KaitoKuro

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Sep 15, 2020
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Slaves are also kinda bugged, i have 62 slaves in my camp dispite having only one
That's due to the the way totalcampslaves and totalsewerslaves is being counted. Should be fixed on the file I placed and is one of the current ones awaiting to be merged

Error when winning the battle with the rats
Error when trying to leave sub sewer mushroom area
Exploring Sub sewer can still lock game by providing no options.
Already been fixed in the unofficial version, fix was provided by Throw_AwayPower
 

KaitoKuro

Newbie
Sep 15, 2020
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Anyone wouldn't happen to know if you can add or remove from arrays in QSP? Even coping and deleting individual things could work (but might be messy).
Yes it's possible, one can delete an array element given it's index/position. It'll shift all the other elements up an index to fill in the gap made by the deletion. One can also just set it to 0 (which is the default) so it doesn't shift everything.

To find the index if the specific element, there's another command for it that works for strings in an array and need to look again for integers.

Here's the official wiki for QSP Arrays on the wiki but it's in russian, use translate function to get the gist of things:
 

KaitoKuro

Newbie
Sep 15, 2020
59
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131
p.s spider&bee goo maybe bugged cuz i can't wash it off
It should wash off unless you have a buttplug. If you're talking about the arousal effect, then once you wash off both the lubricants go satisfy yourself on the bed and it should be back to normal.
 
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I just had a thought with the github. If several people make a pull request it could get confusing when merging. Maybe an official unoffical merge request might be warrented when others can make changes but it won't affect the main. Then again I have no idea how github works this is my first GitHub account ever. I'm just concerend that each merge overrides the last. Could someone better versed in the ways of github explain to me it?

Yes it's possible, one can delete an array element given it's index/position. It'll shift all the other elements up an index to fill in the gap made by the deletion. One can also just set it to 0 (which is the default) so it doesn't shift everything.

To find the index if the specific element, there's another command for it that works for strings in an array and need to look again for integers.

Here's the official wiki for QSP Arrays on the wiki but it's in russian, use translate function to get the gist of things:
As I thought it looks like it'll be messy. I was thinking of turning $RoadAlly to an array to simplify the whole process. My logic was the first number would be either true of false. For whether or not the pc has one. Then the second number would be what futa/male/female/guard/etc.. I was thinking of like in twine you can pull variables out, pulling out the "what" and using it for something else like slaves for example. I hope you get what I'm trying to explain, I'm terrible at it. But it sounds like you can only copy from an array to another array. which means I'd need to also redo campslave and sewerslave (not sure if those are what it's called but you get the idea) to make them also an array. Fuck that sounds painful and like I'll break a LOT doing it.
 

KaitoKuro

Newbie
Sep 15, 2020
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I just had a thought with the github. If several people make a pull request it could get confusing when merging. Maybe an official unoffical merge request might be warrented when others can make changes but it won't affect the main. Then again I have no idea how github works this is my first GitHub account ever. I'm just concerend that each merge overrides the last. Could someone better versed in the ways of github explain to me it?


As I thought it looks like it'll be messy. I was thinking of turning $RoadAlly to an array to simplify the whole process. My logic was the first number would be either true of false. For whether or not the pc has one. Then the second number would be what futa/male/female/guard/etc.. I was thinking of like in twine you can pull variables out, pulling out the "what" and using it for something else like slaves for example. I hope you get what I'm trying to explain, I'm terrible at it. But it sounds like you can only copy from an array to another array. which means I'd need to also redo campslave and sewerslave (not sure if those are what it's called but you get the idea) to make them also an array. Fuck that sounds painful and like I'll break a LOT doing it.
1. Sadly it's the same for me as it's my first time with github/gitlab but I'll look into it. If you replace the file via uploading the updated .txt it sadly won't display the changes made it seems, however if changes were made on the website's text editor then it displays changes through history. Another thing to note, it's possible that the website's text editor breaks/removes the TXT2GAM formatting causing importing to be finicky so it's best to just replace (sadly no history changes) but that can just be me. If anyone can get importing to work with a version changed from Gitlab's text editor lmk as my slow brain took the long route!

