
Just an example of what I mean:




Item:   Tome of Titfuck
Tests:  A - While resting
Text:   A - "{girl name} spent plenty of time on the intensive studies of the Tome of Titfuck ."
Effect: A - Titfuck +{2-4}
Tests:  B - While working

Text:   B - "When she found some time after her work, {girl name} studied Tome of Titfuck. "
Effect: B - Titfuck +{1-2}
Tests:  C - When titfuck is over or equal to 80

Text:   C - "{girl name} has no need to read the Tome of Titfuck, because her skill outmatches its contents."
Effect: C - Nothing happens


Will these items get a new category, such as "Active Item", for example? I imagine clusterfucking a single girl with a multitude of those would be problemtic or overpowered.


Also, will these be hardcoded? As in: will they only be add-able by you personally throughout the versions or will we be able to modify the item files to our hearts' contents?
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: aevojoey on June 06, 2014, 07:54:36 PM
This does provide an excellent way of re-working the books/codexes/ manuals in game, that would have the girls read/study them every day (week) and slightly improve in the specified department. Makes more sense than learning a book all at once and is more balanced IMO.
For books, a good test would be if a skill level is less than the level needed for that book
Also books would get their own sub-level in the code.
If she has the Nerd trait she can read 2 books per day or 1 without it.
Mind Fucked and Retarded girls can't read.

Will these items get a new category, such as "Active Item", for example? I imagine clusterfucking a single girl with a multitude of those would be problemtic or overpowered.
No they will not get their own category.
They can only use 1 of an item.
I will add a limit to the number of items they can use each day, randomizing all the usable items she has.


Also, will these be hardcoded? As in: will they only be add-able by you personally throughout the versions or will we be able to modify the item files to our hearts' contents?
For now they will be hard coded.
The main obstacle to making it directly into xml is the tests.
When I get enough items setup, I will have a good basis for converting it to xml and add them directly to the itemsx file.

If you want to help setup a working xml format for the items, please do.





edit:  I am trying to make it xml and need suggestions for what to include,

So far I have:
Code: [Select]
<Item Name="Generic magic book" ... >
   <Effect What="Skill" Name="Magic" Amount="10"    />

<Test
   Text="{girl name} spends her free time studying 'Generic magic book'."
   Type="Daily"
   Group="Book"
   Percent="20"

   <Check What="Job" Name="Resting" />
   <Check What="Stat" Name="Intelligence" Min="40" Max="100" />
   <Check What="Skill" Name="Magic" Min="0" Max="30" />
   <Check What="Trait" Name="Quick Learner" Percent="15" />
   <Effect What="Skill"  Name="Magic" Amount="1" />

>
</item>

I don't have much of the code started yet.
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: aevojoey on June 30, 2014, 01:16:31 PM
With the farm coming out soon we need some items for it.
Some of what we need is listed here - Wanted Items (http://www.pinkpetal.org/index.php?topic=3444.msg27813#msg27813)
Any help is appreciated.
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: Brozita on July 01, 2014, 08:50:36 AM
I would like to suggest an edit of the healing salve..


Since I feel their description currently doesn't make sense. Normally when there is an overflow of a ware, like when there is infinite healing salves on sale, the price would normally drop instead of rising as it does in the game. So I would suggest making infinite healing salves spawn at a 5% rate, while lowering the price with, say 20%?
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: aevojoey on July 01, 2014, 09:45:11 AM
I would like to suggest an edit of the healing salve..


Since I feel their description currently doesn't make sense. Normally when there is an overflow of a ware, like when there is infinite healing salves on sale, the price would normally drop instead of rising as it does in the game. So I would suggest making infinite healing salves spawn at a 5% rate, while lowering the price with, say 20%?
The intention of having the infinite healing salves at a higher price was not that they were on sale by the same seller,
but rather, a new manufacturer of healing salves passed through town selling his for more.

Healing salves sold as single items would be pointless if you could just wait a little longer and buy hundreds more for less money.
No one would ever buy the single items if they can just wait.
Also, if they are that easy to get there would be little point to track health at all.

I added the infinite slaves because someone asked for more.
I made them more expensive to preserve game balance.



Any way you want it for your own game, you can edit your own itemsx files and set it however you want it.
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: Brozita on July 01, 2014, 02:56:46 PM
A new manufacturer of healing salves passed through town selling his for more.

A new manufacturer wouldn't realistically be able to find a market if he sells the same items, but more expensive.

Healing salves sold as single items would be pointless if you could just wait a little longer and buy hundreds more for less money.
No one would ever buy the single items if they can just wait.
Also, if they are that easy to get there would be little point to track health at all.

With 5% items not pop'ing up that often and the price difference not being 100% (As it is now) I wouldn't see this as a problem. Personally I just buy them if I really really need to heal a girl right meow, might be different for others.
Also it's not exactly money that I'm usually lacking...


Any way you want it for your own game, you can edit your own itemsx files and set it however you want it.


What I've been doing :s But I tend to forget moving the file out when I patch .-.
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: dr678diablo on July 01, 2014, 04:44:41 PM
How about chains..... nipple chains. clit chains . chains attached to the labia. other types of chains?

they could only be used on girls that have certain piercings.
they should all raise bondage skills.
they should also some how make the girl more pervert,
they might should raise hate.
Title: Re: Wanted Items
Post by: 0nymous on July 03, 2014, 03:09:58 PM

A couple of questions:



Milk - All varieties
Food items that can be farmed



What kind of milk are we talking about here and what do you mean by varieties? Will there be milkable beasts or something?



