Pink Petal Games

PyTFall => PyTFall: Game design => Topic started by: Xela on June 15, 2013, 04:39:56 AM

Title: <-- Archived --> (Items Concept)
Post by: Xela on June 15, 2013, 04:39:56 AM
Archived, we've been using JSON for a while and added more fields/slots/types to Items.

Items Concept Design:

Items will be created in XML, field default values will be filled be the class.


Item might fail without these 2 fields:

ID: Name of the Item.
- Game is likely to crash if not specified.
- xml field:
Code: [Select]
id="Dummy Item"
Icon: Path to file with picture of an item.
- We might use default here as well after we find some pics for slots that would make good defaults. For now, this is the second field item will fail without!
- xml field:
Code: [Select]
icon="content/items/dummy_item.png"

Optional fields:

Description:
- Defaults to an empty string.
- xml field:
Code: [Select]
desc="This is a dummy item for testing!"
Changing stats:
- Defaults to an empty dict.
- xml field:
Code: [Select]
<mod charisma = '20' />
Changing minimum/maximum of stats:
- Defaults to an empty dict.
- xml field:
Code: [Select]
<min charisma = '20' />- xml field:
Code: [Select]
<max charisma = '20' />
Add/Remove traits:
- Defaults to an empty list.
- xml field:
Code: [Select]
<addtrait name = 'Sexy Air' />- xml field:
Code: [Select]
<removetrait name = 'Retarded' />
Add/Remove skills:
- Defaults to an empty list.
- xml field:
Code: [Select]
<addskill name = 'Water 2' />- xml field:
Code: [Select]
<removeskill name = 'Fire 1' />
Add/Remove Effects:
- Not implemented yet but the fields will be there. Effects in the future would be sick, poisoned, exhausted, pregnant and so on).
- Defaults to an empty list.
- xml field:
Code: [Select]
<addeffect name = 'Dizzy' />- xml field:
Code: [Select]
<removeeffect name = 'Poisoned' />
Locations: Locations where the item can be acquired.
- At least one must be specified or item will be registered but will never appear in the game. The only reason to leave this out is if item can only be awarded by a script.
- This defaults to an empty list.
- xml field:
Code: [Select]
<location name = 'Item Shop' />
List of traits that favor/reject the item: (for auto-equipping or shopping).
- Defaults to an empty list.
- xml field:
Code: [Select]
<goodtrait name = 'Strong' />- xml field:
Code: [Select]
<badtrait name = 'Meek' />
Price:
- Defaults to 0.
- xml field:
Code: [Select]
price = '10'
Cmax: Will only apply mod effects if girl's stat is below this value. The idea is not to allow cheap, peace of crap consumables to max out a girl completely. (Now also works for misc items!) Cmax will not work with ctemp and if ctemp is active, your cmax setting will be overridden.
- Defaults to 'false' and game will enforce 'false' if item is not consumable or misc.
- xml field:
Code: [Select]
cmax = '75'
Sex: (Male/Female/Uni)  This should prevent Male hero from being able to equip a dress or a strap-on.
- This will defaults to Unisex
- xml field:
Code: [Select]
sex = 'female'
Infinite: (If item is infinite in the shop)
- Defaults to false.
- xml field:
Code: [Select]
infinite = 'false'
Chance:(To acquire an item at any Location)
- Defaults to 50 if not specified.
- xml field:
Code: [Select]
chance = '100'
Badness: (Chance of girl buying this item)
- Defaults to 0 if not specified. (Meaning 100% chance)
- xml field:
Code: [Select]
badness = '10'
EqChance: (Chance of girl AutoEquipping the item)
- Defaults to Badness if not specified.
- xml field:
Code: [Select]
eqchance = '22'

Slots:
- Slot default to consumable!
- xml field:
Code: [Select]
slot = 'consumable'
List of slots:

Code: [Select]
            self.eqslots = dict(head = false,
                                      body = false,
                                      cape = false,
                                      feet = false,
                                      amulet = false,
                                      wrist = false,
                                      weapon = false,
                                      smallweapon = false,
                                      ring0 = false,
                                      ring1 = false,
                                      ring2 = false,
                                      belt0 = false,
                                      belt1 = false,
                                      belt2 = false,
                                      misc = false,
                                      consumable = None
                                      )

The 'key' (or the first word in each pair) is the slot you can choose for the item.

Options (possible but not limited to):
Weapon Slot - Sword, Dagger, Mace.
Concealed Weapon Slot - Dagger.
Three Ring Slots - Rings
Amulet Slot - Amulet
Head Slot - Helmet, Tiara, Crown
Body Slot - Armor/Clothing
Cape Slot - Cape
Feet Slot - Boots
Consumable Slot - Consumable


Consumable also opens a number of optional fields (maybe more in the future):

Block: Will have no effect if used again before x number of days. (Actually cannot be used again the way I programmed it for now)
- Defaults to false.
- xml field:
Code: [Select]
cblock = '5'
Temp: If item effect is temporary (in days).
- Defaults to false
- xml field:
Code: [Select]
ctemp = '3'
Effect: Determines the 'area' of items effect.
- Defaults to false (Meaning single girl)
- xml field:
Code: [Select]
ceffect = 'brothelfree'Effect areas:
- 'false' = Single Girl
- 'brothelgirls' = All Girls in the same brothel with the girl.
- 'brothelfree' = All free girls in the brothel.
- 'brothelslave' = All slavegirls in the brothel.
- 'allslaves' = All slave girls that you own.
- 'allfree' = All free girls working for you.
- 'allgirls' = All girls in your service.


Three Belt Slots - To take items into battle or use them in events/quests.

Note: Battle Items are always consumables and will be created by dev team because we'll have to design them twice (Once in the game and another in BE). After a decent release version of a game is completed, I will figure out Battle Engine in depth and create a bridge to items as well as adding more synergy between BE and the game. For now I would prefer to focus on game code and content using just basic BE features.

Misc Slot:
- Will allow to equip one item that will give it's full effect after an item has been worn for a number of days. Basically the moment item is equipped, game starts to count days until a specified number is reached, than applies it's effect permanently and can be passed to a different girl or disappears.

Misc slot adds new fields:

Temp: How long until item takes affect in days.
- Will default to 10 days.
- xml field:
Code: [Select]
mtemp = '3'
Destruct: (Optional) Does the item disappear after it takes effect.
- Defaults to false.
- xml field:
Code: [Select]
mdestruct = 'true'
Reusable: Blocks the item to be used for the same girl twice.
- Defaults to false.
- xml field:
Code: [Select]
mreusable = 'false'

Book for example might be set to:
Reusable: false
Destruct : false
Temp = 10

Pet might be set to:
Reusable: true
Destruct : false
Temp = 1



Type: Important in some places like weapons since different weapons might make different sounds and have different damage modifiers in battle engine.
- Default to it's slot.
- xml field:
Code: [Select]
type = 'Sword'

   - Items should be stackable.
   - Shops should have locked inventories to be restocked once in 'x' number of days.


Notes:


- Only consumables (without temp effect) and misc items should award traits because if girl already has a trait that is awarded to her by a wearable item (ring or cape for example), trait will disappear as item is taken off. This is obviously possible to avoid but that would require a bit of coding and I see little benefit.


----------------------------------------------------------------------------
Still to design:
 We still need to decide if we want shops to look like they do in Alkion/OtherWorld or give them a retro look like in old FF games.
 Another issue is how to pass items to girls from player, do it in the girl profile screen or construct something like WM.

TODO:
- Items that can only be equipped by one character.
- Change upkeep, exp, gold.
- For cmax you should probably use condition <= rather than just <.
Title: Re: Items Concept
Post by: Xela on June 15, 2013, 05:17:36 AM
- Reserved -
Title: Re: Items Concept
Post by: DarkTl on June 16, 2013, 08:00:18 AM
Capes are done. I almost run out of good icons for them, and they are hard to find, so I doubt there will be many capes even in the final release.
Next slot is body.
Title: Re: Items Concept
Post by: Xela on June 16, 2013, 08:16:00 AM
Capes are done. I almost run out of good icons for them, and they are hard to find, so I doubt there will be many capes even in the final release.
Next slot is body.

Sweet :)
Title: Re: Items Concept
Post by: DarkTl on June 16, 2013, 12:42:05 PM
I have troubles with porting Chainmail Bikini from WM since I'm unable to find a decent icon for it. At all.
If anyone has enough time and desire to create it, I would appreciate it.
Title: Re: Items Concept
Post by: Xela on June 16, 2013, 01:10:19 PM
I have troubles with porting Chainmail Bikini from WM since I'm unable to find a decent icon for it. At all.
If anyone has enough time and desire to create it, I would appreciate it.

As an option:

(http://img407.imageshack.us/img407/9484/nyb.png) (http://imageshack.us/photo/my-images/407/nyb.png/)
Title: Re: Items Concept
Post by: DarkTl on June 17, 2013, 03:00:28 PM
Yeah, that's simple enough. Thanks.
Title: Re: Items Concept
Post by: DarkTl on June 18, 2013, 04:43:24 AM
I wonder if good/bad trait list will have any effect on items that cannot be bought in shops.
Title: Re: Items Concept
Post by: Xela on June 18, 2013, 07:18:55 AM
I wonder if good/bad trait list will have any effect on items that cannot be bought in shops.