2. It's very possible and honestly thought on using that format with mostly everything that are closely related. Other games uses them quite often as a way of organizing as it also allows having a template. If you're looking for just copy a single element from the array and taking it, then you can. I'll put an example soon
 

KaitoKuro

Newbie
Sep 15, 2020
59
12
131
I just had a thought with the github. If several people make a pull request it could get confusing when merging. Maybe an official unoffical merge request might be warrented when others can make changes but it won't affect the main. Then again I have no idea how github works this is my first GitHub account ever. I'm just concerend that each merge overrides the last. Could someone better versed in the ways of github explain to me it?


As I thought it looks like it'll be messy. I was thinking of turning $RoadAlly to an array to simplify the whole process. My logic was the first number would be either true of false. For whether or not the pc has one. Then the second number would be what futa/male/female/guard/etc.. I was thinking of like in twine you can pull variables out, pulling out the "what" and using it for something else like slaves for example. I hope you get what I'm trying to explain, I'm terrible at it. But it sounds like you can only copy from an array to another array. which means I'd need to also redo campslave and sewerslave (not sure if those are what it's called but you get the idea) to make them also an array. Fuck that sounds painful and like I'll break a LOT doing it.
Sorry for quoting you again but here's an example code below

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Sorry for quoting you again but here's an example code below

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It's fine I don't mind being double quoted. I check this thread enough for it to not matter:ROFLMAO:. Also FUUUUUUUUUUUUUUUCCCCCCCCKKKKKKK I just realized how much work it'd take to do that. Even if I limit what goes into the array to just gender, true of false and occupation. The amount of things that use roadally is insane. Also looking over it there are more then just rng events that use it. Some quest force roadally, like Toyna/zombie gf. Plus as I mentioned things like campslave and sewerslave will need to be changed to accept this. I guess I have a LOT to break and try and sew back together in the hopes I don't cause more fires which I inevitably will. And to think I'm breaking so much just to turn roadally into an array. Which wouldn't even do anything for the player. On the bight side no one will see what I'm doing until it's too late done in five to six business months.

Also Snekk if/when you read this your codings fine, it functions, which is better then anything I've ever made. I'm not trying to deter you from continuing to code. I'm just seeing if my limited coding knowledge can make life easier for me others in the future which will probably backfire.

I make no promises that'd I'll finish this so please don't expect that of me. I'll make changes on my end to suit any updates that happen because of it, assuming I'm still doing it. Again keep going it as if this isn't going to happen.
 

Solid Snekk

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1. It's fine I don't mind being double quoted. I check this thread enough for it to not matter:ROFLMAO:. Also FUUUUUUUUUUUUUUUCCCCCCCCKKKKKKK I just realized how much work it'd take to do that. Even if I limit what goes into the array to just gender, true of false and occupation. The amount of things that use roadally is insane. Also looking over it there are more then just rng events that use it. Some quest force roadally, like Toyna/zombie gf. Plus as I mentioned things like campslave and sewerslave will need to be changed to accept this. I guess I have a LOT to break and try and sew back together in the hopes I don't cause more fires which I inevitably will. And to think I'm breaking so much just to turn roadally into an array. Which wouldn't even do anything for the player. On the bight side no one will see what I'm doing until it's too late done in five to six business months.

2. Also Snekk if/when you read this your codings fine, it functions, which is better then anything I've ever made. I'm not trying to deter you from continuing to code. I'm just seeing if my limited coding knowledge can make life easier for me others in the future which will probably backfire.

3. I make no promises that'd I'll finish this so please don't expect that of me. I'll make changes on my end to suit any updates that happen because of it, assuming I'm still doing it. Again keep going it as if this isn't going to happen.
1. We can detach the adventurers, guards and bees from roadally and simply use a seperate array for slaves and temporary companions. There is no reason for you to have to continue using the systems I added, if you can improve on something while having it stay the same "theme" of intent than I am 100% for it.

2. Nah, I'm kinda dumb. There's loads better ways to do what I did. I just added code till something worked. It's why the slave count is capped at 3.