Herbs:Most herbs will probably not be game items, but rather tracked in the farm stock, but if someone makes an item, it will be usedNeed herbs that the girls can use to make potionsHerb name, level of the herb (from 1-9), use, etc.Potions:Small potions that can be produced by the herbalistsThere are levels of potions that can be produced using different levels of herbs that are grown/boughtWe need anything from lowest +1 temporary stat/skill potions to the highest +100 permanent stat/skillBasically any potion will be triedIf you can, provide something of how it is made, herb levels needed, potion base (water, milk, beer, blood)


I think you'll need to elaborate a bit more on how the gathering/ingredients/alchemy system will work.

Are the names/descriptions of milk/herbs/potions supposed to work like normal items, basically?

Title: Re: ITEMS - Help Wanted - also taking new items
Post by: Parlarkey on July 03, 2014, 07:23:51 PM
A new manufacturer wouldn't realistically be able to find a market if he sells the same items, but more expensive.


I don't think you should interpret the new manufacturer in that way. Rather think of it as... a guy, who knows a guy who knows a guy who has a courier running to a different city where healing salves are more expensive, but there is never a shortage of them. He can bring you back as many as you'd like, but the price is a fair bit steeper than you're used to in Crossgate. You can either take your chances and just hope for them to be on sale in Crossgate when you need them, or you can get the guy's guy's guy's courier to bring you back the amount you'd like. That's how I interpret those unlimited sales anyway :).


Loving the game by the way, just started running it again after almost 2 years of not really checking in. I don't think my girl files use the most of what the game has to offer, but enjoying it nonetheless :).
Title: Re: Wanted Items
Post by: aevojoey on July 03, 2014, 07:43:21 PM
What kind of milk are we talking about here and what do you mean by varieties? Will there be milkable beasts or something?
In version .05, there is the "Get Milk" job in the stables of the brothels.
Originally this was intended to actually give you the milk that the girls produced as an item.
That job is being moved the farm and is going to give you the item.

"Succubus Milk" is already in the game and will be a random chance obtained from demon girls.
Other varieties will include:
"Breast Milk - From Normal Girl"
"Breast Milk - From Demon Girl"
"Breast Milk - From Angel Girl"
"Breast Milk - From Cat Girl"
As well as animal milk produced by food animals and beasts.
"Milk - From Cow"
"Milk - From Goat"
"Milk - From Beast"
The names will probably change but that should give you an idea.

"Breast Milk - From {girl name}" could theoretically be added so you know who produced it.
It could be sold for more money based on the girl's fame.
This would quickly fill up the inventory so probably will not get in.


I think you'll need to elaborate a bit more on how the gathering/ingredients/alchemy system will work.

Are the names/descriptions of milk/herbs/potions supposed to work like normal items, basically?
Low level herbs probably will not need itemsx items but some of the high level herbs may.
If an herb is only available from the catacombs or a script reward then it should have an itemsx item.

Basically herbs are grown in the farm, taken to the herbalists and the potions are made by them.
The herbalist page will work similar to the brothel management page, listing the number of each quality of herbs.
There will be buy and sell buttons so you can get money for what you don't use or buy what you need.

Other than the basics, not much is planned out at this time.
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: Evangelion 01 on July 04, 2014, 01:01:55 PM
actually when I first heard your idea of adding milk I had a flash...
I'd love to have a "Milk Bar" in the Farm, girls will get milked in flashy outfits by patrons.
You wouldn't gain any milk from the girls, but the avarage sell might be a bit higher than selling it in the shop
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: torrentsearcher on July 04, 2014, 02:53:33 PM
love the idea of a milkbar... =)
plus the girlbreeding would be great if it could get included. making the farm the source for centauresses and minotaurs would be amazing!
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: crazy on September 08, 2014, 06:29:01 AM
Going bump this as I'm working adding things to this part of the code so want to see if anyone has anything for me to add
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: I_V_Saur on February 20, 2015, 10:27:46 PM
Put together item files for breast milk, of the human, cat, and angel varieties.


Normal breast milk has a cost of 50, is common and infinite in the shop, heals 1 health and happiness, and boosts libido by 10.
Cat-girl milk costs 200, has a 50% chance to be stocked, heals 5 health and 2 happiness, and boosts libido by 70.
Angel milk costs 500, has a 5% chance to be stocked, heals 15 health and 20 happiness, and boosts libido by 10.


I'm not sure about the balance...Thoughts?
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: aevojoey on February 21, 2015, 03:05:37 PM
Put together item files for breast milk, of the human, cat, and angel varieties.
Normal breast milk has a cost of 50, is common and infinite in the shop, heals 1 health and happiness, and boosts libido by 10.
Cat-girl milk costs 200, has a 50% chance to be stocked, heals 5 health and 2 happiness, and boosts libido by 70.
Angel milk costs 500, has a 5% chance to be stocked, heals 15 health and 20 happiness, and boosts libido by 10.
I'm not sure about the balance...Thoughts?
I have used that as a base for a more expanded set of milks.
It also made me add a duration customization for temporary traits that items can give.
WME.8.23 and WM.06.01.06 will use it.
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: I_V_Saur on February 21, 2015, 10:05:21 PM
A couple questions, if you have time to answer them...