Nope, wouldn't make much sense, stock is determined by a shop, not girls themselves.
Title: Re: Items Concept
Post by: DarkTl on June 18, 2013, 07:33:27 AM
To put it more precisely, I thought about effect on autoequipment system. I have no idea what algorithm it will have.
Title: Re: Items Concept
Post by: Xela on June 18, 2013, 07:46:24 AM
To put it more precisely, I thought about effect on autoequipment system. I have no idea what algorithm it will have.

Neither do I, not at this point of development, but if you/anyone else wants to come up with a concept, be my guest :)
Title: Re: Items Concept
Post by: DarkTl on June 18, 2013, 02:27:40 PM
Hm, very well.
1. Occupation. There is no need for big weapons and armors for strippers or whores. So they won't equip or even buy them. We don't have a separate type for clothing like in wm, but armor obviously mostly give bonuses to battle stats rather than charisma or refinement.
At the same time battle occupations could buy both dress and armor, but they definitely shouldn't wear them at work, unless they have uber stats maybe.

Also, maybe girls should somewhat aim for items rising skills needed for their current job, but not all the time. Like intelligence for matrona, etc.

2. Warriors/Wizards/Rogues. Characters with Magic Gift/Magic Talent, especially with high values of magic and mp thanks to training, should aim for mage armors, ie without magic penalties. Not sure about rogue characters with high agility, especially Assassins and Kleptomaniacs (aka thiefs), maybe they should avoid items with agility penalties.
Only warriors mostly shouldn't care about anything except for defence/attack.

3. Item cost, equip chance and good/bad trait list. Not sure about the formula yet, but defenitely not 100% chance of equipping if item has good trait and vice versa like with shopping. If priorities of two items about the same level, then the item with more high cost has to be equipped.
Title: Re: Items Concept
Post by: Xela on June 18, 2013, 03:24:28 PM
I figure first would have to be girls immediate needs like health/mp potions. Second temporary stuff that increases relevant stats, only then actual equipment.

Also we do not have those classes, right now we have Warrior, Prostitute, ServiceGirl and Stripper.

We do have a type field in items that can specify Armor/Dress.

If you want to write a concept, you'll have to be more specific btw :)
Title: Re: Items Concept
Post by: DarkTl on June 19, 2013, 06:13:57 AM
Also we do not have those classes, right now we have Warrior, Prostitute, ServiceGirl and Stripper.
Jeez, it doesn't matter at all. Like I said, for example, characters with Magic Gift/Magic Talent with higher magic and mp than attack and defence should be considered as mages from the viewpoint of autoequipment system. Don't tell me it's impossible to do this simple check for the game engine without additional classes.
If you want, I could use type field, like "marmor" for mage armors.

We do have a type field in items that can specify Armor/Dress.
Ok, I'll use type field for it then.

you'll have to be more specific
Well, my creativity is busy with items now  :)
We need about 50-60 items in total for three remaining slots, after that I'll try to come up with more specific algorithm.
Title: Re: Items Concept
Post by: DarkTl on June 20, 2013, 05:58:05 AM
We will need another backgroung for equipment doll, or simply do not delete yellow background when items are equipped. Many of items are hard to see on a black background.
Title: Re: Items Concept
Post by: Xela on June 20, 2013, 06:31:03 AM
We will need another backgroung for equipment doll, or simply do not delete yellow background when items are equipped. Many of items are hard to see on a black background.

I'll take a look at it, current screens are mostly for testing purposes only. Most/all would have to be improved.
Title: Re: Items Concept
Post by: DarkTl on June 21, 2013, 05:35:44 AM
First of all, on equipment doll body slot probably should be larger than others. It's strange to see boots with the size of a whole dress.
I guess weapon slot should be larger than small weapon slot as well.

Secondly, I just tried to create an item with sex = 'Male' field, and the testing girl was able to equip it.
Title: Re: Items Concept
Post by: Xela on June 21, 2013, 07:10:39 AM
Code: [Select]
[quote author=DarkTl link=topic=1883.msg21088#msg21088 date=1371807344]
First of all, on equipment doll body slot probably should be larger than others. It's strange to see boots with the size of a whole dress.
I guess weapon slot should be larger than small weapon slot as well.
[/quote]

I am planning to put some time into development tonight and during the weekend but do you mean that we should improve that screen now or in the future (when we purposefully start designing screens)?


[quote author=DarkTl link=topic=1883.msg21088#msg21088 date=1371807344]
Secondly, I just tried to create an item with sex = 'Male' field, and the testing girl was able to equip it.
[/quote]

There is a safeguard in place but field should be [code]sex = 'male'
. I've added another redundant warning screen pop up just in case. If you want, I can flip string to Male in the code or have checks against both male and Male. Otherwise, just use Replace all in text editor.
Title: Re: Items Concept
Post by: DarkTl on June 21, 2013, 07:55:19 AM
I see. Well, I can live without it, but since you position the game as easy for modification and improvements, double checks for Male and male, Female and female, Unisex and unisex won't hurt.
On the other hand, if there will be items editor for end-users eventually, it's not necessary.
Title: Re: Items Concept
Post by: Xela on June 21, 2013, 08:09:01 AM
I see. Well, I can live without it, but since you position the game as easy for modification and improvements, double checks for Male and male, Female and female, Unisex and unisex won't hurt.
On the other hand, if there will be items editor for end-users eventually, it's not necessary.

Ok, SF Updated again, game simply changes 'Male' to 'male' and so on.
Title: Re: Items Concept
Post by: DarkTl on June 21, 2013, 11:14:47 AM
And body slot is done. Maybe we'll need much more purely male clothes though. Or maybe not, this game is about female characters, after all.
Next and last one (for now) is weapon.
Title: Re: Items Concept
Post by: Xela on June 21, 2013, 12:57:13 PM
And body slot is done. Maybe we'll need much more purely male clothes though. Or maybe not, this game is about female characters, after all.
Next and last one (for now) is weapon.

Awesome, well done :)
Title: Re: Items Concept
Post by: rudistoned on June 21, 2013, 03:04:12 PM
To solve the problem with different ways of writing the same word (male, Male, MALE, or typos like MAle), our parser could just convert every string into lower case before it hands it over to the game. That way we don't have to code in exceptions for every word.
Title: Re: Items Concept
Post by: Xela on June 21, 2013, 03:52:41 PM
To solve the problem with different ways of writing the same word (male, Male, MALE, or typos like MAle), our parser could just convert every string into lower case before it hands it over to the game. That way we don't have to code in exceptions for every word.

True, but it is a possibility that there are fields that depend on capitals (Desc would be an obvious example). I don't expect there to be that many problems with this issues.
Title: Re: Items Concept
Post by: DarkTl on June 22, 2013, 02:00:40 PM
While I tested items during their creation, I've already tired of current sorting interface where you have to flip through several categories each time you go to inventory to equip one single item.
I think we will need buttons for more quick sorting.
Title: Re: Items Concept
Post by: Xela on June 22, 2013, 02:20:52 PM
While I tested items during their creation, I've already tired of current sorting interface where you have to flip through several categories each time you go to inventory to equip one single item.
I think we will need buttons for more quick sorting.

Ok, guess I'll have to improve that screen even for testing purposes :)
Title: Re: Items Concept
Post by: DarkTl on June 26, 2013, 02:47:01 PM
I guess you could say that pre-alpha is ready, 290 items totally.
I've found better icons for some of them, but there is a limit to what I can do. I mean some boots, gloves and gowns that look too realistic on icons (because they are real in the first place) compared to other items. I guess we need someone skilled in photoshop to "fix" them.

A few words about types fields.
While weapons will need them for BE, and right now they have pretty random types, other items will use it for better autobuying/autoequipping algorithms.

Consumables have four types: 'restore', which restore health or something else, or remove bad effect, they are perfectly safe in any case; 'upgrade', which give temporary or very little permanent bonuses to stats, for example make ups; 'permanent', which give or remove traits permanently or give huge bonuses to stats, we have to restrict access for girls to them; and 'food', which cheap and give very little temporary bonuses or slightly restore health or something else.
I expect 'drugs' in in the future, and maybe 'alcohol'.

Miscs have three types: upgrade, restore and permanent, with a similar classification.

Gloves, boots and armor/dress slot have three types: 'armor', 'dress' and 'other'. Other is item that neither armor (protects in combat) nor dress (=gowns and parts of gowns), ie just items with bonuses to various skills.

The next stop is location name field, ie shops and dangerous locations where you can obtain all these items.
Title: Re: Items Concept
Post by: Xela on June 26, 2013, 03:00:02 PM
I guess you could say that pre-alpha is ready, 290 items totally.
I've found better icons for some of them, but there is a limit to what I can do. I mean some boots, gloves and gowns that look too realistic on icons (because they are real in the first place) compared to other items. I guess we need someone skilled in photoshop to "fix" them.