3. I say the same thing about when I promise updates. I'm glad this project just does that to people.
 

KaitoKuro

Newbie
Sep 15, 2020
59
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It's fine I don't mind being double quoted. I check this thread enough for it to not matter:ROFLMAO:. Also FUUUUUUUUUUUUUUUCCCCCCCCKKKKKKK I just realized how much work it'd take to do that. Even if I limit what goes into the array to just gender, true of false and occupation. The amount of things that use roadally is insane. Also looking over it there are more then just rng events that use it. Some quest force roadally, like Toyna/zombie gf. Plus as I mentioned things like campslave and sewerslave will need to be changed to accept this. I guess I have a LOT to break and try and sew back together in the hopes I don't cause more fires which I inevitably will. And to think I'm breaking so much just to turn roadally into an array. Which wouldn't even do anything for the player. On the bight side no one will see what I'm doing until it's too late done in five to six business months.

Also Snekk if/when you read this your codings fine, it functions, which is better then anything I've ever made. I'm not trying to deter you from continuing to code. I'm just seeing if my limited coding knowledge can make life easier for me others in the future which will probably backfire.

I make no promises that'd I'll finish this so please don't expect that of me. I'll make changes on my end to suit any updates that happen because of it, assuming I'm still doing it. Again keep going it as if this isn't going to happen.
I'm not sure what you mean about campslave and sewerslave as they are already in an array, Snekk even has their information as an expanded(?) array, if I am using that term right, as seen in - campenslave - and - sewerenslave -. Here's what I mean since I can't explain it well.

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KaitoKuro

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1. We can detach the adventurers, guards and bees from roadally and simply use a seperate array for slaves and temporary companions. There is no reason for you to have to continue using the systems I added, if you can improve on something while having it stay the same "theme" of intent than I am 100% for it.

2. Nah, I'm kinda dumb. There's loads better ways to do what I did. I just added code till something worked. It's why the slave count is capped at 3.

3. I say the same thing about when I promise updates. I'm glad this project just does that to people.
I thought the slave being capped at 3 was an intended feature to balance from others mass capturing the entire population. If you don't mind, I can expand it so it's unlimited and to balance it we can have it were players need material to upgrade camp limit and money for sewer limit. Each material and money being multiplicative or exponential to actually have a need to spend money or collect materials themselves or via slaves and drones.

If this is a bad idea let me know, just cause it's possible doesn't mean it's good. Just like me making many suffer Charmane's fight with her fixed healing ability that was previously bugged, lady be overhealing by a thousand per turn.
 
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I'm not sure what you mean about campslave and sewerslave as they are already in an array, Snekk even has their information as an expanded(?) array, if I am using that term right, as seen in - campenslave - and - sewerenslave -. Here's what I mean since I can't explain it well.

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Admittedly I hadn't looked into those. I only saw that RoadAlly was touch by them when I was searching it. I didn't actually look into it. I'd still need to touch them obviously. A group of guard doesn't need a oral or vag skill rank. So I'd probably not need that in the RoadAlly array. But if I kidnap a farm girl she might need it for once she's captured. So I'll probably have to set it so that there is a random percentage set when enslaving them. Basically meaning ensalving them gives them the stats.
1. We can detach the adventurers, guards and bees from roadally and simply use a seperate array for slaves and temporary companions. There is no reason for you to have to continue using the systems I added, if you can improve on something while having it stay the same "theme" of intent than I am 100% for it.

2. Nah, I'm kinda dumb. There's loads better ways to do what I did. I just added code till something worked. It's why the slave count is capped at 3.

3. I say the same thing about when I promise updates. I'm glad this project just does that to people.
1. If I do it right it should be possible to not need to seperate them. Slaves have their own array, as KaitoKuro pointed out. But that would be for when they are enslaved and not following the player. RoadAlly would be for when they are following the player. Followers could be seperate that's linked to the players leadership skill. But I'll leave that up to you whether you want the pc to have that. Theoretically I could have it able so you could enslave ANY follower and keep them still be unique characters (yes gobowife and Percy). Personally I'd rather keep kidnapping to a singular target. After all which is easier to shove in a single small cage; A lone possibly unarmed person or a squad of heavily armed guards? But it's your game so I'll make which ever you prefer my priority.

2. Shit I'm not alone with facetokeyboarditis.
 

Solid Snekk

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May 5, 2017
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1. I thought the slave being capped at 3 was an intended feature to balance from others mass capturing the entire population. If you don't mind, I can expand it so it's unlimited and to balance it we can have it were players need material to upgrade camp limit and money for sewer limit. Each material and money being multiplicative or exponential to actually have a need to spend money or collect materials themselves or via slaves and drones.