Why are some items doubled? Such as all the entries for Cow's Milk - some of them are even tripled. I see this a lot, in various .itemsx files. Is it something I should be considering doing myself?


Is it possible to have an item that has permanent effects (like increasing health) as well as temporary ones? (like granting a Trait, say Construct, for a limited time)

Working on a list of Herbs now, but for clarification...Will you be implementing 'Fertilizer' items, to affect time or quality of crops? Assuming, of course, someone makes the actual items.
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: aevojoey on February 21, 2015, 10:31:28 PM
A couple questions, if you have time to answer them...
I always make time for answers.

Why are some items doubled? Such as all the entries for Cow's Milk - some of them are even tripled. I see this a lot, in various .itemsx files. Is it something I should be considering doing myself?
Some items are more common than just "Common" alone.
When an item is much more likely to be stocked, like simple Milk, making 3 copies of the same item makes it 3 times more likely to be placed in the shop.
Another way to think of it, if an item is "Catacomb05", having 2 copies of it would effectively make it "Catacomb10".
Since there is no "Catacomb10", this is the easiest way of doing it.

Is it possible to have an item that has permanent effects (like increasing health) as well as temporary ones? (like granting a Trait, say Construct, for a limited time)
Health, happiness, tiredness, exp, and level do not have temp stats so any temporary item will affect her "permanently".
Libido and lactation are constantly changing so temporary and permanent are basically the same.
House percent and ask price get recalculated often so modifying them with items does not really do much.
Other than these exceptions, all items are either "Permanent" or "Temporary" for everything they modify.

With the new item trait duration customization I just added, I will see if I can make permanent items have temporary traits.
Not sure if it will work, but we'll see.

Working on a list of Herbs now, but for clarification...Will you be implementing 'Fertilizer' items, to affect time or quality of crops? Assuming, of course, someone makes the actual items.
Nothing is set in stone as to how the farm will eventually work.
Plants and herbs were going to be added not as actual items but as ingredients available for use in creating potions.
Any plant and herb items would be buyable and added to the farm's stocks or sold from the farm's stocks.
If you want to make special herbs that are single use items without them needing to be processed to be used, go for it.
'Fertilizer' would probably not be required as the girl's skills would be used to determine how well the farm produces crops.
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: edgy98125 on February 22, 2015, 04:56:05 PM
Aevojoey,

I recently created vaccines against the four diseases, they are super expensive so as to not be unbalanced but it seems that developing a vaccine for them could be a cross over between the farm and the hospital.  The farm would grow the herbs needed, the hospital would research and create, then the farm could produce.  Once you developed the vaccine the store could sell what the farm produced.
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: I_V_Saur on February 25, 2015, 10:33:05 PM
I wanted to make herbs that had effects of their own, marking them as innately magical. Sort of 'bottling' their powers, distilling them into more useful forms. I'll probably tweak their effects, once I have a decent list of potions.
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: MMeer on February 28, 2015, 04:28:37 AM
Since there are a whole lot of new traits recently added, there should be more items that add those traits to your girls. I've made a few here for the tattoos, beauty mark trait, and cum addict.
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: MMeer on February 28, 2015, 04:29:12 AM
And one more since it wouldn't fit on the last one.
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: MMeer on March 01, 2015, 02:34:57 AM
Also, there were some items stated to increase fertility before the actual 'Fertile' trait was added. They did this by just removing 'Sterile', but I've made some updated versions that add fertility traits in addition to taking away sterility. These are updated versions of existing items.
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: aevojoey on March 01, 2015, 07:00:56 PM
I have added the items from MMeer and I_V_Saur with only a few small changes.
The only substantive change was for "Back Alley Tattoo Session", I have never heard of anyone getting Malformed from tattoos so I changed it to AIDS.

They will be available in .06.01.07 later tonight.
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: MMeer on March 01, 2015, 10:10:50 PM
The Malformed was supposed to represent the tattoo being done with unsterile tools that cause the tattoo to become infected, but AIDS works too.
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: Hanzo on March 02, 2015, 06:51:22 PM
Can cause problems items with changes to Refinement or Dignity?
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: aevojoey on March 02, 2015, 10:52:49 PM
Can cause problems items with changes to Refinement or Dignity?
?? - Please rephrase your question.
Items with Refinement and/or Dignity work fine.
Though the stats are barely used at the moment, they will be used more as more things get added.
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: Hanzo on March 03, 2015, 05:19:05 AM
?? - Please rephrase your question.
Items with Refinement and/or Dignity work fine.
Though the stats are barely used at the moment, they will be used more as more things get added.
Duh, something went wrong when posting. But yes, I wanted to know if items with said stats would crash the game. Good to know they won't.


Not the newest idea ever, but how about getting the new goblet of cum by milking futanari girls.
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: MMeer on March 03, 2015, 10:52:12 PM
Not the newest idea ever, but how about getting the new goblet of cum by milking futanari girls.

