Author Topic: General Discussion  (Read 3821741 times)

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Offline CherryWood

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Re: General Discussion
« Reply #1110 on: October 01, 2013, 05:44:15 PM »
CW wanted to put some time into that but girlsmeets are more important.
Yes, I try to complete that pack someday soon (more then half of the work is done).
I didn't payed attention to the quality of her test version at all... Same for Sakura/Tenten/Hinata, my current versions are different from the old ones in content folder in DP.
« Last Edit: October 01, 2013, 05:48:37 PM by CherryWood »

Offline KaiSakurai

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Re: General Discussion
« Reply #1111 on: October 01, 2013, 06:48:13 PM »
They all are but that's not the right way to do that.

u sure?
hero didnt get any exp before i changed it like i told in previous post
had 30 days over with hero helping in def for at lest 10 times
exp: 0/1000
with my change he gets exp like guardgirls do
so y is the way i accomplished that wrong?

Offline Xela

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Re: General Discussion
« Reply #1112 on: October 01, 2013, 06:51:21 PM »
PyTFall's first Arena fight :)



Still a lot of kinks to work out but it's working :)
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Offline Xela

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Re: General Discussion
« Reply #1113 on: October 01, 2013, 07:02:14 PM »
so y is the way i accomplished that wrong?

As I've said, it'll work, it's not the right way since experience gained from guard jobs will no longer be displayed in girl reports.

Basically the order of logic is:

1) All stats added to the dictionary.
2) They are displayed to the player.
3) They are applied to girls (in the future hero as well).

So it kills the displaying part.

Better way would have been leaving the old code and adding:

Code: [Select]
hero.exp += totaloff*0.2
that would give hero experience without interfering with the system.

PS: If code is inside a loop, it might even give him XP several times :)
« Last Edit: October 01, 2013, 07:12:24 PM by Xela »
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Offline KaiSakurai

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Re: General Discussion
« Reply #1114 on: October 01, 2013, 07:44:42 PM »
As I've said, it'll work, it's not the right way since experience gained from guard jobs will no longer be displayed in girl reports.

Basically the order of logic is:

1) All stats added to the dictionary.
2) They are displayed to the player.
3) They are applied to girls (in the future hero as well).

So it kills the displaying part.
didnt know that

Better way would have been leaving the old code and adding:

Code: [Select]
hero.exp += totaloff*0.2
that would give hero experience without interfering with the system.

PS: If code is inside a loop, it might even give him XP several times :)
ok changed it
(and if u knew that y didnt u add it rite away? =P)

Offline Xela

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Re: General Discussion
« Reply #1115 on: October 01, 2013, 08:30:05 PM »
ok changed it
(and if u knew that y didnt u add it rite away? =P)

Was busy with Arena and didn't want to get into jobs...

That was also only a slightly better shortcut to what you've proposed.

The correct way to do update all guard job related stats for hero in one sweep and without interfering with any part of the system is:

Code: [Select]
    # ---------------------------------------------------------------------
        def next_day(self):
            # ND Logic....
            for d in self.guard_relay:
                for stat in self.guard_relay[d]["stats"]:
                    if stat == "exp":
                        self.exp += self.guard_relay[d]["stats"][stat]
                    elif stat in Player.Stats:
                        self.mod(stat, self.guard_relay[d]["stats"][stat])
           
           
            # -------------
            self.itemCounter()
            self.AP = self.maxAP + int(self.constitution / 20)
            self.mod("health", self.max["health"])
            self.mod("fatigue", self.min["fatigue"])
            self.guard_relay = {
            "bar_event": {"count": 0, "helped": [], "stats": {}, "won": 0, "lost": 0},
            "whore_event": {"count": 0, "helped": [], "stats": {}, "won": 0, "lost": 0},
            "club_event": {"count": 0, "helped": [], "stats": {}, "won": 0, "lost": 0},
            }

In Player class but I could not write this off the top of my head... texts based on that dictionary will be added in the future as well.
« Last Edit: October 01, 2013, 08:38:16 PM by Xela »
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Offline DarkTl

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Re: General Discussion
« Reply #1116 on: October 02, 2013, 01:27:36 PM »
Newest version of Naruto pack is uploaded.

Offline Xela

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Re: General Discussion
« Reply #1117 on: October 02, 2013, 01:57:24 PM »
Newest version of Naruto pack is uploaded.

Great, I didn't manage to get anything done today, still got a few hours left in me thou :)
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Offline DarkTl

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Re: General Discussion
« Reply #1118 on: October 03, 2013, 09:55:10 AM »
We really could use tag system though. A lot of pictures could be used for 2 or more categories.

Offline Xela

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Re: General Discussion
« Reply #1119 on: October 03, 2013, 10:59:33 AM »
We really could use tag system though. A lot of pictures could be used for 2 or more categories.

