dusty stu
Well-Known Member
- Jan 24, 2018
- 1,787
- 1,697
how did you make the ai pictures? I'm struggling with prompts just to make something even passable let alone this good.
You must be registered to see the links
how did you make the ai pictures? I'm struggling with prompts just to make something even passable let alone this good.
<<if ($mc.sperm + $args[0] lte 100)>>
<<set $mc.sperm += $args[0] + Math.round($mc.sexXp * 0.1)>>
<<elseif $mc.sperm gt 100>>
<<set $mc.sperm = 100>>
<</if>>
<<if ($mc.sperm + $args[0] lte $mc.maxSperm)>>
<<set $mc.sperm += $args[0] + Math.round($mc.sexXp * 0.1)>>
<<elseif $mc.sperm gt $mc.maxSperm>>
<<set $mc.sperm = $mc.maxSperm>>
<</if>>
100 + mc.sexXP/10
)I will say "no", and say too "check the code", when you understand it, you will know why.else e.g. even if MC has raised max sperm to 200, the Meditate action can only raise the current sperm to 100 (or more accurately,100 + mc.sexXP/10
)
I've reviewed the code thoroughly, including tracing how theI will say "no", and say too "check the code", when you understand it, you will know why.
gainsperm
macro and the mc.sperm
and mc.maxSperm
values are used throughout the game, in both your mod and the original game. The issue I'm seeing is that when your mod is active, the sperm cap becomes hard-coded at 100 despite the game indicating players can raise it by using Essence. This creates a disconnect between what players (including me) expect and what actually happens. As you might imagine, I came across this issue myself (where, when I had raised mc.maxSperm
to the maximum value, I couldn't ever raise the displayed sperm to more than ~60% (granted, I could raise MC's sex XP to its capped value of 300, but even then, would only see a max displayed sperm value of 65%).$mc.maxSperm
is 100. By using Essence in the Office meeting, the player can raise mc.maxSperm
up to 200.gainsperm
macro (with _spermGain = $action * 5
, where action
is in the set [1,3,5] depending on the meditation strength), and the relevant pseudocode of the gainsperm
macro isif `udog` is true, then
<!--logic related to `mc.hsperm` and `mc.mhsperm`-->
if mc.sperm + _spermGain <= 100
set mc.sperm += _spermGain + Math.round(mc.sexXp * .1)
elseif mc.sperm > 100
set mc.sperm = 100
/endif
else <!-- `udog` is false -->
if mc.sperm + _spermGain <= mc.maxSperm
set mc.sperm += _spermGain
else
set mc.sperm = mc.maxSperm
/endif
/endif
mc.maxSperm
is greater than 100, this code caps the sperm gained by the Meditate action so that, on successive Meditate actions, when a Meditate action results in mc.sperm > 100, then following Meditate actions reset mc.sperm to 100.I'm going to play a guessing game now.If you disagree with that assessment, could you share your reasoning rather than asking me to guess at your intent?
I've reviewed the code thoroughly, including tracing how thegainsperm
macro and themc.sperm
andmc.maxSperm
values are used throughout the game, in both your mod and the original game. The issue I'm seeing is that when your mod is active, the sperm cap becomes hard-coded at 100 despite the game indicating players can raise it by using Essence.
mc.sperm
above 100 (displayed in the side-bar on your provided save as 20% [of 500]), because (as I have already indicated) your mod has a bug that caps the value at 100 + mc.sexXp/10
(though repeating the Meditate action then reduces the value to a flat 100).Well, you got me there, I figured it out around 2weeks later, but since no one complained, I didn't release the update and completely forgot about it until now...I suspect that the actual .html file you are playing with may have changes that you haven't uploaded; maybe in your local game file you found and identified the bug that I've been discussing. If that's the case, then why not acknowledge "oh lol my bad; thought I'd uploaded my latest changes. whoopsie!"?