More needs to be done with futanari in general. The game treats them basically the same as normal girls, even though their physiology is... quite different.
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: Hanzo on March 04, 2015, 09:36:41 AM
More needs to be done with futanari in general. The game treats them basically the same as normal girls, even though their physiology is... quite different.
True. For example there's no difference when a futanari girl masturbates in front of a crowd like in the xxx hall entertainer job and I doubt the reaction of the people would be the same.
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: Hanzo on March 07, 2015, 07:42:13 PM
I've updated a bunch of tems I made back in the day for WM EX (so they're probably a bit underpowered). I'm  not good at writing so they aren't anything special and a few of them lack descriptions, but if they can be of any help here they are.

I've removed all the WM EX default items but they're still in one file.
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: MMeer on March 07, 2015, 08:39:28 PM
If you'd like, I can go through your items and add descriptions and then reupload that.
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: aevojoey on March 07, 2015, 09:13:05 PM
I've updated a bunch of tems I made back in the day for WM EX (so they're probably a bit underpowered). I'm  not good at writing so they aren't anything special and a few of them lack descriptions, but if they can be of any help here they are.
I've removed all the WM EX default items but they're still in one file.
I added "Pierced Navel" to CoreTraits.traitsx for your items to match all the other piercing traits names.
Other than that they all should work.

If you'd like, I can go through your items and add descriptions and then reupload that.
If/when MMeer writes descriptions for them, I will add them to the game.
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: MMeer on March 07, 2015, 10:46:31 PM
Hai, dekimashita!
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: crazy on March 14, 2015, 02:20:27 PM
True. For example there's no difference when a futanari girl masturbates in front of a crowd like in the xxx hall entertainer job and I doubt the reaction of the people would be the same.
Meant to comment on this awhile back.  Im not into futanari but if you want to write a different scene for that I can added it in.  Goes for any masturbate scenes in the game.
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: Hanzo on March 16, 2015, 08:49:31 AM
If you'd like, I can go through your items and add descriptions and then reupload that.
Thanks!

Meant to comment on this awhile back.  Im not into futanari but if you want to write a different scene for that I can added it in.  Goes for any masturbate scenes in the game.

Writing isn't one of my strengths but I can try.

The scene will depend if the customers are aware that she's a futanari or if she's trying to pass as a normal girl. It's up to you and aevojoey.

If it's the former then initial job wages should be lower due to a narrower appeal, but the crowd reaction should be positive. If it's the latter it can be a good or bad thing.

I'm not a coder, should I just post the text and some basic guidelines or try copypasting things?
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: Hanzo on March 20, 2015, 06:31:45 AM
This is what I got for the xxx Entertainer job assuming the reception will be positive.

I wanted to add some variety and use stats and traits, but you can just copy the scenes.
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: MMeer on March 20, 2015, 10:12:35 PM
Pretty good, Hanzo. I'm trying to think of other areas where futa might come into play and so far I'm thinking that some futa coding will have to be written for masturbation in the studio, and for lesbian sex in both the brothels and the studio, and maybe for the "special massages" that the girls sometimes go to on free time. Maybe a too-horny futanari working in the strip club bar could masturbate into some drinks, grossing out the customers and making them storm off. Ideas.
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: dmotrl on March 21, 2015, 03:03:26 AM
Maybe a too-horny futanari working in the strip club bar could masturbate into some drinks, grossing out the customers and making them storm off. Ideas.
Or maybe the customer is into that and/or asks for it.

*notices avatar*
*horrified stare*
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: Hanzo on March 25, 2015, 06:55:12 AM
Pretty good, Hanzo. I'm trying to think of other areas where futa might come into play and so far I'm thinking that some futa coding will have to be written for masturbation in the studio, and for lesbian sex in both the brothels and the studio, and maybe for the "special massages" that the girls sometimes go to on free time. Maybe a too-horny futanari working in the strip club bar could masturbate into some drinks, grossing out the customers and making them storm off. Ideas.
Yup, maybe a cum addict horny futanari wanted a drink. I was thinking that something could be written for dojikko or clumsy girls. Peep Show also has a masturbation scene but it's the same as the XXXEntertainer job. I've attached it to this post.

Or maybe the customer is into that and/or asks for it.

Something like this?
Quote from: Hanzo
        if (g_Girls.HasTrait(girl, "Futanari") && g_Girls.GetStat(girl, STAT_LIBIDO) > 80 && g_Dice.percent(5))
        {
                if (g_Girls.HasTrait(girl, "Open Minded") || g_Girls.GetStat(girl, STAT_CONFIDENCE) > 35 && g_Girls.GetStat(girl, STAT_DIGNITY) < 35)
                {
                        ss << "Noticing the bulge under her skirt one of the customers asked for a very special service: He wanted some "cream" in his drink. " << girlName << " took her already hard cock out and sprinkled the drink with some of her jizz. The customer thanked her and slipped a good tip under her panties.";
                        g_Girls.UpdateSkill(girl, SKILL_SERVICE, 2);
                        g_Girls.UpdateStatTemp(girl, STAT_LIBIDO, -30);
                        wages += 30 + (g_Girls.GetSkill(girl, SKILL_SERVICE) / 5); //Not sure if this will work fine
                        imagetype = IMGTYPE_MAST;
                }
                else
                {
                        ss << "Noticing the bulge under her skirt one of the customers asked " << girlName << " to spill some of her "cream" in his drink, but she refused, blushing.";
                }
        }
I want to replace the 5% chance with a check for futa fetish customers but that's out of my range. I'm not sure if the wages formula will work fine. It can be changed to a flat +40 but that's boring.
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: edgy98125 on March 31, 2015, 09:07:45 PM
Regarding Items.  Specifically things like the TV Set, Journal, or Rejuvenation bed.

