OK, just a quick update.
No screenshot this time, I've been workng on boring under the hood stuff...
So,
joepe and I have been going back and forth in PMs r.e. coding ideas. He's working on something, I'm looking forward to to seeing it.
In the meantime, I've been setting a few things up in Batgirl.rpy. The costume picker you've already seen (a few posts before this one), what you aren't seeing is the associated revisions to the code that makes this happen. Looking at walls of code text is boring for most people, so I'll go over what you'll see instead when Batgirl's quarters interface screen pops up.
1) Fight Crime button. This is a bit trickier than it sounds, so to summarize:
- If you've not done anything with Barbara yet that evening in her quarters/cell, you may send her out to fight crime, which helps reduce/mitigate threat level a tiny bit.
- Clicking on the 'Fight crime' button will give you a choice of outfits if you send her out to fight crime, Regular or Classic, just because...
- When Batgirl is assigned to Fighting Crime via her room interface, you'll see the dark room icon on the quarters screen, with a message (if you click on Batgirl's room) that she's out and about fighting crime.
- Each night, if you haven't clicked on Batgirl's room yet, you'll see an 'eye' icon in the lower left corner of her room icon. Clicking on her room thumb will give you the option to unassign Barbara from crime-fighting duties. Barbara will continue to fight crime until you tell her otherwise, unless fatigue levels are too high, at which point she will stay home instead (unassigned).
- You are allowed to do this once with Batgirl (click on her room icon to re-assign her if crime-fighting). If you choose to have her continue to fight crime, the eye icon goes away for the rest of the evening, and you'll get the 'out and about fighting crime' message for the rest of the evening if you click on her darkened room icon. Otherwise, Barbara will show up and you'll enter her room, and will be able to interact with her from there.
.... I decided on this approach instead of having a 'these girls are fighting crime right now, do you want to re-assign any of them' as that would be a completely different thing, and is kind of covered on the Assignments/Management/Profile screen already... this way, you can just scan for eye icons on darkened rooms when you visit the Lexcorp quarters, which will tell you who is fighting crime that hasn't been interacted with yet that evening.
2) Bedpost notch counters.
.... A lot of people have been asking for counters that track how many times you've had sex, etc. with girls in their quarters/room. Said counters are now implemented.
- Under the hood, counters have a default value of -1, which indicates that said activities are not unlocked yet. A value of 0 or higher unlocks the menu option under the "Actions" button sub-menus.
- Leash Walks work pretty much the same way, although these are tracked via a separate, unique variable for leashes.
- Counts for each unlocked activity will be shown on the Quarters/Room Interface screen.
3) Room upgrades.
- These are partially implemented at the moment, essentially girls get better rest (increased fatigue recovery) when sleeping in their Lexcorp quarters as rooms are upgraded. We still need artwork for this, but works in the meantime.
4) Batgirl's full activity progression is now coded.
- Note that the associated scenes may not have been added yet, a lot of the dialogues and associated scenes still need to be transcribed, but I wanted to have a 'full example' of how to code the associated variables and 'unlocks' for the activities.
- I still need to set up the 'Slut outfit'/'Nickname' triggers, that shouldn't take long. Associated conversations won't be transcribed until later of course...
5) Costume picker works.
- I just need to add the associated outfit unlocks to relevant scenes.
- There's a new variable, Batgirl_outfitlist.
.... Outfits (which are indexed by number) are added to this list as they are unlocked. Things are currently set up so that Batgirl_outfits sets the range (default outfit = 0, +1 for each additional outfit in order), but with Batgirl she has the 'Classic Batsuit' outfit which may or may not be unlocked before she arrives in her cell (Meta Bordello extra outfits thing).
.... Batgirl_outfitlist = [0, 2, 3, 5] allows for certain outfits to be 'skipped', while still maintaining the current system (outfits indexed by number) to stay in place. A LOT of SU ReImagined sprites have been set up to use the numerical index system already, so it'd be a major pain to change everything over to 'Alpha' character indexes...
- The quarterscreen outfitpicker system, as mentioned before, checks for variations of each outfit. Normal/Slutty/Mostly Nude/Naked. Naked is usually just the birthday suit, but this allows for extra flexibility down the road, i.e. say if she's just wearing a necklace...
6) Comments under the hood have been updated.
- Batgirl.rpy is intended to be a 'template' file for other girls to follow. As such, there's a lot of #This does this... comments in the file, so that coders have a quick guide of sorts r.e. why said variable is there (if not immediately obvious) and how it is set up to work.
- This is mainly just for coders/modders that want to set up new girlpacks for SU ReImagined. Players won't see any of this stuff unless they decide to look at Batgirl.rpy for some reason...
7) To be added... Sexy Fun time partners icons.
- The big box at the bottom is so that icons for girls (mainly Kara) can be added when scenes involving that girl are added. The idea here is 'click on Kara to invoke dual leash scenes, quarters scenes, that include Kara'. Clicking on Kara's icon will bring up a menu showing your scene options, i.. Dual Leash, Quarters scenes, other scenes when they get added...
8) Interaction counter added.
- SU ReImagined often allows up to three interactions with a girl each night in her cell, this counter just shows the current activity count. Note that initial dialogues cost 3 activity points, as do certain other specific interactions. Also note that once the counter reaches 3, you are kicked out of the girl's cell for the rest of the evening (which is 'usual/existing' SU ReImagined behavior).
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This should be a big help to others that want to work on girlpacks for existing and new girls going forward.
Anyways, yeah this means that Batgirl's quarters stuff will have a significant update in 0.28.2. No new scenes necessarily, just a bunch of new placeholder text for later content, but progress nonetheless.
Back to it!