- Aug 16, 2016
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That should be impossible. Both Maria's and Ashley's friendship increase in the event you haven't seen for Ashley, so if you somehow managed to get passed that event, Maria's friendship would be 21.Her's is at 22. Already set on her "meaning of life" path. (I don't know how I never noticed Ashley's friendship not rising.)
If it helps, I started the game in May. I'm not entirely sure if I ever restarted with a newer version since that time, but going by my habits, I probably kept the same saves all the way through.
On an unrelated note, Violet's room events appear to keep resetting each version, although that's not quite as high priority as the main game.
Yeah, my bad. I misread the > 0 part.What are you talking about? We are discussing sex after the Hangout events. They have already had their virginity taken (sex act > 0). So there isn't a possibility of the sex event occurring unless they've already done it at least once (problem solved). With the current logic, the player has to do the sex act 10 times (in order to get the sex trait) before sex after the Hangout event is even a possibility. It is a very broken feature in my opinion if you leave the logic like that. Hmm, you can't have sex after your date unless you've done it at least 10 times in a non-date event. This is the furthest thing from realistic I've ever heard of.
Friendship is each girls level. If the code were to be >= (friendship points) then friendship would be meaningless.@Runey
We'll have to agree to disagree about the sex after Hangout events. It's your game not mine. It's not even close to how real life works when you are dating your girlfriend but it's your decision.
You've mentioned several times about how cheating for friendship will break the story / game progression. This shouldn't be the case with good logic. You shouldn't base your logic on stats alone. If a player changes a girl's friendship from 1 to 30 (or any character stat for that matter), it shouldn't break their story or progression with good programming logic.
As an example, let's say you have 30 events with Autumn. Example logic:
Event #2 logic check:
if autumn_friendship >= 3 and autumn_story_progression = 2: (do event #2) (after event #2 is completed autumn_story_progression is set to 3)
Event #3 logic check:
if autumn_friendship >= 4 and autumn_story_progression = 3: (do event #3) (after event #3 is completed autumn_story_progression is set to 4)
Event #4 logic check:
if autumn_friendship >= 6 and autumn_story_progression = 4: (do event #4) (after event #4 is completed autumn_story_progression is set to 5)
Event #30 logic check:
if autumn_friendship >= 20 and autumn_story_progression = 30: (do event #30) (after event #30 is completed autumn_story_progression is set to 31)
This is just one example, out of many, of how to do it so that players who cheat stats don't mess up the story logic and character progression. It doesn't make any difference if a player changes Autumn's character stats since you aren't basing her story progression on character stats alone. This method helps to protect the player from themselves.
The only downside to this is that it would invalidate all previous version save games. A small price to pay for the many benefits. Less support issues from player cheating also. Troubleshooting player save games would also become easier.
Not really. Friendship is still checked and the player still has to reach the minimum level for the event to trigger. spectre1viper's coding suggestion makes sense. He's been modding games for a long time.Friendship is each girls level. If the code were to be >= (friendship points) then friendship would be meaningless.
This is my first game I've ever made, so I did make the mistake of not separating friendship points with a story tracker (or character level). The way I wish I had done it was this:
if aut_story == 1: (do event)
That would allow friendship to take over the Affection stat.
But in the end, nothing is changed. All the stats do the same thing, a character's level would act as friendship does now, and friendship would act as Affection does now, it would just be changing the names a bit. The only plus would be a couple less people being confused on the wording I chose. Level is something people already know not to cheat unless they want to skip content, whereas people are more likely to think of Friendship of being how willing the girls are to do something. But I think the number of people who cheat friendship not realizing what they're doing is very small. Cheating stats without knowing what they do is always a bad idea regardless of what they're called.
Yeah, it's still checked. But why? What does friendship do? Friendship would be risen just like the story tracker. They would be the exact same numbers unless someone cheated friendship. And if they did, nothing would change. You would need to cheat both friendship and the story tracker to skip to a story event.Not really. Friendship is still checked and the player still has to reach the minimum level for the event to trigger. spectre1viper's coding suggestion makes sense. He's been modding games for a long time.
I didn't use any cheats, and for codes, I only used the money code.That should be impossible. Both Maria's and Ashley's friendship increase in the event you haven't seen for Ashley, so if you somehow managed to get passed that event, Maria's friendship would be 21.
Did you cheat Maria's friendship? Use a code? Or did you find a game breaking bug? If you did, I would love more detail.
To fix this problem, open the console and set Maria's friendship to 4, or restart the game.
