Yeah, I meant Leotie. Tried spelling it phonetically without double checking it. I haven't actually *played* the game in like six months (whenever the nyan quest rework released), so that's the excuse I'm going with lol
I might try out the new stuff this weekend, but there doesn't seem to be enough there to be worth spending much time on. But at least it'll replace the Nyan rework as the most recent bit of writing. I'm still curious if that quest was a fluke (or if my personal theory that someone else wrote it is true), so I could use some new writing to compare against.
At least you didn't pull health-breaking allnighters minifying the code... I guess at least I proved myself I could get it to run at a crazy high rate even with no less than 250 unique IDs on the same map (all being enslaved to you, and all being in a single slave room to further test things), but I ended up also removing 99% of the questline code since it was a complete mess. Wasn't exactly worth the druglike burnout though but oh well, I'm not doing this shit again... Sarkath must be laughing hard lol.
On the topic of mods, DSG probably knows this but the Wes questline (for people who don't know how to trigger it, "wait" for five days after the Angry Harpies quest - or just change the XML saved
long
timer to -7200 minutes or a 7200-minute difference if you want to nitpick - then randomly walk around the Dominion streets between 17:00 and 21:00) is pretty fucked up.
Java:
public static AbstractEncounter DOMINION_STREET = new AbstractEncounter() {
@Override
public Map<EncounterType, Float> getDialogues() {
[...]
if(!Main.game.getPlayer().hasQuest(QuestLine.SIDE_WES)) {
boolean harpyQuestTimePassed = false;
if(Main.game.getPlayer().isQuestCompleted(QuestLine.SIDE_HARPY_PACIFICATION)) {
if(!Main.game.getDialogueFlags().hasSavedLong("angry_harpies_completed")) {
Main.game.getDialogueFlags().setSavedLong("angry_harpies_completed", Main.game.getMinutesPassed());
} else {
harpyQuestTimePassed = Main.game.getMinutesPassed()-Main.game.getDialogueFlags().getSavedLong("angry_harpies_completed") > (60*24*5);
}
}
wesQuestAvailable = harpyQuestTimePassed
&& Main.game.getCurrentWeather()!=Weather.MAGIC_STORM
&& Main.game.getPlayer().isQuestProgressGreaterThan(QuestLine.MAIN, Quest.MAIN_1_C_WOLFS_DEN)
&& Main.game.getPlayer().isQuestCompleted(QuestLine.SIDE_HARPY_PACIFICATION)
&& Main.game.getHourOfDay()>=17 && Main.game.getHourOfDay()<=21;
}
[...]
}
This one is just for people curious on how Inno codes (and it's far from the worst instance).
The things that DSG might want to look at (if he doesn't already know about it) - only the collars are an actual issue as this can technically cause a slave handling fuckup and both of them being each other's slaves, including if you, for some reason, already own them, effectively owning each other while being your
unofficial slaves (as the slave parser doesn't check for the owner, the rightful owner requires an additional check) so yes, either way, they're both their own masters and slaves at the same time:
- Minor conditional branch fuckups in the XML causing them to be treated as strings instead of being interpreted for the betrayal route (this is just cosmetic bullshit as the interpreted stuff isn't all that important)
- They both have sealed slave collars even though only one of them is supposed to get enslaved by the other (this can break things really hard, as they're literally masters and slaves of each other at the same time)
- They lose almost all of their clothes after the quest, but more importantly the "ribbons" and "nameplates" you can technically use to impersonate them when meeting enforcers (which, in normal play, completely removes any opportunity to do it)
- More cosmetic bullshit as Innoxia doesn't give a "canonical" fuck about Superintendents (or Chief Superintendents for that matter): Wes casually states he's been promoted to Superintendent but even while he still has his jacket, the ribbon doesn't actually reflect this change.
There might be more but this is all just in case. Either way, thanks to people mentioning Wes in the thread because yes, you'll have to fish for questlines in code or randomly do stuff ingame for shit to actually give you hints in "normal play", as some people are dead set on play
testing this thing in a "normal way".
As for Inno's "progress" (regress) news: Please focus on fixing what's broken before adding anything else if you want to be professional for a change, girl. Or, you know, just add dialogue. I know, that's, like, totally mindblowing and stuff, but people like dialogue in a text porn game!