A few words about types fields.
While weapons will need them for BE, and right now they have pretty random types, other items will use it for better autobuying/autoequipping algorithms.

Consumables have four types: 'restore', which restore health or something else, or remove bad effect, they are perfectly safe in any case; 'upgrade', which give temporary or very little permanent bonuses to stats, for example make ups; 'permanent', which give or remove traits permanently or give huge bonuses to stats, we have to restrict access for girls to them; and 'food', which cheap and give very little temporary bonuses or slightly restore health or something else.
I expect 'drugs' in in the future, and maybe 'alcohol'.

Miscs have three types: upgrade, restore and permanent, with a similar classification.

Gloves, boots and armor/dress slot have three types: 'armor', 'dress' and 'other'. Other is item that neither armor (protects in combat) nor dress (=gowns and parts of gowns), ie just items with bonuses to various skills.

The next stop is location name field, ie shops and dangerous locations where you can obtain all these items.

You'd have to categorize all of that in a solid concept before someone starts coding auto-buy/equip methods, but it all looks really good.
Title: Re: Items Concept
Post by: DarkTl on June 26, 2013, 03:36:21 PM
Shouldn't we first approve the list of all available occupations and jobs, at least until version 1.0? If you'll decide to add some new jobs and occupations, it will seriously affect the concept I want to use.
Title: Re: Items Concept
Post by: Xela on June 26, 2013, 03:58:29 PM
Shouldn't we first approve the list of all available occupations and jobs, at least until version 1.0? If you'll decide to add some new jobs and occupations, it will seriously affect the concept I want to use.

Ok, after 1.0 then. I doubt there will ever be a definitive list of jobs, game will be easier to expand as I get better at programming. This is the first time I ever code something other than some logical textbook exercise or tic-tac-toe and it feels like I'm learning new things and better ways on daily basis.
Title: Re: Items Concept
Post by: DarkTl on June 26, 2013, 04:22:23 PM
Alright, list of occupations only then. Btw, if we'll allow slaves to go shopping (for example, in SM they can have pocket money, and why would you need pocket money if you can't go shopping), they will need a separate a algorithm.
Title: Re: Items Concept
Post by: Xela on June 26, 2013, 04:28:13 PM
Alright, list of occupations only then. Btw, if we'll allow slaves to go shopping (for example, in SM they can have pocket money, and why would you need pocket money if you can't go shopping), they will need a separate a algorithm.

To many things come to mind.. it will depend on what post work events we will agree upon.
Title: Re: Items Concept
Post by: DarkTl on June 27, 2013, 03:39:05 PM
Right, back to locations.
I've found several backgrounds for cafe today (for 'food' type items), just take the ones that you think are most appropriate for the setting.
I've also made three pngs with girls; since usually there are several waitresses in a cafe, one of them should be randomly chosen each time the player goes there.
Title: Re: Items Concept
Post by: Xela on June 27, 2013, 03:55:10 PM
Right, back to locations.
I've found several backgrounds for cafe today (for 'food' type items), just take the ones that you think are most appropriate for the setting.
I've also made three pngs with girls; since usually there are several waitresses in a cafe, one of them should be randomly chosen each time the player goes there.

Oki, I'll see if I can code that in tomorrow, otherwise I'm sure to have time this weekend.

//PS: You can keep on looking :) I am sure I'll be able to put in more than one shop into the game. Also service girls should be able to work in the cafe and other locations (in the future), your waitresses will be a backup for now, I am actually thinking using random girls to work in most locations if game runs out of unique once, they will have plenty of pics for interactions and events. It's all part of my plan to run an interactive city, not to hard to code, girls will have jobs/income/place to live governed by one large PytfallWorld() class using very simple functions to set them to work and add random girls to take all job positions as game requires until we run out of locations. Alternately we'll create simpler NPC class to use in events and places where ingame girls are not adequate.
Title: Re: Items Concept
Post by: DarkTl on June 27, 2013, 06:12:41 PM
Let's clarify the level of technology in the setting again. Not the level of items you can find (eventually you can find pretty much anything thanks to universal justifications like remains of an ancient civilization or portals to other worlds  :) ), but the level of technology used in everyday life by citizens and government.

Dirigibles, cars, hovercrafts? Simple firearms, gauss rifles, plasma turrets on the perimeter of the city for protection from monsters? Coal stoves, hydropower, cold fusion reactors?
Or we talk about fantasy civilization based on the magic without real need in any devices?
Title: Re: Items Concept
Post by: Xela on June 27, 2013, 07:00:21 PM
Let's clarify the level of technology in the setting again. Not the level of items you can find (eventually you can find pretty much anything thanks to universal justifications like remains of an ancient civilization or portals to other worlds  :) ), but the level of technology used in everyday life by citizens and government.

Dirigibles, cars, hovercrafts? Simple firearms, gauss rifles, plasma turrets on the perimeter of the city for protection from monsters? Coal stoves, hydropower, cold fusion reactors?
Or we talk about fantasy civilization based on the magic without real need in any devices?

I figure the same setting as WM? Fairly low-tech - high-magic kind of deal.

Had an idea for game opening, player starts off as a orphan, remembering only what his mother (before she died from some illness when he was 5). She worked as a prostitute in a brothel in town of Crossgate and got pregnant by the owner of the large chain of brothels there. After he was killed by local ganglord, she fled to PyTFall with her child. Than player chooses from a number of lifepaths deciding on class/starting stats. Wishing to follow in father footsteps, you've been trying to collect some gold to start off a business of your own but never managed to do that. After class/events are chosen, you meet a masked stranger giving you a strange artifact without any explanations. You then have to go to one of the shops we've created, figure out that it's worth quite a bit of money and sell it to get the cash in order to start your first business. Later in the game you'd get a quest to retrieve the artifact and get access to catacombs (instant travel instead of wasting AP).

Would make a nice connection...
Title: Re: Items Concept
Post by: rudistoned on June 28, 2013, 01:25:32 AM
Most games don't care to explain that. I like your approach here. The story is nice  :)
Title: Re: Items Concept
Post by: DarkTl on June 28, 2013, 07:19:35 AM
I figure the same setting as WM?
At the same time you mentioned FF7-like setting once. And they do have machinguns and robots.
Title: Re: Items Concept
Post by: Xela on June 28, 2013, 07:34:39 AM
At the same time you mentioned FF7-like setting once. And they do have machinguns and robots.

I've also mentioned (several times) that trying to predefine the world and to many rules of that world in any detail will f*ck us up before we know it. Unless you're feeling like laying out a concept for world design, we'd be better off leaving these questions unanswered until game design forces our hand.

What shop/items are you having trouble placing at the moment?
Title: Re: Items Concept
Post by: CherryWood on June 28, 2013, 08:10:57 AM
I have guns on some girl pictures and battle sprites, because I was expecting use of firearms together with swords and magic in combat, based on that FF VII setting mentioned earlier. Will that be a problem now? (I don't know much about WM world)
Title: Re: Items Concept
Post by: rudistoned on June 28, 2013, 08:25:58 AM
Well, if someone is really bothered by those pictures not matching the supposed background of the game, he can go find better ones. I would not worry to much about it, stuff like that should be easy to change. If you have picture sets that heavily incorporate elements that will probably not match the game background, you should IMHO not spend to much time on them now as they might not be too useful later on. Apart from excluding extreme cases like that, I don't think we should precisely define our game world yet. If some images have guns, you can say those are rare artifacts if your world is not supposed to have them.
Title: Re: Items Concept
Post by: Xela on June 28, 2013, 09:18:23 AM
We also have aliens and androids, guns are not the biggest issue. I see no reason in defining the world boundaries at this stage of development. If we must make a choice, mine would be to allow guns but agree that their power is comparable to other ingame weapons (FF style).
Title: Re: Items Concept
Post by: DarkTl on June 28, 2013, 09:21:59 AM
I've also mentioned (several times) that trying to predefine the world and to many rules of that world in any detail will f*ck us up before we know it.
I'm looking for backgrounds to many locations right now, not somewhere in the future.

Unless you're feeling like laying out a concept for world design, we'd be better off leaving these questions unanswered until game design forces our hand.
I like Otherworld/Jack-o-nine-tails style, where game worlds are chaotic enough from the viewpoint of stability of the space to not have any restrictions if you do not want them right now.

What shop/items are you having trouble placing at the moment?
Many good, beautiful backgrounds for various loactions have traces of technologies. Like I said, dirigibles, cars, hovercrafts, etc.
Title: Re: Items Concept
Post by: Xela on June 28, 2013, 10:53:32 AM
Lets avoid those for now like Valet Pletej/OW do. We'll see what happens after we start designing more content.
Title: Re: Items Concept
Post by: DarkTl on June 28, 2013, 01:07:04 PM
Shops and clerks for them are done for now. We have cafe, witch hut, workshop and general shop (let's use these names for location field as well). I expect some kind of hangout or black market for drugs and maybe laboratory or another scientific-looking place for more advanced items like guns in the future.
The next are items hunting locations.