2. If this is a bad idea let me know, just cause it's possible doesn't mean it's good. Just like me making many suffer Charmane's fight with her fixed healing ability that was previously bugged, lady be overhealing by a thousand per turn.
1. My concern is that too many instances of slaves will exist and cause crashes and bugs, like what happens with Evil 1/2 and how they handle slavery.

The sewers can be upgraded to higher than three if you can fabricate a better system, but the camp should remain low as too many slaves will alert the guards/paladins that patrol the northern road.

2. Charmane is the embodiment of combat and she was going easy on you. It was meant to be a rough fight despite everything.

If you fight Death there's a 1 in 10 chance you just instantly die, mitigated with allies and items.

When you fight Plague your stats are going to tank every round as you die of disease. Reset potion will fix it but that's not a fix you can do in combat.

Admittedly I hadn't looked into those. I only saw that RoadAlly was touch by them when I was searching it. I didn't actually look into it. I'd still need to touch them obviously. A group of guard doesn't need a oral or vag skill rank. So I'd probably not need that in the RoadAlly array. But if I kidnap a farm girl she might need it for once she's captured. So I'll probably have to set it so that there is a random percentage set when enslaving them. Basically meaning ensalving them gives them the stats.

1. If I do it right it should be possible to not need to seperate them. Slaves have their own array, as KaitoKuro pointed out. But that would be for when they are enslaved and not following the player. RoadAlly would be for when they are following the player. Followers could be seperate that's linked to the players leadership skill. But I'll leave that up to you whether you want the pc to have that. Theoretically I could have it able so you could enslave ANY follower and keep them still be unique characters (yes gobowife and Percy). Personally I'd rather keep kidnapping to a singular target. After all which is easier to shove in a single small cage; A lone possibly unarmed person or a squad of heavily armed guards? But it's your game so I'll make which ever you prefer my priority.

2. Shit I'm not alone with facetokeyboarditis.
1. The named followers would be a bit of a problem in kidnapping for various reasons. Most of your allies are powerful beings that follow you because you're family or do good deeds.

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I'm fine with things if they fit the theme I've gone for with the characters.
 
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Why is the north roads array being killed after each use? Wouldn't it be better to keep it active until you leave the north roads? It's fine that it is it's just weird to me.
1. My concern is that too many instances of slaves will exist and cause crashes and bugs, like what happens with Evil 1/2 and how they handle slavery.

The sewers can be upgraded to higher than three if you can fabricate a better system, but the camp should remain low as too many slaves will alert the guards/paladins that patrol the northern road.

2. The named followers would be a bit of a problem in kidnapping for various reasons. Most of your allies are powerful beings that follow you because you're family or do good deeds.

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I'm fine with things if they fit the theme I've gone for with the characters.
1. If it's handled correctly it shouldn't be an issue until the player hase millions maybe billions. You'd have to have it so they aren't running in the code while you're not looking at them. Although in saying that I think a cap should be put in place. You don't need thousands of people locked up doing nothing/popping out babies.

2. Yeah, with that I think followers should be seperate. Too many things either make it impossible or too individual to fit into what I'm doing, not surprised.
 

KaitoKuro

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Sep 15, 2020
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Why is the north roads array being killed after each use? Wouldn't it be better to keep it active until you leave the north roads? It's fine that it is it's just weird to me.

1. If it's handled correctly it shouldn't be an issue until the player hase millions maybe billions. You'd have to have it so they aren't running in the code while you're not looking at them. Although in saying that I think a cap should be put in place. You don't need thousands of people locked up doing nothing/popping out babies.

2. Yeah, with that I think followers should be seperate. Too many things either make it impossible or too individual to fit into what I'm doing, not surprised.
From what I can understand, each time that - northroadevents - gets called it'll add strings to the newly created $northroadSArray but if it's not killed after it's use then each time that location is called it'll extend the already existing array continuously. Worse case is it'll end up causing an error on the long run and slow down the process of running that location. There's also that the location can't remove strings whose conditions aren't true anymore.
 
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From what I can understand, each time that - northroadevents - gets called it'll add strings to the newly created $northroadSArray but if it's not killed after it's use then each time that location is called it'll extend the already existing array continuously. Worse case is it'll end up causing an error on the long run and slow down the process of running that location. There's also that the location can't remove strings whose conditions aren't true anymore.
Oh yeah, it's adding to the array not calling from it. I did not notice that, I'm such a smooth brain somethimes. Oh well, another thing to break touch inappropriately.... er I mean totally consentionally. Cheers for the clarification.
 