When you see in the turn notes that a girl watched tv, wrote in her journal, or slept in her rejuvenation bed and lost -5 tiredness, is that all scripting, or is there something in the code that dictates the use of some items.
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: crazy on April 01, 2015, 08:56:47 PM
Regarding Items.  Specifically things like the TV Set, Journal, or Rejuvenation bed.
When you see in the turn notes that a girl watched tv, wrote in her journal, or slept in her rejuvenation bed and lost -5 tiredness, is that all scripting, or is there something in the code that dictates the use of some items.
Its hard coded into the game to do that.
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: Lord on April 02, 2015, 03:34:35 AM
Item: Devilfood Cake
Text: A rich, dark chocolate cake. Quite popular in darker circles.
Effect: Health/Happiness +5, Morality -1


Item: Angelfood Cake
Text: A light, sweet sponge cake. Quite popular in lighter circles.
Effect: Health/Happiness +5, Morality +1


Something like this? I don't think there are many items that effect morality yet.
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: edgy98125 on April 03, 2015, 06:29:08 PM
Its hard coded into the game to do that.

I was afraid of that.  I was thinking it might be easier for the user community to create useful items if items had the following configurable traits:

1:  A yes/no toggle for auto-consume
2:  An indicator if the girl could auto-consume from the player store (for things like Virus or Addiction Cures), in thing with this flag should check the girls personal stock first (though TBH it would be good to make these items 0% buy chance for girls).
3:  A turn text script designation, so that the turn notes for a girl would be auto-populated with the script/text of your choosing.
4:  A minimum threshold for item auto-consume, so for example only use Medium Healing Potion if Stat Health is between 26 and 49, and the chances it would be auto-consumed, just a percentage.
5:  For permanent items with on-going effects like the rejuvenation bed you could designate the chance it would be used during any week, and then instead of a flat gained x health or what not you could say that it effects which stat and between what % points.  So the rejuvenation bed could reduce tiredness by say 5-10 per turn.

I assume that most of these things are already done in some fashion, this would just allow for more user control, and less hard coding of items.

Title: Re: ITEMS - Help Wanted - also taking new items
Post by: crazy on April 06, 2015, 12:54:19 AM
Yup, maybe a cum addict horny futanari wanted a drink. I was thinking that something could be written for dojikko or clumsy girls. Peep Show also has a masturbation scene but it's the same as the XXXEntertainer job. I've attached it to this post.
Something like this?I want to replace the 5% chance with a check for futa fetish customers but that's out of my range. I'm not sure if the wages formula will work fine. It can be changed to a flat +40 but that's boring.
Finally getting around to adding this in.  Is that scene in your post meant to be like a random barmaid event?  Like I said not into futa but still pretty good stuff so feel free to write more for any traits you want to and Ill gladly add them into the game
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: Hanzo on April 10, 2015, 09:32:44 AM
Is that scene in your post meant to be like a random barmaid event? Like I said not into futa but still pretty good stuff so feel free to write more for any traits you want to and Ill gladly add them into the game

Yes, it's for the Sleazy Barmaid (or Sleazy Waitress, if you think it fits that job better).
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: Hanzo on April 10, 2015, 08:20:19 PM
I've added a few lines for the futa masturbation in the studio.
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: Yukinohki on April 11, 2015, 03:44:25 AM
a little suggestion for one of the existing items
Nightmare orb now gives +100 fear
i think it could remove fearless instead and maybe give a reduced amout of fear (+10 or +20) in addition to that
that would be more fitting (and more useful in getting stubborn girls under control  ;D )

(like in the attached file)
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: aevojoey on April 11, 2015, 10:24:05 AM
a little suggestion for one of the existing items
Nightmare orb now gives +100 fear
i think it could remove fearless instead and maybe give a reduced amout of fear (+10 or +20) in addition to that
that would be more fitting (and more useful in getting stubborn girls under control  ;D )
Done.
I am also adding it to the do_daily_items list so it will continue to enhance her fear for you over time.
It will only tell you that it worked if the girl comes to you and tells you she had a scary dream about you, but it does do something each turn.
I will also add a couple of other dream orbs to counter this one.
 - Added "Lovers Orb" and "Happy Orb".
 - I adjusted the numbers down a bit so the do_daily_items list will not over power them as much.

I attached them here but they will be in with .06.01.18 so you don't need to copy them over.
Questions? Comments? Got any more to add?
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: Yukinohki on April 11, 2015, 01:54:30 PM
i forgot, i made 2 itemfiles for myself
one to get rid of this EVIL new audacity trait, with some bad side effects and it's a rare item, so it should be balanced
and two rare rings (maybe to rare, i haven't found one in my own game yet  :'( )
they are more or less funitems, not really strong (at least the first one is rather weak)
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: Hanzo on April 11, 2015, 07:46:43 PM
Questions? Comments? Got any more to add?