Besides, I think that an addict to drugs loly that had sex with the devil is overkill even in hentai game, so I've found a more adult witch.

Also we might need another type of items in the future, quest items. I propose that they cannot be equipped or used, but still could give bonuses or penalties to the owner (if were created with bonuses or penalties), and they cannot be sold, thrown out, given to someone, etc. except for quest cases.
Title: Re: Items Concept
Post by: Xela on June 28, 2013, 02:15:49 PM
Shops and clerks for them are done for now. We have cafe, witch hut, workshop and general shop (let's use these names for location field as well). I expect some kind of hangout or black market for drugs and maybe laboratory or another scientific-looking place for more advanced items like guns in the future.
The next are items hunting locations.

Besides, I think that an addict to drugs loly that had sex with the devil is overkill even in hentai game, so I've found a more adult witch.

Also we might need another type of items in the future, quest items. I propose that they cannot be equipped or used, but still could give bonuses or penalties to the owner (if were created with bonuses or penalties), and they cannot be sold, thrown out, given to someone, etc. except for quest cases.

Oki, I am planning to put wrap up some logic and start on locations tomorrow.
Title: Re: Items Concept
Post by: DarkTl on June 30, 2013, 08:34:40 AM
Forest backgrounds are done. I divided them into folders: battle for BE, entrance for entering new areas, general view if we'll need forest pics for some global map or something, stage for general forest pics during exploration, ruins for ruins with chests and powerful mobs you can randomly find during exploration.

Maybe in the future you could go into ruins and the game will generate a small random dungeon, as we discussed it before. If you prefer to leave it until 1.0, for now several options related to research of the ruins should be sufficient, like go inside, explore the surrounding area, throw a stone inside, etc.

I propose 3 areas for now: forest, elven forest, dark/evil/cursed/whatever forest, going by the layers, like in that old huntsman game. MC obliviously could hunt for monster girls in elven part; besides, we could create a separate fame system here: if you want to go to dark part to hunt for top items, you need good relations with inhabitants of elven part, so you can't attack and capture anything that moves even if you have uber party, you should complete some quests for them, etc.

I think about two more locations, something like a maze of canyons leading to the underground maze and ruins of an ancient or simply prewar city.
Title: Re: Items Concept
Post by: Xela on June 30, 2013, 08:51:49 AM
Forest backgrounds are done. I divided them into folders: battle for BE, entrance for entering new areas, general view if we'll need forest pics for some global map or something, stage for general forest pics during exploration, ruins for ruins with chests and powerful mobs you can randomly find during exploration.

Maybe in the future you could go into ruins and the game will generate a small random dungeon, as we discussed it before. If you prefer to leave it until 1.0, for now several options related to research of the ruins should be sufficient, like go inside, explore the surrounding area, throw a stone inside, etc.

I propose 3 areas for now: forest, elven forest, dark/evil/cursed/whatever forest, going by the layers, like in that old huntsman game. MC obliviously could hunt for monster girls in elven part; besides, we could create a separate fame system here: if you want to go to dark part to hunt for top items, you need good relations with inhabitants of elven part, so you can't attack and capture anything that moves even if you have uber party, you should complete some quests for them, etc.

I think about two more locations, something like a maze of canyons leading to the underground maze and ruins of an ancient or simply prewar city.

Great, I am working on improving ItemShop class right now so we can inherit from it and create more shops (real shops). I will prolly have to improve it many times in the future but I am almost done with that now. Soon I will start with GUI.
Title: Re: Items Concept
Post by: Xela on June 30, 2013, 03:03:04 PM
Shops in item's location field:
            GeneralStore:
Code: [Select]
'General Store' Only temporary: 'Item Shop'
            Cafe:
Code: [Select]
'Cafe'            WorkShop:
Code: [Select]
'Work Shop'            WitchesHut:
Code: [Select]
'Witches Hut'
Right now it is impossible to buy items for girls because all items go to MC and there is no transfer system. I try to write it tomorrow.

Also NPCs in shops don't even have names yet (we'll add content later).
Title: Re: Items Concept
Post by: DarkTl on June 30, 2013, 03:30:50 PM
I believe if quest makers will need permanent owners for quests instead of random girls as clerks, they might as well coming up with names, like Marie for witch hut from Ncog.
Title: Re: Items Concept
Post by: Xela on June 30, 2013, 04:21:04 PM
I believe if quest makers will need permanent owners for quests instead of random girls as clerks, they might as well coming up with names, like Marie for witch hut from Ncog.

We'll see... We can make it work either way. Cross that bridge when we come to it :)
Title: Re: Items Concept
Post by: DarkTl on July 01, 2013, 12:34:04 PM
Had an idea for game opening, player starts off as a orphan, remembering only what his mother (before she died from some illness when he was 5). She worked as a prostitute in a brothel in town of Crossgate and got pregnant by the owner of the large chain of brothels there. After he was killed by local ganglord, she fled to PyTFall with her child. Than player chooses from a number of lifepaths deciding on class/starting stats. Wishing to follow in father footsteps, you've been trying to collect some gold to start off a business of your own but never managed to do that. After class/events are chosen, you meet a masked stranger giving you a strange artifact without any explanations. You then have to go to one of the shops we've created, figure out that it's worth quite a bit of money and sell it to get the cash in order to start your first business. Later in the game you'd get a quest to retrieve the artifact and get access to catacombs (instant travel instead of wasting AP).

Would make a nice connection...
Well, that's a nice cameo if by masked stranger we mean MC's brother from Crossgate, but I'm not sure about catacombs part. In WM they, being endless and probably multidimensional, played the role of a universal source of items and girls. Do we need them the same way if we also will have several more locations? Or do we need other locations if we'll have all-purpose catacombs? I don't think so.

They have to be nerfed a lot. For example, they lost their original properties, and while you can meet some mobs or monster girls there, you can't find everything and everyone as before.
Instead they could be used for immediate travel to remote locations without wasting AP.

Besides, the only known open entrance/exit located in Crossgate. I guess MC should find a closed door for a start, and the artifact serves as a key.
Title: Re: Items Concept
Post by: DarkTl on July 31, 2013, 10:55:54 AM
I have sorted items by shops. Those which still have Item Shop as location should not be for sale at all, I'll change it when we'll have names for forest locations.
Also due to change the concept of traits we have lost several items, I'll create several new ones in the near future.
Title: Re: Items Concept
Post by: Xela on July 31, 2013, 11:40:57 AM
I have sorted items by shops. Those which still have Item Shop as location should not be for sale at all, I'll change it when we'll have names for forest locations.
Also due to change the concept of traits we have lost several items, I'll create several new ones in the near future.

Awesome! Like I've said, I will not have a lot of time this week but I'll try to write/fix a bit code every day. I made sure that male filter appears when the item screen is first called, not when item is chosen. Also I randomly found and removed out of range error when player tries to equip an item that is chosen but does no longer exist in the inventory (equipped already) (hero).

We can come up with forest names before I code in the forest btw: like "Forest_1", "Forest_2" and so on.
Title: Re: Items Concept
Post by: DarkTl on July 31, 2013, 11:51:09 AM
Yeah, but I have to know how many layers the forest will have. The best items should be the furthest.
How about 3?
Title: Re: Items Concept
Post by: Xela on July 31, 2013, 12:55:43 PM
Yeah, but I have to know how many layers the forest will have. The best items should be the furthest.
How about 3?

I think we'll have more than that eventually... maybe a compromise, simply tag all relevant items as "Forest" and have script decide what's what based on other factors (such as price/rarity and so on)???
Title: Re: Items Concept
Post by: DarkTl on August 10, 2013, 02:55:08 AM
I tried to contact GonDra via pm a couple weeks ago to check items descriptions and still don't get an answer, despite the fact that he was on the forum several times already.
I'm afraid we need a new editor.
Title: Re: Items Concept
Post by: Xela on August 10, 2013, 04:11:25 AM
I tried to contact GonDra via pm a couple weeks ago to check items descriptions and still don't get an answer, despite the fact that he was on the forum several times already.
I'm afraid we need a new editor.

We can do a recruitment drive or something like that but I wanted to do that past Alpha release.
Title: Re: Items Concept
Post by: GonDra on August 13, 2013, 04:40:19 PM
I tried to contact GonDra via pm a couple weeks ago to check items descriptions and still don't get an answer, despite the fact that he was on the forum several times already.
I'm afraid we need a new editor.

Sorry I didn't check my messages for the last few weeks, I am just skimming through the Forum recently, and quite a bit less frequent than usual.
Was busy with some of my own projects and studying, will look through items and traits later today or tomorrow.

I really need to set up a reliable way to reach me...
Title: Re: Items Concept
Post by: GonDra on August 14, 2013, 01:32:59 PM
Ok this took a lot longer than I expected but I finished going over the items - I dropped the changed file into my Dropbox folder with a txt file accompanying it with some comments.
Title: Re: Items Concept
Post by: DarkTl on August 15, 2013, 01:53:58 PM
I really need to set up a reliable way to reach me...
Well, I get  notification on e-mail when someone sends me pm. I guess you could do the same thing.