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Before you ask yes I am a slow typer. Now onto what I've been wasting my time on;

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Using the Array that exists for the north roads I "quickly" threw this together. Yes it's messy but it should cover any potential road ally. You'd just need to add to the list. Also I might have wrote it wrong. Set might not be needed, I've recently used Twine where you need to type set. Actually thinking about it I forgot taking slaves from stocks. I'll fix it later. Also if you put it in it shouldn't do anything but I wouldn't just incase. It might mess with already existing $RoadAlly. But it definitly will break something I don't trust myself.

Edit: wait does just "else:" work?
 

KaitoKuro

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Before you ask yes I am a slow typer. Now onto what I've been wasting my time on;

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Using the Array that exists for the north roads I "quickly" threw this together. Yes it's messy but it should cover any potential road ally. You'd just need to add to the list. Also I might have wrote it wrong. Set might not be needed, I've recently used Twine where you need to type set. Actually thinking about it I forgot taking slaves from stocks. I'll fix it later. Also if you put it in it shouldn't do anything but I wouldn't just incase. It might mess with already existing $RoadAlly. But it definitly will break something I don't trust myself.

Edit: wait does just "else:" work?
There's a few things that I think might cause an issue so currently working on a test for it. As for the "else:" yes it does work just fine.

Edit: The other condition on each of the if/elseif statements must also have operations (an = in this case). On the other hand, instead of using $northroadSArray[], use $northroadSRNG as the array gets killed and the variable stays to be used after given it's string value.
 
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There's a few things that I think might cause an issue so currently working on a test for it. As for the "else:" yes it does work just fine.

Edit: The other condition on each of the if/elseif statements must also have operations (an = in this case). On the other hand, instead of using $northroadSArray[], use $northroadSRNG as the array gets killed and the variable stays to be used after given it's string value.
So you mean something like
Code:
if $northroadSArray[]="femaleadventurers" or ="farmersavedon":
Also I was considering making it so that $northroadSArray doesen't get killed on each use and instead making it so that the array is called upon instead.
Code:
if $northroadSArray rand (0,1)=1:
!or possibly if the engine allows it if $northroadSArray rand (0,1)="guardssouth"
    $RoadAlly='group of guards heading south'
    cla
    *clr
    '<center><img <<$set_imgh>> src="images/enemy/guards/guards.jpg"></center>'
    *nl
    if FortSlut>20:
        'The soldiers recognize you from your slutty reputation, making comments asking if you`d like to service them in the forest nearby.'&*nl
        gs 'hooking'
    end
    'The guards say they are heading south to Avedon if you want to join, but they won`t wait up on you.'
        act 'Leave them alone':
            minut+=5
            gt $locP
        end
    if infestation>=5:
        cla
        *clr
        '<center><img <<$set_imgh>> src="images/enemy/guards/guards.jpg"></center>'
        *nl
        'It is difficult to hide how infested you are with tentacles, and the once friendly smiles of the guards fade as they realize What You Are.'
        *nl
        'They draw swords and other weapons, calling for you to stop fighting and just die.'
            act 'Defend yourself':
                experience+=10
                adventurertimer+=rand(2, 5)
                gt 'fightguards', '2'
            end
    end
else: cry
end
Obviously the second one isn't properly changed to do this but you should get the idea I hope. Unless that's just not feasible in which case sure I'll swap it to $northroadSRNG
 

KaitoKuro

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Hmm we're gonna have issues with the Git due to merging errors, as Throw_AwayPower mentioned. I'll be using my fork as to host an Unofficial branch that will mostly focus on bug fixes so just ask to get invited to the team after making an account. Do test the fixes before editing the vincidio file if available.

For experimental builds that are trying new features and such, I've added a experimental branch were you can add your own file and work on it there. Will it get merged to the Unofficial? No but it'll be more of a showcase in case it might, maybe, or possibly get Snekk's attention and get added.

I'll be trying some stuff to make it possible to use the gitlab's web IDE or text editor rather than replacing the file over and over.
Unofficial:
Experimental:
 
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