I have tweaked some existing items in my game, so pick up what you like.

Quick summary:

- Some glasses remove the bad eyesight trait when worn (that's what glasses are for after all...).
- If a girl has a missing arm Cybernectic Arm will replace that arm instead of her remaining one. Same thing goes for the Cybernetic Leg.
- Added Refinement and Farming modifiers to some items.
- Brothel Gown, Designer Lingerie and Slave's Rags modifiers now match their description.
- Magic Belly-Button Piercing grants the pierced navel trait.


Dedicated stores (armory, tailor, jewelry...) would be awesome. The other day it took two months for a dagger to show up at the shop due to the amount of items the game has...

What do you guys think about pregnant girls getting more tired when doing physically intensive jobs to make pregnancy more detailed?
Title: Re: ITEMS - Help Wanted - also taking new items
Post by: Hanzo on April 14, 2015, 05:44:29 PM
Three items from the first ones I posted have modifiers that don't match the description as well. Here's the fixed version plus two new items, an elven tiara and a farmer's guide.
Title: Re: Items
Post by: SammeyTiger on May 06, 2015, 10:40:38 AM

I am also adding it to the do_daily_items list so it will continue to enhance her fear for you over time.
It will only tell you that it worked if the girl comes to you and tells you she had a scary dream about you, but it does do something each turn.
I will also add a couple of other dream orbs to counter this one.
 - Added "Lovers Orb" and "Happy Orb".
 - I adjusted the numbers down a bit so the do_daily_items list will not over power them as much.

A suggestion for the nightmare orb.

Currently it +10 fear each turn.
I think it should also +5 / +10 tiredness, because the girl isn't sleeping well / getting a good night's rest.

So I think it should  +5/+10 tiredness , and +10 fear each turn.
Title: Re: Items
Post by: aevojoey on May 06, 2015, 11:47:38 AM
A suggestion for the nightmare orb.
Currently it +10 fear each turn.
I think it should also +5 / +10 tiredness, because the girl isn't sleeping well / getting a good night's rest.
So I think it should  +5/+10 tiredness , and +10 fear each turn.
What is in the .itemsx file is the effects when you first give her the item.
Unless you sneak it into her room while she is sleeping, there would be no tiredness effect then.

In the code, items use different numbers, while not all items are hard coded in for daily use, the 3 orbs are.
You can look at what each item does in "cBrothel.cpp" in the section "cBrothelManager::do_daily_items".
I started sorting the items into groups of how they would be used but didn't get them all.
Most of the stuff in the unsorted section has not been updated in a while.


Eventually I want to be able to allow this section to be editable in the .itemx files but more items need to be prepared so I can make everything work all at the same time.

Title: Re: Items
Post by: kageryu1595 on May 07, 2015, 07:39:03 PM
Apologize if this is in the wrong spot, been scouring the forum and item folders for some time to no avail.
Been getting a lot of girls with the "Smoker" trait, but don't see any items to alleviate the effects of the addiction. Is there currently no item for this, or am I just really bad at finding these things?
Attempted to create "Cigarette" to use in my own game for now, but will submit here for balancing. Wasn't sure how to make a 'pack' without making it infinite, so just individual at the moment.
Feel free to ignore this if there is an item already in game, but please let me know what it is so I can smack myself. ^_^;
First attempt at one of these, and been years since I've done any kind of coding, so I imagine it needs a good deal of work.
Title: Re: Items
Post by: Lord on May 09, 2015, 11:31:53 AM
Apologize if this is in the wrong spot, been scouring the forum and item folders for some time to no avail.
Been getting a lot of girls with the "Smoker" trait, but don't see any items to alleviate the effects of the addiction. Is there currently no item for this, or am I just really bad at finding these things?
Attempted to create "Cigarette" to use in my own game for now, but will submit here for balancing. Wasn't sure how to make a 'pack' without making it infinite, so just individual at the moment.
Feel free to ignore this if there is an item already in game, but please let me know what it is so I can smack myself. ^_^;
First attempt at one of these, and been years since I've done any kind of coding, so I imagine it needs a good deal of work.


Sending the girl to Rehab at the Centre will help with Smoker(like all addictions). As for anything that adds the trait, I don't think there is yet.
Title: Re: Items
Post by: GonDra on May 09, 2015, 06:00:37 PM
I was trawling through the source code today and unless I overlooked it or it isn't grouped with the other addictions (or withdrawal for this addiction is somewhere else in the code...) there currently is no withdrawal for the Smoker trait so no negative effects either.

Seems like that was overlooked or intentionally let out because of the missing item when the trait was added.
I took the opportunity and tried my hand at slapping together a withdrawal effect that I will submit to Crazy's Github. I also changed your item a bit kageryu1595 a single cigarette seemed a bit expensive and impractical, I also increased the happiness effect a bit and added the tiredness reduction you seem to have missed adding to the effects.
Title: Re: Items
Post by: kageryu1595 on May 09, 2015, 06:45:48 PM
I was trawling through the source code today and unless I overlooked it or it isn't grouped with the other addictions (or withdrawal for this addiction is somewhere else in the code...) there currently is no withdrawal for the Smoker trait so no negative effects either.