I dropped the changed file into my Dropbox folder with a txt file accompanying it with some comments.
Thanks a lot.
Title: Re: Items Concept
Post by: CherryWood on April 01, 2014, 11:18:27 AM
This is totally confusing to me:
Quote

Badness: (Chance of girl buying this item)- Defaults to 0 if not specified. (Meaning 100% chance)

If I want to create item that no girl will buy, should I set 0 or 100?
Title: Re: Items Concept
Post by: DarkTl on April 01, 2014, 11:57:27 AM
^It should be 100 then.
Title: Re: Items Concept
Post by: CherryWood on April 01, 2014, 12:08:17 PM
Thanks.


I've figured out another bug in my girlpack items. Trying to code something without Xela sure is hard  :)
Title: Re: Items Concept
Post by: Xela on April 01, 2014, 12:14:31 PM
Thanks.


I've figured out another bug in my girlpack items. Trying to code something without Xela sure is hard  :)

Badness isn't used at the moment. I'll prolly add that soon enough.
Title: Re: Items Concept
Post by: laposteb on April 27, 2014, 02:06:51 PM


Can I have an example of how it works?
I tried several things but nothing works I do not have my sword Appears in the Work Shop ....

Name file:
Data_Ravenbrand.xml

Folder used:
game \ content \ items \ Data_Ravenbrand.xml

Contents of the file:

Code: [Select]


<?xml version="1.0" encoding="utf-8"?>
<items>
<item
id="ravenbrand"
name="ravenbrand"
icon="content/items/weapon/ravenbrand.png"
slot = 'Weapon'
type = 'Sword'
price = '10'
        chance = '100'>
<location name ='Work Shop'/>
</item>
</items>
Title: Re: Items Concept
Post by: Xela on April 27, 2014, 02:14:48 PM
You need to name your file something like: items_laposteb.xml and put it in the \content\db folder. Then it should work.
Title: Re: Items Concept
Post by: laposteb on April 27, 2014, 02:36:36 PM

I changed the file name in items_laposteb.xml


I put in the folder :
 ..\game\content\db
but it still does not display. :'(


I put nothing on purpose as a feature to see around the weapon show, maybe I forgot an essential feature?
Title: Re: Items Concept
Post by: Xela on April 27, 2014, 03:33:33 PM
It looks ok, slot = 'weapon' should be with a small w.
Title: Re: Items Concept
Post by: laposteb on April 27, 2014, 03:36:43 PM
Its work, thanks  ;)
Title: Re: Items Concept
Post by: Xela on April 27, 2014, 03:41:19 PM
Its work, thanks  ;)

Good, it was working before but it would only show up under the all filter.
Title: Re: Items Concept
Post by: laposteb on May 01, 2014, 04:47:35 AM
hi, its again me  :D



I have another problem now ...
I made a sword with a fire skill, when I epuip it to me ... I just live unequips not put skill on a weapon?


I changed several sword found on the net and I want each element is a skill  :


(http://image.noelshack.com/minis/2014/18/1398933952-sword-of-earth.png) (http://www.noelshack.com/2014-18-1398933952-sword-of-earth.png)(http://image.noelshack.com/minis/2014/18/1398933951-sword-of-fire.png) (http://www.noelshack.com/2014-18-1398933951-sword-of-fire.png)(http://image.noelshack.com/minis/2014/18/1398933945-sword-of-storm.png) (http://www.noelshack.com/2014-18-1398933945-sword-of-storm.png)(http://image.noelshack.com/minis/2014/18/1398933954-sword-of-water.png) (http://www.noelshack.com/2014-18-1398933954-sword-of-water.png)



the code :




Code: [Select]

      <item
      id="Sword of fire"
      name="Sword_of_fire"
      icon="content/items/laposteb/Sword_of_fire.png"
      desc="This sword has the power of fire, and can shoot fireballs!"
      slot = 'weapon'
      type = 'Sword'
      badness = '20'
      price = '650'
      sex = 'uni'
       chance = '100'
      Infinite="false">
      <location name ='Work Shop'/>
      <goodtrait name = 'Former Assassin' />
      <addskill name = 'Fire 1' />
      <mod attack = '10' />
      <mod defence = '15'/>
      <mod agility = '20' />
   </item>


don't look price and stat is for test  ;D



Edit : This is another bug, if I remove the skill its not working also
I'm looking for the error ^ ^

Edit 2 : my error is :

Code: [Select]
      sex = 'uni'Just remove it, and it's work, sorry for my post :(
Title: Re: Items Concept
Post by: DarkTl on May 01, 2014, 05:22:29 AM
Oh wow, cool items! Don't forget about Light and Darkness too  :)
Title: Re: Items Concept
Post by: Xela on May 01, 2014, 05:31:11 AM
Generally, weapons are not supposed to work this way so game doesn't expect such items even if they might work. Weapons should have their own animations (noone worked on that yet) and basically you should have an unique attacks for these swords.

It should be possible in the future.

Oh wow, cool items! Don't forget about Light and Darkness too  :)

They're cool items! But you've asked if we should make similar items a while back and we've decided that it was too early.

This is really error-proned because lets say that a player has already leaned Fire 1 magic spell, then got the sword and equipped it... When unequipped, Fire 1 should be gone as well, not because it's a bug but simply because we've agreed that weapons should not work this way.

===========
I should either write the code that would allow adding affinities and animated attack to weapons OR this should be a separate magical skill (doesn't require any code from me, just modding).
Title: Re: Items Concept
Post by: laposteb on May 01, 2014, 06:33:04 AM
Okay thank you for the information, so I keep them to myself  :D


Edit : And a description :


Code: [Select]
      desc="This sword has the power of fire, and can shoot fireballs! But be careful this sword is cursed! if you already know the spell, it will let you forget"

Correct me if is not english ^^
Title: Re: Items Concept
Post by: DarkTl on May 01, 2014, 06:50:28 AM
Nah, in the future I'd prefer, for example, fire sword that deals a bit of fire damage in addition to usual one instead of giving Fire1 skill.
Since it's impossible right now, Fire1 is sufficient as a placeholder.
Title: Re: Items Concept
Post by: Xela on May 01, 2014, 06:58:56 AM
Nah, in the future I'd prefer, for example, fire sword that deals a bit of fire damage in addition to usual one instead of giving Fire1 skill.
Since it's impossible right now, Fire1 is sufficient as a placeholder.

That's what I've meant but I would like weapons to have animated attacks as well.

Okay thank you for the information, so I keep them to myself  :D


Code: [Select]
      desc="This sword has the power of fire, and can shoot fireballs! But be careful this sword is cursed! if you already know the spell, it will let you forget"

Code: [Select]
      desc="This cursed sword comes with knowledge of Fire. However the moment you put this weapon to rest, the spell shall be forgotten!"
might do.

Feel free to post the item, it doesn't do any harm to the game.
Title: Re: Items Concept
Post by: DarkTl on May 01, 2014, 07:07:02 AM
I should either write the code that would allow adding affinities and animated attack to weapons OR this should be a separate magical skill (doesn't require any code from me, just modding).
We have 1 inborn, or should I say, main affinity slot right now.

In the future I want to add one (maybe two?) minor slot that could be changed more easily, but should be less effective.
However, if you have fire sword and water armor, how are you gonna choose which affinity to use? I don't want to add one affinity slot per item type.

So we probably should choose one item slot (I think about head) that will be the only one capable to add a new affinity.
Title: Re: Items Concept
Post by: laposteb on May 01, 2014, 07:23:58 AM

I do not speak very good English and even with google translation I have not included all ...


So I'd share with swords skills when I'm done or I keep for the next update with Elements?



personally I was left for 3 sword of each element with their special characteristics:
Fire: Attack (sword, not magic)
Water: Life (max health)
Earth Defence
Thunder Magic (magic max) (here one sword not three.)


(http://image.noelshack.com/minis/2014/18/1398942947-sans-titre-1.png) (http://www.noelshack.com/2014-18-1398942947-sans-titre-1.jpg)(http://image.noelshack.com/minis/2014/18/1398942948-sans-titre-2.png) (http://www.noelshack.com/2014-18-1398942948-sans-titre-2.jpg)(http://image.noelshack.com/minis/2014/18/1398942947-sans-titre-3.png) (http://www.noelshack.com/2014-18-1398942947-sans-titre-3.jpg)(http://image.noelshack.com/minis/2014/18/1398942947-sans-titre-4.png) (http://www.noelshack.com/2014-18-1398942947-sans-titre-4.jpg)


And chance for see a sword in a shop :
sword 1 : 50 %
sword 2 : 25 %
sword 3 : 10 %


And the original sword its here (http://cgartiste.deviantart.com/gallery/42494486?offset=72)
Title: Re: Items Concept
Post by: Xela on May 01, 2014, 10:16:38 AM
We have 1 inborn, or should I say, main affinity slot right now.

In the future I want to add one (maybe two?) minor slot that could be changed more easily, but should be less effective.
However, if you have fire sword and water armor, how are you gonna choose which affinity to use? I don't want to add one affinity slot per item type.