What I think spectre1viper is trying to say is that all character variables should use the following logic:Yeah, it's still checked. But why? What does friendship do? Friendship would be risen just like the story tracker. They would be the exact same numbers unless someone cheated friendship. And if they did, nothing would change. You would need to cheat both friendship and the story tracker to skip to a story event.
The way it works now is this:
Do the event, raise event tracker (friendship)
What's being suggested (to my understanding) is this:
Do the event, raise friendship and the event tracker
The way it's being presented changes nothing but how the code refers to story trackers. It would be no different from changing "Friendship" to "Friendship2" in the code. It would just be work for nothing.
Redundancy. What it does is make it so that you keep track both of where the story is supposed to be, with the friendship, and whether or not it has actually triggered, with the story progression variable.Yeah, it's still checked. But why? What does friendship do? Friendship would be risen just like the story tracker. They would be the exact same numbers unless someone cheated friendship. And if they did, nothing would change. You would need to cheat both friendship and the story tracker to skip to a story event.
The way it works now is this:
Do the event, raise event tracker (friendship)
What's being suggested (to my understanding) is this:
Do the event, raise friendship and the event tracker
The way it's being presented changes nothing but how the code refers to story trackers. It would be no different from changing "Friendship" to "Friendship2" in the code. It would just be work for nothing.
All stats use >= except for friendship, which needs to be very specific.What I think spectre1viper is trying to say is that all character variables should use the following logic:
friendship >= (value)
affection >= (value)
obedience >= (value)
sluttiness >= (value)
exhibitionism >= (value)
submission >= (value)
This way it doesn't matter if any character stat is cheated as the girl's story will progress normally using an additional story progression variable for each girl.
This is just a smarter way to code the events. This way cheating will not affect story progression in any way (smart).
Your game is great, no question! Players are just trying to help make the game even better. Cheers!
It's healthy to program redundancies like this anyway, because they also catch mistakes that you might make. Future releases will be more stable in general and you'll have less headache in "bugs" of this sort appearing.All stats use >= except for friendship, which needs to be very specific.
Or rather, the check could probably not be so specific as it is now, but the level at which you has does need to be specific.
If friendship were checked at >= rather than == I believe it would do the same thing for the most part, unless you cheat it.
I believe I'm finally understanding what he's suggesting now, if only Friendship were checked at >=, all previous events would play over each other. But if there's a specific check along with >= Friendship, that would stop it all from appearing at once.
I think the only thing doing Friendship >= and Tracker == would change, is allowing those who cheat friendship to still see all the events. Which... I mean, why would I do that? Feel free to cheat, of course. But I don't see any reason as to why I would put in a safe guard for those who cheat. It seems kind of pointless to me.
If you're going to cheat, I suggest looking for the cheat codes in the script. There are cheat codes that allow you to skip to the end of the last build's max stats for each character. For Maria as an example, it would set her friendship to 20 to allow you to do v0.5's new content right away, and give her all of her traits, and put all her stats to 10 (15 for affection).
I agree 100% except for your last two paragraphs. Protecting players from themselves is a kind thing to do. It also lessens support issues. It also lessens player frustration (from skipping parts of the story). It's like saying "If you cheat then I have no intent on helping you. You are on your own, sorry."All stats use >= except for friendship, which needs to be very specific.
Or rather, the check could probably not be so specific as it is now, but the level at which you has does need to be specific.
If friendship were checked at >= rather than == I believe it would do the same thing for the most part, unless you cheat it.
I believe I'm finally understanding what he's suggesting now, if only Friendship were checked at >=, all previous events would play over each other. But if there's a specific check along with >= Friendship, that would stop it all from appearing at once.
I think the only thing doing Friendship >= and Tracker == would change, is allowing those who cheat friendship to still see all the events. Which... I mean, why would I do that? Feel free to cheat, of course. But I don't see any reason as to why I would put in a safe guard for those who cheat. It seems kind of pointless to me.
If you're going to cheat, I suggest looking for the cheat codes in the script. There are cheat codes that allow you to skip to the end of the last build's max stats for each character. For Maria as an example, it would set her friendship to 20 to allow you to do v0.5's new content right away, and give her all of her traits, and put all her stats to 10 (15 for affection).
Definitely.It's healthy to program redundancies like this anyway, because they also catch mistakes that you might make. Future releases will be more stable in general and you'll have less headache in "bugs" of this sort appearing.