Seems like that was overlooked or intentionally let out because of the missing item when the trait was added.
I took the opportunity and tried my hand at slapping together a withdrawal effect that I will submit to Crazy's Github. I also changed your item a bit kageryu1595 a single cigarette seemed a bit expensive and impractical, I also increased the happiness effect a bit and added the tiredness reduction you seem to have missed adding to the effects.


The girls I kept getting with the trait still had the Happiness drop like crazy, even when given time off. And I just used Alcohol as a base to build off of, so I didn't want to change it too heavily. And can't believe I forgot to add the tiredness reduction in the code.
In any case, thanks! I'll pull this to use for now in place of the one I made.
Title: Re: Items
Post by: Hazure on May 09, 2015, 11:50:44 PM
Ok, weird suggestion, but instead of a consumable, make a Carton of cigarettes, not in the consumables but in the miscellaneous items but use the temporary code to temporarily remove the addiction to smoking.....maybe last one to two weeks each.
Title: Re: Items
Post by: aevojoey on May 30, 2015, 11:04:37 AM
I am now working on the Smoking section.

I am adding some items:
 - "Cigarette" - A single use item that does not always cause addiction. 6 types with varying numbers
 - "Pack of Cigarettes" - A single use item with temporary stat adjustments. 7 types with varying numbers
 - "Carton of Cigarettes" - A single use item with permanent stat adjustments. 7 types with varying numbers
 - "Magic Pack of Cigarettes" - A Misc item with small stat adjustments.
 - "Magic Carton of Cigarettes"  - A Misc item with higher stat adjustments.
 - "Stop Smoking Patch" - A Misc item that removes smoker while it is worn. It does not add Former Addict because she technically does not loose the Smoker trait.
 - "Stop Smoking Now Patch" - A single use magical item that removes the Smoker trait without adding Former addict. May have side effects.
 - A version of "Cold Turkey" for Smokers.

Having the packs or cartons does not remove the smoker trait, it just prevents the negative effects of withdrawal.
The magic packs and cartons use a little of the girl's mana to refill themselves.

Be careful, Smokers can die if she smokes too much.


Ok, I have finished this and will now push it to github.
Title: Re: Items
Post by: FlamBurger on May 30, 2015, 12:17:02 PM
Wait there's a chat window?
Title: Re: Items
Post by: aevojoey on May 30, 2015, 12:21:25 PM
Wait there's a chat window?
It was added a couple of months ago.
At the top there is "Home", "Help", "Search", "Profile", "My Messages", "Members", "Chat", "Logout"
You can change the channel from the dropdown at the top of the chat window.

Most of the time when I am working on the game I keep the chat window open.
Usually I sit in the Public channel but I will go into the User_Mods channel if the Pytfall people are talking and I need to take about WM.
Title: Re: Items
Post by: Hanzo on May 31, 2015, 05:27:53 PM
Here's some items I had around, plus a fix to three items with inaccurate description.
Title: Re: Items
Post by: aevojoey on May 31, 2015, 06:43:53 PM
Here's some items I had around, plus a fix to three items with inaccurate description.
Looks great.
The silver ring is more expensive than some of the magic rings already in the game and the gold ring is only 1/3 more than the silver? I dropped them down to 150 and 500.
I also added some love/hate adjustments for Diamond Necklace.itemsx.
Other than that change, they are all in.

The Star Pendant.itemsx didn't work but fixed it.
It was a problem in WME where "GirlStatus" was saved as "Status" so the poison stuff would not work.
Title: Re: Items
Post by: Hanzo on June 01, 2015, 05:48:39 AM
Looks great.
The silver ring is more expensive than some of the magic rings already in the game and the gold ring is only 1/3 more than the silver? I dropped them down to 150 and 500.
Ok. I didn't look at the price of other rings and jewelry is rather expensive, so I went with what seemed high prices.

The description of the jungle leotard is off because I forgot to update it when I bumped the charisma from +3 to +5. The description gold ring should be +20 refinement to match what it does as well.
Title: Re: Items
Post by: aevojoey on June 01, 2015, 10:22:31 AM
The description of the jungle leotard is off because I forgot to update it when I bumped the charisma from +3 to +5. The description gold ring should be +20 refinement to match what it does as well.
Fixed them and I added a +5love -3hate to gold ring.
Title: Re: Items
Post by: bicobus on December 02, 2015, 09:49:55 PM
Hello, I'm using whoremaster 06.02.19 with vanilla items. The slaveband description is a little off, it says it add the "controlled status", but in fact just adds obedience and remove iron will.
Title: Re: Items
Post by: jonwich on December 02, 2015, 10:55:23 PM
Pretty sure that's what it's supposed to do and the "controlled status" is just flavor text, but I'll check it out. You can always load it up in the editor and tinker if you think it's off.
Title: Re: Items
Post by: bicobus on December 03, 2015, 01:48:19 AM
Yeah, probably my understanding of it that's just off. I thought the slavebands would negate or greatly reduce rebelliousness but does little to nothing about it.
Title: Re: Items
Post by: GonDra on December 03, 2015, 06:56:01 AM
There is a 'controlled' status (Special effect for items->Girl status effect->controlled) for items, but I don't remember what it actually does. I THINK it overrides obedience checks but am not sure, since I don't know that part of code well.
I actually use slave bands usually because Iron will is pesky and close to impossible to overcome otherwise.
Also a short check of the other slave band (the disguised one) reveals that the controlled status likely is missing from the normal one by accident, since that one has the controlled status in its effect list.