So we probably should choose one item slot (I think about head) that will be the only one capable to add a new affinity.

Sounds messy (in code). Armor/Weapons should not mess with personal affinity and have their own.



So I'd share with swords skills when I'm done or I keep for the next update with Elements?

Please share, we'll improve the whole thing when we get back to battle engine.
Title: Re: Items Concept
Post by: DarkTl on May 01, 2014, 10:46:09 AM
Sounds messy (in code). Armor/Weapons should not mess with personal affinity and have their own.
Not sure how to track them. If you have 6 items equipped, all with different affinity, how to show it in gui and how to use it in battle?
Title: Re: Items Concept
Post by: Xela on May 01, 2014, 03:25:59 PM
Not sure how to track them. If you have 6 items equipped, all with different affinity, how to show it in gui and how to use it in battle?

Only weapons and maybe armor should have affinity. Defense we need a separate calculations for but attacks could prolly work somewhat similar to spells (would still require some code adjustments).
Title: Re: Items Concept
Post by: laposteb on May 04, 2014, 06:27:45 AM

It's me again haha  :D
I still and always little problems, nothing too bad.


I created a set of armor for man/woman, when I'm in the store I purchase a large square icon resized which is not really aesthetic:


(http://image.noelshack.com/minis/2014/18/1399198712-sans-titre-1.png) (http://www.noelshack.com/2014-18-1399198712-sans-titre-1.jpg)


Then I have another little problem when I look in my inventory my equipped items moves from left to right or right to left. (look at the two images on one another to see the slight difference) :


(http://image.noelshack.com/minis/2014/18/1399198713-sans-titre-2.png) (http://www.noelshack.com/2014-18-1399198713-sans-titre-2.jpg)(http://image.noelshack.com/minis/2014/18/1399198711-sans-titre-3.png) (http://www.noelshack.com/2014-18-1399198711-sans-titre-3.jpg)


In inventory list as the images are not centered in the square. I quibble over details, but I prefer notify :)
Or there are dimensions appropriate for images?
Title: Re: Items Concept
Post by: Xela on May 04, 2014, 07:18:54 AM
First issue is easily corrected.

Second issue can be fixed as well I expect, I just need to try something (it's not an alignment typo, one is an image button and the other is just an image so they work of different rules. I think the second pic should become imagebutton without an action as well and this will be fixed).

 (I flag both as bugs)
Title: Re: Items Concept
Post by: KingofKings on June 25, 2014, 09:16:28 AM
Hey guys, I got a problem that I can't seem to get fixed no matter what I do, so I'm going to place this here so you guys can have a look over it and see what I done messed up again.

And Yes Xel, once I work this out I'll be helping by throwing together a few ideas myself and giving them to you to add, it's a damn addictive game (two all nighters just trying to get this to work properly and about a month on playing for long periods of time) and I want to help make it better, or at least more diverse.

Thank for any time taken to look it over I appreciate it lots.
Title: Re: Items Concept
Post by: Xela on June 25, 2014, 09:40:03 AM
1) File should always start with "items". (rename to: items_fang.xml)
2) You had invalid syntax in your XML file.
3) It is generally bad idea to simply rename files from .jpg to .png (as you did). There are dozens of programs that will convert properly, online and installable.

Correct syntax (I also added attack type, but that wasn't a problem):

Code: [Select]
<?xml version="1.0" encoding="utf-8"?>

<items>
          <item
id="Fang of the Void Dragon"
icon="content/items/voidfang/voiddragon.png"
desc="This Diivine sword is said to be worth the world, and just as powerful, but it currently is free for some unconcievable reason."

slot = 'weapon'
type = 'Sword'
badness = '0'
price = '0'
sex = 'unisex'
        chance = '100'
infinite = 'true'
attack = 'SwordAttack'>

<location name = 'Work Shop'/>
<max attack = '250'/>
<mod attack = '100'/>
<max joy = '100'/>
<max fatigue = '100'/>
<mod refinement = '100'/>
<mod service = '100'/>
<mod intelligence = '100'/>
<mod agility = '100'/>
</item>
</items>

Good luck with further modding (we have a section where you can post updates) :)

Also there are two taggers if you want to make native girl packs, ask if you don't understand something.
Title: Re: Items Concept
Post by: KingofKings on June 25, 2014, 11:36:11 AM
I'll fix that up, and I don't really do girls, that one is a bit outside my depth, not that good with computers, but making a variety and outlandish weapons, items, armor and such is my best set, and I'll be making a few of them to go into, we may have quite a list already, but it doesn't hurt to have a real diversity of things to use in a game, one item can change an entire playthrough.

Once I get the full thing running, and not screw up expect a few more coming your way, and maybe a new type of item (Extremely unlikely though, you got enough trouble as it is.)

And if you ever need help, lean on me, I'll be here, just don't ask for the winning lotto numbers or and code work, that is still beyond my limited capacities.

Thanks for the help Xel.
Title: Re: Items Concept
Post by: Pinkutako on August 04, 2014, 10:52:07 AM
Hopefully, a couple simple questions.   


I know that some items don't show effects for MC.  Like items that add traits don't show on the Hero/MC Equip menu.  I've been creating new items for my own use (I may share later if I can get them working well),  Some stats get removed when in the Hero/MC Equip menu.  A specific example is I made a Longsword +1  mod attack 10  max attack 20 mod def 5.  It shows the defense in the shop window but the defense disappears in the Hero/MC Equip menu. So, when equipping the MC the tooltip only shows mod attack 10 max attack 20. In the girls equipment window it shows the defense on the tooltip but it does not actually change the defense stat.


So the question is:  Are Stat changes specific to slot or type? As in, Are weapons unable to change the defense stat?


Also, as I understand it items that add to sex skills [normalsex, anal, lesbian, blowjob] have the values divided by 4 for the MC.  Anal 20 for a girl would be Sex 5 (anal 20/4) for the MC.  Is sex a stat that can be used for items intended for MC only?   <mod sex = '10' /> ?



Title: Re: Items Concept
Post by: Xela on August 04, 2014, 11:09:38 AM
I know that some items don't show effects for MC.  Like items that add traits don't show on the Hero/MC Equip menu.  I've been creating new items for my own use (I may share later if I can get them working well),  Some stats get removed when in the Hero/MC Equip menu.  A specific example is I made a Longsword +1  mod attack 10  max attack 20 mod def 5.  It shows the defense in the shop window but the defense disappears in the Hero/MC Equip menu. So, when equipping the MC the tooltip only shows mod attack 10 max attack 20. In the girls equipment window it shows the defense on the tooltip but it does not actually change the defense stat.

Should be "mod defence" not "mod def". I am not sure why it works in the shops. Weapons should be able to change defence just fine.

Also, as I understand it items that add to sex skills [normalsex, anal, lesbian, blowjob] have the values divided by 4 for the MC.  Anal 20 for a girl would be Sex 5 (anal 20/4) for the MC.  Is sex a stat that can be used for items intended for MC only?   <mod sex = '10' /> ?

Possibly, but that is likely to crash the game if equipped on a girl.
Title: Re: Items Concept
Post by: Pinkutako on August 04, 2014, 01:15:06 PM
I actually never used "mod def"  I was just saving time typing in the post.  What I did use and was the problem was mod defense instead of mod defence.  I assumed I knew how to spell Defense.  I should have looked into the other files.  Heh, my fault or rather my American English's fault.  We never spell it with a C. :P


Another fun fact I discovered.  You can pretty much put whatever you want into a mod field and the shop window will show it. lol 
check out the attached print screen.  ;D

Title: Re: Items Concept
Post by: Xela on August 04, 2014, 01:27:50 PM
LoL

Well, it's good for debugging. It's strange that the item didn't crash the game, Dark misspelled "atack" in one of the items and I got a key error when equipping it. Maybe I've changed something in error handling...
Title: Re: Items Concept
Post by: DarkTl on August 04, 2014, 01:29:16 PM
Oh god, that sword  :D
You know, feel free to upload somewhere your items and post links here. We could use fresh ideas.
Title: Re: Items Concept
Post by: Xela on August 04, 2014, 01:39:01 PM
LoooL

I didn't notice :D

Well, we need to come up with a type for items like that because currently game will ignore all weapons during auto-equipment.

Maybe type == "sextoy", there is no way to do that right with a "Rod" :( ?
Title: Re: Items Concept
Post by: DarkTl on August 04, 2014, 01:47:15 PM
Maybe, or maybe something like "notaweapon", as a more general thing.
Moreover, that thing seems too big for a small weapon. Maybe instead of prohibition big weapons for everyone but warriors we should allow such a type even for big weapon slot.
Title: Re: Items Concept
Post by: Xela on August 04, 2014, 01:51:51 PM
Maybe, or maybe something like "notaweapon", as a more general thing.
Moreover, that thing seems too big for a small weapon. Maybe instead of prohibition big weapons for everyone but warriors we should allow such a type even for big weapon slot.

