Author Topic: General Discussion  (Read 3821645 times)

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Offline Xela

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Re: General Discussion
« Reply #8745 on: October 26, 2016, 01:51:12 PM »
This code is the direct copy of your code from Food Poisoning effect, with a bit different mechanics of counters.

Which needs to be updated as it kills description as well. It is still unclear why it works differently for MC and Chars. I'll see if I can figure it out tomorrow morning.
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Offline Sarabada

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Re: General Discussion
« Reply #8746 on: October 26, 2016, 06:46:50 PM »
How about adding descriptions and tooltips for effects, just like traits have? Or you are against it?

Hurray! Happy to see this. I may be biased, though.

Offline DarkTl

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Re: General Discussion
« Reply #8747 on: October 27, 2016, 02:46:40 PM »
Gifts are too chaotic now, I'll change the system. They will be tied to MPtraits only, and there will be types of gifts. Certain MPtraits will like or hate certain types of gifts. Within types there won't be much difference between items.

Offline Xela

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Re: General Discussion
« Reply #8748 on: October 27, 2016, 03:05:20 PM »
Anything to simplify the design... I am working on BR's Inventory/Items/Equipment systems, it's gonna take a while.
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Offline DarkTl

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Re: General Discussion
« Reply #8749 on: October 27, 2016, 04:23:18 PM »
We have old poison effect, I'm not entirely sure how to get it. Perhaps there is no way atm.
I see one possibility, if character was poisoned inside BE and the poison didn't ended before battle was over, the effect enables outside BE.

Offline DarkTl

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Re: General Discussion
« Reply #8750 on: October 28, 2016, 11:58:45 AM »
Gifts will need your attention too.

- giving a gift does not show the flying disposition number like other interactions.
- gift like
Code: [Select]
{
        "id": "Wild Flowers",
        "icon": "content/items/gift/wf.png",
        "desc": "This fresh bouquet of colorful flowers picked outside the city is guaranteed to brighten any girl's mood. It might not be enough to prevent her from getting mad at you for boning her best friend, but you'll be a step closer to that lofty goal.",
        "price": 30,
        "slot": "gift",
        "chance": 80,
        "dismod": 5,
        "cblock": 1,
        "infinite": true,
        "type": "flowers",
        "locations": ["General Store", "Look around"],
        "traits": {
            "Imouto": -10,
            "Ane": 10,
            "Impersonal": -20,
            "Deredere": 20
        }
    },
will always give +5 disposition, completely ignoring the traits field. Probably because you rewrote traits container, since no one touched the gifts code for a while.

Offline Xela

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Re: General Discussion
« Reply #8751 on: October 28, 2016, 12:02:37 PM »
Ok, the disposition thing is prolly due to incorrectly named label, you may be right about traits.
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Offline Xela

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Re: General Discussion
« Reply #8752 on: October 28, 2016, 12:12:43 PM »
I'll push a  bit later, there is some weird shit in the code I do not remember writing.
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Offline Xela

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Re: General Discussion
« Reply #8753 on: October 28, 2016, 03:18:49 PM »
BR early shop concept: https://youtu.be/3bGeLccCFvs
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Offline DarkTl

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Re: General Discussion
« Reply #8754 on: October 28, 2016, 03:27:55 PM »
Does it load something when showing the "traveling" screen? Or it's a cosmetic thing?

Offline Xela

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Re: General Discussion
« Reply #8755 on: October 28, 2016, 03:37:38 PM »
Actually the tech is the circling items paging :D There is supposed to be a kickass (skippable) driving animation there: https://66.media.tumblr.com/9d379d54c11c8ffc4a68cde47e1595e5/tumblr_oevtxy5B2F1rhbm8qo1_500.gif

Interface/filtering is still not implemented. Just pushed the gifts refactoring for PyTFall. Everything is more or less the same but dispositions mods should now be reflected with animated text. I've removed older, weird occupations related code and another off check that would reset dismod to 5 in a lot of cases...
« Last Edit: October 28, 2016, 03:42:30 PM by Xela »
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Offline DarkTl

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Re: General Discussion
« Reply #8756 on: October 28, 2016, 04:05:37 PM »
Actually the tech is the circling items paging :D
Yeah, I figured as much. It looks unusual, but impractical. With our type of inventory those few items could be visible at one single page  :)

Offline Xela

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Re: General Discussion
« Reply #8757 on: October 29, 2016, 03:37:30 AM »
Yeah, I figured as much. It looks unusual, but impractical. With our type of inventory those few items could be visible at one single page  :)

Yeap, but there are few games with so many items. Also we could have made 2 or even 3 circles :D
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Offline DarkTl

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Re: General Discussion
« Reply #8758 on: October 29, 2016, 05:39:39 AM »
Xela, fix food and drink effects. I need their code as a base for other effects.

Offline Xela

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Re: General Discussion
« Reply #8759 on: October 29, 2016, 05:50:13 AM »
In what way are they broken?
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