Added a fixed item file for it to this post.
Title: Re: Items
Post by: 0nymous on December 16, 2015, 09:22:49 AM
Question about temporary items: do they only affect traits, or when set to temporary affects, the stat bonuses set are temporary as well?
Never really figured it out and in-game testing is kind of tedious.
Title: Re: Items
Post by: CaptC on December 16, 2015, 11:38:15 AM
The stats eventually go away. Or are supposed to.
Title: Re: Items
Post by: 0nymous on December 17, 2015, 08:07:06 AM
The stats eventually go away. Or are supposed to.


There is no implication of that in the editor.


I just tested it now -  skill deteriorate over time. I gave a girl a test item granting +100 to all stats to all skills for a duration of 1 (that's turns/weeks, right?) - she had 100 on the first turn, around 70 on the next (values varied by small decimals), then it seemed to have been deteriorating by an amount of 10 per turn/week.


EDIT: Now that I think of it... it's probably because the amount of turns only applies to traits granted, and skills/stats have a hardcoded amount of time within which they deteriorate, that's not editable.

Title: Re: Items
Post by: aevojoey on December 27, 2015, 03:58:27 PM
Hello, I'm using whoremaster 06.02.19 with vanilla items. The slaveband description is a little off, it says it add the "controlled status", but in fact just adds obedience and remove iron will.
Currently STATUS_CONTROLLED does not do anything.


Question about temporary items: do they only affect traits, or when set to temporary affects, the stat bonuses set are temporary as well?
temp traits last for as long as they are given in the .itemsx or 20 turns if not in there.
Temp stats and skills shift towards 0 by 30% per turn.
100>70>49>34>24>16>11>7>4>2>1>0
Title: Re: Items
Post by: derpderpfake on October 15, 2016, 06:13:35 AM
New items! Well, sorta. I made these way back when the Farm and crafting was new, and I haven't seen any items that cover many of these.

I believe they're reasonably balanced--the crappier items are available in the store, the gardening gloves are available in infinite supply.

There are 13 items in all:

3 Crafting Weapons
- Artisian's Hammer (rare in catacombs, massive boost to crafting, small combat boost, adds Quick Learner and Handyman)
- Smiths' Hammer (rare in shop, large weapon, adds 25 to crafting, 30 to combat)
- Meat Cleaver (uncommon in shop, adds combat, animal handling, farming, and cooking)

4 Cow Bells of scaling value
- Bronze, Silver, Gold, and Magic, each adding Meek, and increasing levels of Best, Service, Animal Handling, -love, -int, +hate, constitution, and cow traits - brass is common in store, silver is uncommon in store, gold is uncommon in catacombs, magic is rare in catacombs

4 Articles of Farm Clothes
- Overalls (Farming, Animal Handling, some Herbalism and Happiness, adds Farmer's Daughter) and Sexy Overalls (as above, but adds sexy and slutty stats as well)
- Common gardener gloves (+3 herbalism, happiness)
- Dryad gloves (super rare, adds tons of Herbalism, combat, and seduction stats, as well as Dryad trait (among others))

Two Alchemy rings
- Ring of Mixology, which adds brewing, service, crafting, and Mixologist (which chunks up brewing and potion making rating, but isn't currently available on any other items)
- Ring of the Chatty Alchemist, a rare variant that cranks up the mixologist skills and adds bartender stats

I realize this thread's been dead for a while, but it didn't seem right making a new one. If anyone has any ideas for new items, grab the latest WM Editor and have at 'er! Just try to keep them somewhat balanced--if something is common (like the shitty gardening gloves), make sure they have garbage stats... if they're infinite, make sure they're more expensive and/or less useful than if they're limited-stock, if they're OP, make them rare catacomb drops, and make sure the price reflects the rarity so it doesn't screw up the economy.

Also, are there any item types that you think are missing? I've noticed that there's no real way to get rid of "Manly" at the moment, and sexual orientation is a colossal pain in the ass whenever it shows up (since both straight and lesbian will lead them to turn away customers, the only real reorientation option is bi, which seems to be rare and extremely damaging), so having some sex and gender-related items might be an option...
Title: Re: Items
Post by: dmotrl on October 15, 2016, 08:31:49 AM
... so it doesn't screw up the economy.
Implying that the economy isn't already screwed up.  I mean, most everything's fine, but once you've got a half-decent brothel with girls, money starts piling up.  Especially if you also have a girl/gang or two roaming the Catacombs where you can get items and girls to sell.

Quote
Also, are there any item types that you think are missing? I've noticed that there's no real way to get rid of "Manly" at the moment, and sexual orientation is a colossal pain in the ass whenever it shows up (since both straight and lesbian will lead them to turn away customers, the only real reorientation option is bi, which seems to be rare and extremely damaging), so having some sex and gender-related items might be an option...
There are Consumable items for changing orientation, although off-hand I don't recall if any of them deal with Manly.  Then again, I don't seem to have much an issue with that trait, or with girls turning away customers due to orientation (it happens, but it's not a problem because they're still getting 8 customers even after turning away multiple customers).