That's what I meant, everyone is allowed to have a small weapon except slaves or maybe even slaves as well, but "Not a weapon" is prolly better bet if we want to use a main weapons slot.
Title: Re: Items Concept
Post by: DarkTl on August 04, 2014, 02:18:03 PM
I recall there were some major penalties in wm when big weapon were used during some jobs. That's the idea I used in our project, and that's why big weapons are much more powerful than small ones.
I have no idea if we have such a thing in the code though  ::)
But it shouldn't be too difficult to simply forbid inappropriate types of big weapons for nonwarriors if we'll add notaweapon type.
Title: Re: Items Concept
Post by: Xela on August 04, 2014, 02:20:19 PM
I'll add that to jobs on the next review.

I have a question, badness is not used anywhere right now, should we rename it too "buychance"? This is how it's used I believe. Also it is inverted in on itself:

badness = 80 means 80% chance to buy, does it not?
Title: Re: Items Concept
Post by: DarkTl on August 04, 2014, 02:29:48 PM
I'm afraid not. Badness 80 should mean 20% to buy. For example we have 90 badness for small potions because I don't want every girl to carry 200 potions at 100 turn.
It's not hard to change though, I have plenty of time as usual.

Though in cases when item is not available in shops it means nothing except theoretical relative importance.
Title: Re: Items Concept
Post by: Xela on August 04, 2014, 02:34:26 PM
Oh no, if it actually means badness, it's fine, there is no need to change anything. As per concept it's inverted in on itself (I believe that is a case with WM).

If I can just check dice(item.badness), there is no point in tweaking anything.
Title: Re: Items Concept
Post by: Pinkutako on August 05, 2014, 07:37:43 AM
Oh god, that sword  :D
You know, feel free to upload somewhere your items and post links here. We could use fresh ideas.


lol.  I'm glad you guys like it.  ;)   I will be sure to post them once they get sorted out.  I have 19 weapon/smallweapon slot items, 8 miscellaneous items, and 7 consumables.  I might be able to get them up today.
Title: Re: Items Concept
Post by: KingofKings on August 06, 2014, 04:05:56 AM
This reminds me, thanks Pink.
Xel, if you could talk with the other creators and work out where you want the crafting and future improvements to be headed would help a lot with the items list, so I don't make anything that isn't around, or shouldn't be included.
Just something small to start out with will be perfect, and from there things can be changed or added as the game grows, 800 items is a big number, and I want to make sure everyone is happy with the selection before going ahead and making it for real.

Other than that, keep up the good work.

And Pink, that is a sword, tough it seems a bit OP for the arena, to many Party-time leaves the Arena Workers with so much to clean up afterwards ;)
Title: Re: Items Concept
Post by: Xela on August 06, 2014, 05:28:11 AM
This reminds me, thanks Pink.
Xel, if you could talk with the other creators and work out where you want the crafting and future improvements to be headed would help a lot with the items list, so I don't make anything that isn't around, or shouldn't be included.
Just something small to start out with will be perfect, and from there things can be changed or added as the game grows, 800 items is a big number, and I want to make sure everyone is happy with the selection before going ahead and making it for real.

Other than that, keep up the good work.

And Pink, that is a sword, tough it seems a bit OP for the arena, to many Party-time leaves the Arena Workers with so much to clean up afterwards ;)

In the items area: At the moment we really need this:

1)

Head slot items!

The code is already there (we had to disable it), we just couldn't come up with a sensible amount of ideas to make it work... If you can make 15 - 20 items that are fun/make sense/fulfill the existing items sets using head slot, it would be VERY welcome addon to the game!

2)

Crafting!

Instead of items, you come up with a bunch of ingredients (herbs, materials, gems, metals ingots). The interface will be very similar to the new exploration module, only explorers would be gatherers and alchemists. (I could throw a bunch of herb images from a sister game called Alkion your way).

You'd have to create a dictionary of:

{
"item_name1": [ingridient1, ingridient2, ingridient3],
"item_name2": [ingridient1, ingridient2, ingridient3],
and so on...
}

item_name must be an existing item or an item that you created.

That will add a whole new dimension to the game, a new business type and it is beyond easy to code. 800 items is kinda retarded (an overkill) if you can add a whole new dimension to the project doing almost exactly the same thing instead... just think about it.
Title: Re: Items Concept
Post by: DarkTl on August 06, 2014, 07:53:38 AM
Back then I really disliked the idea of adding some lame, generic, possibly ugly closed helms (especially since characters faces are always visible everywhere), and we didn't really had enough time to think over every single head slot item.
Nothing has changed since then, I still don't want ugly, bulky helmets, and I'm still too busy with other systems  :D

So feel free to make cool looking head items, we will add them. They don't have to be helmets, they could be anything that can be equipped on head.
Title: Re: Items Concept
Post by: KingofKings on August 06, 2014, 09:24:17 AM
Okay, so head-gear and ingredients are the two main ones you want to have something to use to refine the code?

That's okay, I was already working on ingredients for food for cooking for better food items for mid-late game, but I can improve that further.

And head-gear really got me, I was wondering why there was none in the game in the first place, that answered that question.

Okay so I'll start on a few things and get back to you guys after a while, just you you can concentrate on fixing bugs, fixing code and getting everything working properly while I get busy.

Yeah, 800 items is lots of overkill, but I though that with so much variety, every play-through will be different because of the multitude of things that are there, and all the possible combinations/differences each player will get with each item, variety is the slice of life as they say.
Title: Re: Items Concept
Post by: DarkTl on August 06, 2014, 10:05:27 AM
Also, feel free to add armor for main character only. We only have 3 right now, that's clearly not enough.
The main problem here is to find a good looking picture suitable for icon, and then cut it. By suitable I mean that it possible to cut it without mad photoshop skillz.
Title: Re: Items Concept
Post by: Xela on August 06, 2014, 11:13:34 AM
Okay, so head-gear and ingredients are the two main ones you want to have something to use to refine the code?

Refine may not be the right word here. Expand more like it.

That's okay, I was already working on ingredients for food for cooking for better food items for mid-late game, but I can improve that further.

Some decent herbal pics (https://dl.dropboxusercontent.com/u/43556362/herbs.rar).

Food is good as well. Note that when you make a dict, there should be multiple items bound to the same ingredients like:

Code: [Select]
{
"Shitty Sword": ["Iron Ingot", "Fire", "Coal"],
"Rusty Sword": ["Iron Ingot", "Fire", "Coal"],
...
}

And in items themselves just add a new field:

Code: [Select]
"craftskill" = 10
Lets say craftskill will be in range of 0 -  500, 500 being the highest.

Okay so I'll start on a few things and get back to you guys after a while, just you you can concentrate on fixing bugs, fixing code and getting everything working properly while I get busy.

Yeah, don't worry about us, we're batsh!t crazy on the ideas so there is always something to do for the game :)

Yeah, 800 items is lots of overkill, but I though that with so much variety, every play-through will be different because of the multitude of things that are there, and all the possible combinations/differences each player will get with each item, variety is the slice of life as they say.

Items amounts are not a very big issue performance wise I think, classes are really simple and we keep one instance of each in the game, the only problem with this is sorting, auto-buy/auto-equip will be slower with loads of items in the game (I am attempting to mitigate that somewhat by sorting specialized containers at the start of the game already) + dictionary lookups will take more time. Also, keep in mind that items have new location field "Exploration" that will allow any particular item to be found during it.

This is the new format for items, you might as well make the new stuff in it:

Code: [Select]
[
    {
    "id": "Dagger",
    "desc": "A simple iron dagger which is easily concealed under clothing for self-defense.",
    "icon": "content/items/sweapon/d.png",
    "price": 80,
    "sex": "unisex",
    "chance": 100,
    "badness": 95,
    "eqchance": 5,
    "hidden": false,
    "infinite": true,
    "slot": "smallweapon",
    "type": "Dagger",
    "attack": "KnifeAttack",
    "dismod": 1,
    "max": {"attack": 10},
    "mod": {"attack": 5, "character": 3},
    "locations": ["Work Shop"]
    },
    {
    "id": "Enchanted Dagger",
    "desc": "This magic dagger has an enhancement bonus to attack. It is the most common weapon among the local thugs.",
    "icon": "content/items/sweapon/ed.png",
    "price": 150,
    "sex": "unisex",
    "chance": 75,
    "badness": 90,
    "eqchance": 10,
    "hidden": false,
    "infinite": false,
    "slot": "smallweapon",
    "type": "Dagger",
    "attack": "KnifeAttack",
    "dismod": 5,
    "max": {"attack": 20},
    "mod": {"attack": 10, "character": 5},
    "locations": ["Work Shop", "Exploration"]
    },
    {
    "id": "Assassin Dagger",
    "desc": "When equipped, this dagger awakens the killer instinct.",
    "icon": "content/items/sweapon/ad.png",
    "price": 450,
    "sex": "female",
    "chance": 25,
    "badness": 80,
    "eqchance": 30,
    "hidden": true,
    "infinite": false,
    "slot": "smallweapon",
    "type": "Dagger",
    "attack": "KnifeAttack",
    "dismod": 5,
    "max": {"attack": 35},
    "mod": {"attack": 20, "character": 25},
    "removetraits": ["Meek", "Collected", "Kind"],
    "addtraits": ["Aggressive", "Merciless"],
    "locations": ["Exploration"],
    "goodtraits": ["Yandere"],
    "badtraits": ["Kind"]
    }
]

Hard to tell if ingredients should be items themselves... prolly yes, just omit complex fields.
Title: Re: Items Concept
Post by: KingofKings on August 06, 2014, 11:54:57 PM
Okay, I'll work on making the items first, and once that is done, I'll take it all and make a dictionary from that so everyone has the items and the recipes ready to go.
Title: Re: Items Concept
Post by: Xela on March 12, 2015, 09:48:49 PM
Code: [Select]
            self.add_be_spells = []
            self.remove_be_spells = []

I was going through code and figured that I've already added the fields. I recall writing about that as well.
Title: Re: Items Concept
Post by: DarkTl on March 14, 2015, 09:55:49 AM
Um, how do they work? I mean, should I use them on consums and miscs only? What will happen if some sword has such a line?
Title: Re: Items Concept
Post by: Xela on March 14, 2015, 11:46:35 AM
Um, how do they work? I mean, should I use them on consums and miscs only? What will happen if some sword has such a line?