With what I said above, I may also ask him to do the ">= friendship and == stat_tracker" thing, but I'll give it a couple more thoughts before I say anything. People who cheat without knowing what they're doing are probably 1% of people who play. In other words, it'd be nice to have I guess.I agree 100% except for your last two paragraphs. Protecting players from themselves is a kind thing to do. It also lessens support issues. It also lessens player frustration (from skipping parts of the story). It's like saying "If you cheat then I have no intent on helping you. You are on your own, sorry."
Maria's friendship has to be 4 for Ashley's 11th event and he said he's already on 12.Raise Maria's friendship to 4, then you'll be able to advance Ashley's story passed 12.
You don't understand what the friendship variable is in this game. Friendship is the "story_progression" variable, it's a characters level that corresponds to an event. It's not at all related to any of the other stats.You've mentioned several times about how cheating for friendship will break the story / game progression. This shouldn't be the case with good logic. You shouldn't base your logic on stats alone. If a player changes a girl's friendship from 1 to 30 (or any character stat for that matter), it shouldn't break their story or progression with good programming logic.
Event #2 logic check:
if autumn_friendship >= 3 and autumn_story_progression = 2: (do event #2) (after event #2 is completed autumn_story_progression is set to 3)
Event #3 logic check:
if autumn_friendship >= 4 and autumn_story_progression = 3: (do event #3) (after event #3 is completed autumn_story_progression is set to 4)
Event #4 logic check:
if autumn_friendship >= 6 and autumn_story_progression = 4: (do event #4) (after event #4 is completed autumn_story_progression is set to 5)
Event #30 logic check:
if autumn_friendship >= 20 and autumn_story_progression = 30: (do event #30) (after event #30 is completed autumn_story_progression is set to 31)
There's absolutely no reason to have two variables that do the exact same thing. Redundancy is very bad in coding. Something like this would be pointless and make it even harder to fix and find bugs:Redundancy. What it does is make it so that you keep track both of where the story is supposed to be, with the friendship, and whether or not it has actually triggered, with the story progression variable.
if ashley_friendship == 10 and ashley_friendship_backup == 10:
# do event
Her's is at 22. Already set on her "meaning of life" path. (I don't know how I never noticed Ashley's friendship not rising.)
Okay wait so it's like this:That should be impossible. Both Maria's and Ashley's friendship increase in the event you haven't seen for Ashley, so if you somehow managed to get passed that event, Maria's friendship would be 21.
Friendship is one of the many character stats. Using it as the "story progression" variable is bad coding and bad design. It is also very deceptive to the player who has no idea that a character stat is also being used as the story progression variable.You don't understand what the friendship variable is in this game. Friendship is the "story_progression" variable, it's a characters level that corresponds to an event. It's not at all related to any of the other stats.
edit: and I see Runey has already mentioned this lol.
There's absolutely no reason to have two variables that do the exact same thing. Redundancy is very bad in coding. Something like this would be pointless and make it even harder to fix and find bugs:
Python:if ashley_friendship == 10 and ashley_friendship_backup == 10: # do event
That's not true at all though, also you keep saying it should be removed but you give really vague reasons for why you think it should be removed..Friendship is one of the many character stats. Using it as the "story progression" variable is bad coding and bad design. It is also very deceptive to the player who has no idea that a character stat is also being used as the story progression variable.
If the ONLY purpose of friendship is to track story progression then it needs to be removed from the character stats section and renamed to something ambiguous (so the player doesn't try to change it manually). A unique naming convention such as this could be used: ang1sp - first name letter, first name last letter, girl #, sp (story progression). This way the player has no idea what the variable is or does and will not attempt to modify it.
Runey said that they wished they had done it differently from the beginning, "This is my first game I've ever made, so I did make the mistake of not separating friendship points with a story tracker (or character level). The way I wish I had done it was this:
if aut_story == 1: (do event)
That would allow friendship to take over the Affection stat."
What DarthSeduction was suggesting was to leave Friendship as an actual character stat (like it should be) and add a separate story progression variable / tracker. Doing it this way would lessen player confusion ("Hey, where did Friendship go?"). Less code would have to be modified as well.
I understand that you are trying to defend Runey, but even Runey mentioned that it was a bad decision.
And changing the name of a variable is not going to stop players from finding it, and there is nothing wrong with players wanting to change what part of a character's story they are at, even the cheat codes let you do that! Why try to stop that by changing all the variable names? There's no point.But in the end, nothing is changed. All the stats do the same thing, a character's level would act as friendship does now, and friendship would act as Affection does now, it would just be changing the names a bit.