Rudi's working on it and he has experience in the area so I see no point in me writing one...

There is a different topic for discussion:

Experience...

Do we need it at all? And if yes, how do we balance it?

We can hardly use DnD balancing system as I've failed to find a mathematical formulas for Challenge Rating vs Party Level. Also, in PyTFall, many enemies are characters so Challenge Rating is hardly applicable at all... Another issue, even if I manage to come up with a balance for battles (based on a difference in party levels) and add a multiplier based on a current party level, we could do the same thing to Whore job based on a difference between girls and costumers levels and something similar for Bar/Stripper task since all costumers actually "exist", but Cleaning task has nothing to check the level against...

I couldn't find any good solution in other games either, SM/OW don't have EXP at all, SimBro 1X uses a simpler system that doesn't do much and WM is unbalanced (btw, according to code, a girls with QL trait gets 5x more experience than with SL).

In any case, if we decide to get rid of experience, problem solved. If we decide to keep it and balance it somehow, we should find some REALLY good uses for it :)
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Offline DarkTl

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Re: General Discussion
« Reply #1120 on: October 03, 2013, 11:26:39 AM »
In D&D exp and levels are everything. You cannot get permanently +1 to attack without level up, for example.
In our project you could use items or schools to rise stats anytime.

I figured levels could set max for stats (but you still could rise it other ways if you have enough money and don't want to wait for level up), give some health/mana/fatigue/whatever or be base for a skill tree in the future.
But we cannnot and shouldn't use exp system for balancing out battles.
« Last Edit: October 03, 2013, 11:28:30 AM by DarkTl »

Offline Xela

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Re: General Discussion
« Reply #1121 on: October 03, 2013, 11:53:22 AM »
In D&D exp and levels are everything. You cannot get permanently +1 to attack without level up, for example.
In our project you could use items or schools to rise stats anytime.

I figured levels could set max for stats (but you still could rise it other ways if you have enough money and don't want to wait for level up), give some health/mana/fatigue/whatever or be base for a skill tree in the future.
But we cannnot and shouldn't use exp system for balancing out battles.

We could prolly do absolute blocks on max stats based on levels as well...

I never proposed we use EXP to balance out fights, awarding exp for doing different jobs/actions is the problem.
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Offline DarkTl

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Re: General Discussion
« Reply #1122 on: October 03, 2013, 12:15:29 PM »
I thinks we shouldn't use absolute blocks, we could make items that raise max stats expensive and rare enough, as well as schools. Otherwise anything that rises max stats will be useless.

Cleaning is a check of service against dirt level. The more was cleaned, the more exp girl will have. Or we could use some base exp award + dirt ponts removed by her, etc.

Or, since levels are secondary in the project, we could forget about them during checks at all and use stats instead. Like attack+defence+magic vs enemy attack+defence+magic. Or sex vs client libido  :)
« Last Edit: October 03, 2013, 12:19:09 PM by DarkTl »

Offline Xela

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Re: General Discussion
« Reply #1123 on: October 03, 2013, 12:35:08 PM »
I thinks we shouldn't use absolute blocks, we could make items that raise max stats expensive and rare enough, as well as schools. Otherwise anything that rises max stats will be useless.

Kinda depends, I am not saying that levels should increase max values, levels could simply enable the ability to increase max values.

Cleaning is a check of service against dirt level. The more was cleaned, the more exp girl will have. Or we could use some base exp award + dirt ponts removed by her, etc.

I could try to make it work... btw, I am going to implement new cleaning system based on area of the building. I couldn't figure how to make cleaning sensible for a long time, I think this is a really good way cause there will be no issues like 3 normal girls not being able to clean a small house in a day.

Or, since levels are secondary in the project, we could forget about them during checks at all and use stats instead. Like attack+defence+magic vs enemy attack+defence+magic. Or sex vs client libido  :)

Right now experience and levels are not that important but a good amount of code has been written for them. I still can't tell if EXP system is worth the effort.

-------------------------
Otherwise, there hasn't been any good progress on the arena front cause I've been busy with rl and fixing some bugs that I've found (thanks to Kai).
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Offline DarkTl

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Re: General Discussion
« Reply #1124 on: October 03, 2013, 12:58:04 PM »
I am not saying that levels should increase max values, levels could simply enable the ability to increase max values.
I think it's a good idea then. Maybe +5 to abs max per level or something.

I still can't tell if EXP system is worth the effort.
I'm looking forward a skill tree, also some items, spells, occupations, jobs, etc. could require some min lvl in order to be available. Level could be quite useful for the balance too, like if you were lucky and got high-temperature plasma destroyer from the first mob, you still need 100+ level to use it  :)