Skill will be removed together with the sword as you unequip it. If character already had such skill (spell) it will be disappear (we may take precautions in the future.). I am thinking about allowing items to auto-create their own battle skills/spells as well but that's prolly for the future too.
Title: Re: Items Concept
Post by: DarkTl on March 15, 2015, 07:51:32 AM
Alright. I wonder how it will work with temporarily working consumables though. I'm not going to make them right now, but might in the future. Like some overpowered magic attack that can be used for one day only.
Title: Re: Items Concept
Post by: Xela on March 15, 2015, 11:00:05 AM
Alright. I wonder how it will work with temporarily working consumables though. I'm not going to make them right now, but might in the future. Like some overpowered magic attack that can be used for one day only.

Will work fine. As long as those spells cannot be obtained in any other way, or current code will remove them. I'll fix that at some point as well.
Title: Re: Items Concept
Post by: DarkTl on December 05, 2015, 09:05:52 AM
Alright, autobuying.

- There is actually a way to request a specific item via function, didn't know that. However, since the item might not be available in any shop, I'm not really sure how and where to use it.

Now we trying to buy a random item.

- There is supposed to be a skill/stat based system which decides what stats are important for the character, but looks like it's afk atm.
- At first we exclude all items with bad traits. *Might as well make a non slave character sell such items if she has them in inventory.
- Then with 80% chance we create a pool of items with goodtrait. And buy one of them if the character doesn't have it yet.
- If there are no such items or the dice is failed, with 30% chance we buy a restore type item. With further 100 - badness chance.
- Then we buy a random item with 100 - badness chance. And cannot buy more than 5 of any item.

Possible improvements:
- Autosell loot slot items for non slaves.
- If a character has empty equipment slots such as body, wrists or feet (for warriors weapon slot too), her main concern should be to buy something for them in the first place.
- Only small weapons for non-warriors. Both small and normal for warriors.
- Types priority. Only "dress" type for non-warriors. More "armor" than "dress" for warriors. No priorities for "other" type, ie based on other things only.
- Food type consumables should be sold more freely than anything else. They are cheap anyway.
- Permanent type consumable should never be sold to characters.
- Upgrade type consumables should use skill/stat logic.
- Scroll type consumables should be sold to mages only.
Title: Re: Items Concept
Post by: Xela on December 05, 2015, 10:36:23 AM
Maybe... I am against selling off items in general (they may sell items player wishes them to keep).

For the rest, I'd prefer to keep the system as plain and simple as possible, just so it makes sense. If you want to add more to it, feel free.

We do not check item availability in shops but we do check for items that can be bought in shops (at the very beginning of the game).
Title: Re: Items Concept
Post by: DarkTl on December 05, 2015, 10:55:28 AM
Since loot is normally useless, selling it is a measure against clogging inventory of those characters who don't give you free access to inventory to clear it manually if needed. I'll skip selling badtrait items.

But they probably should start selling any non consumable items if they have more than 5. Want to keep all items? Give them to lovers and/or slaves.
Title: Re: Items Concept
Post by: Xela on December 05, 2015, 12:21:20 PM
Not sure... such a feature would interfere with gameplay. It doesn't feel right.
Title: Re: Items Concept
Post by: DarkTl on December 06, 2015, 07:38:03 AM
What about unhired or fired characters? You want to keep everything even for them?
Title: Re: Items Concept
Post by: Xela on December 06, 2015, 08:17:08 AM
What about unhired or fired characters? You want to keep everything even for them?

They should not buy items... We could run some funcs once or twice but it's not reasonable to do it for all chars right off the bat, not without some serious optimization first.
Title: Re: Items Concept
Post by: DarkTl on December 06, 2015, 08:48:43 AM
I believe unhired ones should have some items at high enough levels. If all chars will have zero items until you hire them, it will be a poor life simulation. Though they don't have to buy them properly as hired ones. Otherwise shops will be empty very soon.
But it's a part of another system.

Fired ones probably should sell any non consumable items if they have more than 5 after you fired them.
Title: Re: Items Concept
Post by: Xela on December 06, 2015, 09:14:11 AM
Maybe... you're right about the high level chars but that is a whole different discussion. It needs to be done in such a manner that it doesn't interfere with/slow down the game...
Title: Re: Items Concept
Post by: DarkTl on December 06, 2015, 09:27:35 AM
Hm, no, it doesn't seem right to sell stuff without a reason.
If you fire them, they CAN sell any unequipped items if they need money, but don't have to if they already have enough money to live. Yeah, it probably should be part of simulation too.
Title: Re: Items Concept
Post by: Xela on December 06, 2015, 09:38:45 AM
I doubt that we'll manage proper simulation before next release.
Title: Re: Items Concept
Post by: DarkTl on December 06, 2015, 10:14:41 AM
I'm aware of it  :)

I wonder how should I check general occupations inside autobuying. Cgo uses "for occ in char.traits", but inside autobuying we use self instead of char.
Title: Re: Items Concept
Post by: Xela on December 06, 2015, 10:29:03 AM
Normally:

PytCharacter.occupations is a set of all occupations, main, sub, general, doesn't matter... self.occupations if you check inside of the class. General strings like "Server" should be there as well.
Title: Re: Items Concept
Post by: DarkTl on December 07, 2015, 03:23:12 AM
Quote
            for i in pool:
                # This will make sure that girl will never buy more than 5 of any item!
                if i.id in self.inventory:
                    mod = self.inventory[i.id] * 20
                else:
                    mod = 0
                     
                if dice(100 - i.badness - mod) and self.take_money(i.price, "Items"):
                    self.inventory.append(i)
                    returns.append(i.id)
                    amount -= 1
               if not amount:
                    break
Doesn't it mean that if we send a character with low gold, she will keep wanting to buy random stuff but often will be unable to instead of focusing on cheap items she can afford?
Title: Re: Items Concept
Post by: Xela on December 07, 2015, 03:40:57 AM
Doesn't it mean that if we send a character with low gold, she will keep wanting to buy random stuff but often will be unable to instead of focusing on cheap items she can afford?

Which part? Code will run itself until amount of items requested is 0 or until all options run themselves out. You'll have to be more specific on what concerns you.
Title: Re: Items Concept
Post by: DarkTl on December 07, 2015, 03:58:38 AM
Let's say she has 50 gold, and we have like 200 items she cannot afford and 50 she can.

So we'll have a list of 250 items, and 200 of them will be useless to us from the beginning. Shouldn't we remove too expensive ones from the list after every purchase, or at least before the first purchase?
Title: Re: Items Concept
Post by: Xela on December 07, 2015, 04:32:42 AM
Let's say she has 50 gold, and we have like 200 items she cannot afford and 50 she can.

So we'll have a list of 250 items, and 200 of them will be useless to us from the beginning. Shouldn't we remove too expensive ones from the list after every purchase, or at least before the first purchase?

In the very beginning would be a nice optimization, would prolly speed things up a little bit. New list would have to be created with:

Code: [Select]
total_pool = [i for i in auto_buy_items if i.price <= self.gold]
or something like that. We'll work with total pool after that... maybe removing all bad trait items using extra check while building this list is a decent idea also...

Those methods have been optimized just once because my first version was really, really slow and faaaaar too complicated. Your proposal seems like a good step towards making it better/faster.
Title: Re: Items Concept
Post by: DarkTl on December 07, 2015, 04:41:09 AM
Should I use a new list every time? Or it's possible to do stuff like pool = [i for i in pool if i.price <= self.gold]?
Title: Re: Items Concept
Post by: Xela on December 07, 2015, 04:50:58 AM
Should I use a new list every time? Or it's possible to do stuff like pool = [i for i in pool if i.price <= self.gold]?

It's perfectly possible but not very useful since we're building new lists from total pool two or three times. I think my original suggestion of creating a total pool with all badtrait and too expensive items sorted out is best. Than we can use that instead of the global auto_buy_items or whatever that's called.