Le_Flemard

Member
Jul 30, 2021
180
69
71
fix for contraception not properly expiring:
location: nightpassevents
lines to add:
C:
if pill=1 and daypass=0 and womb=1:
    pill=0
    womb=0
end
and remove those lines from location delivery:
C:
elseif pill=1 and daypass<=0:
    pill=0
 

Le_Flemard

Member
Jul 30, 2021
180
69
71
so, about the nails and the watermill, i have no idea how many nails i have, or if i have then at all, nor how many can i make at each time per ore thus it is really tricky to know if the water mill is even possible to make due to that as i have used more than 300 ores to make nails and still haven't found the option to construct it.
location for building is averon farm (one of the two exterior screen of the farm)
to get the prompt to build a waterwheel, you need to validate this:
C:
if artificer=1 and farmwaterwheel=0:
You can't actually become an artificer atm as there no way to encounter the statue.
there's actually no real way to check how many nails you have made., btw you need 1300 of them.
Solid Snekk any reasons why nails aren't considered an item in the inventory?
 

Theon3

Newbie
Sep 28, 2021
16
0
115
location for building is averon farm (one of the two exterior screen of the farm)
to get the prompt to build a waterwheel, you need to validate this:
C:
if artificer=1 and farmwaterwheel=0:
You can't actually become an artificer atm as there no way to encounter the statue.
there's actually no real way to check how many nails you have made., btw you need 1300 of them.
Solid Snekk any reasons why nails aren't considered an item in the inventory?
wait really? but i have it though, i got it through dana's questiline with the spaceship, when i updated the version to .19 or .18 i unlocked a dialogue with baird that ended me talking with the gargoyle statue, then after 7 or 10 days the statue was there, also the robot that you make in the questline, eve, dissapeared at the same moment when i updated the version.
 

Le_Flemard

Member
Jul 30, 2021
180
69
71
wait really? but i have it though, i got it through dana's questiline with the spaceship, when i updated the version to .19 or .18 i unlocked a dialogue with baird that ended me talking with the gargoyle statue, then after 7 or 10 days the statue was there, also the robot that you make in the questline, eve, dissapeared at the same moment when i updated the version.
mmm... either my search in the code was wrong, or the variable name isn't consistent through the whole code, gonna look up dana questline, will be back in a few.
 
  • Like
Reactions: Theon3

Le_Flemard

Member
Jul 30, 2021
180
69
71
Theon3 Okay artificer do be working in game (for the story, snake used a decreasing countdown so it was hard to understand the quest progression)
so
you confirmed you are an artificier, so you validated this condition
C:
if artificer=1 and farmwaterwheel=0:
which mean you got asked to click this action:
C:
        act 'Take notes on the plans':
            minut+=5
            experience+=100
            farmwaterwheel=2
            gt $locP
        end
thus you should validate this condition:
C:
if farmwaterwheel=2:
which mean you should always be able to see this text in the main window in the farm screen:
C:
    'You will need 800 wood, 400 ore and 1600 nails to make a functioning water mill.'&*nl
you thus only need to validate those conditions for the next action:
C:
if inventar[9]>=800 and inventar[10]>=400 and nails>=1600:
inventar[9] is wood, 10 is Ore, nails is nails
so looking at the code for nails:
C:
    if inventar[10]>0:
        act 'Make nails using iron':
            cla
            *clr
            gs 'forgeimg'
            *nl
            'Making nails is not too difficult, but it does take some time to make sure they`re both sturdy and reliable.'
            *nl
            if smithskill>10: 'You make double what you expect, which is convenient.'
                act 'Finish up':
                    if smithskill<25: smithskill+=1
                    inventar[10]-=1
                    nosha-=1
                    minut+=30
                    if smithskill>10:
                        nails+=2
                    else
                        nails+=1
                    end
                    if $loc='prison':
                        prisonfine-=nails*10
                        nails=0
                    end
                    gt 'forging'
                end
            end
        end
    end
first off: the indentation is kinda wonky. maybe one too many end statement that needs to be fixed.

next, if you start from smithingskill=0 (the default)
you first craft 1 nails for 10 times
then you craft them 2 by 2

so, maths now:
1600-10=1590
1590/2=795
795+10=805

This means that, starting at skill 0, you need to consume a grand total of 805 ores.

...
I gotta admit that's quite too much grindy, might need to setup a nail seller.
 
Last edited:
  • Like
Reactions: Theon3

Theon3

Newbie
Sep 28, 2021
16
0
115
Theon3 Okay artificer do be working in game (for the story, snake used a decreasing countdown so it was hard to understand the quest progression)
so
you confirmed you are an artificier, so you validated this condition
C:
if artificer=1 and farmwaterwheel=0:
which mean you got asked to click this action:
C:
        act 'Take notes on the plans':
            minut+=5
            experience+=100
            farmwaterwheel=2
            gt $locP
        end
thus you should validate this condition:
C:
if farmwaterwheel=2:
which mean you should always be able to see this text in the main window in the farm screen:
C:
    'You will need 800 wood, 400 ore and 1600 nails to make a functioning water mill.'&*nl
you thus only need to validate those conditions for the next action:
C:
if inventar[9]>=800 and inventar[10]>=400 and nails>=1600:
inventar[9] is wood, 10 is Ore, nails is nails
so looking at the code for nails:
C:
    if inventar[10]>0:
        act 'Make nails using iron':
            cla
            *clr
            gs 'forgeimg'
            *nl
            'Making nails is not too difficult, but it does take some time to make sure they`re both sturdy and reliable.'
            *nl
            if smithskill>10: 'You make double what you expect, which is convenient.'
                act 'Finish up':
                    if smithskill<25: smithskill+=1
                    inventar[10]-=1
                    nosha-=1
                    minut+=30
                    if smithskill>10:
                        nails+=2
                    else
                        nails+=1
                    end
                    if $loc='prison':
                        prisonfine-=nails*10
                        nails=0
                    end
                    gt 'forging'
                end
            end
        end
    end
first off: the indentation is kinda wonky. maybe one too many end statement that needs to be fixed.

next, if you start from smithingskill=0 (the default)
you first craft 1 nails for 10 times
then you craft them 2 by 2

so, maths now:
1600-10=1590
1590/2=795
795+10=805

This means that, starting at skill 0, you need to consume a grand total of 805 ores.

...
I gotta admit that's quite too much grindy, might need to setup a nail seller.
thanks, now i know how much i need, but god DAWM thats a lot of nails or rather ores, it would be better if instead of having a shop for nails, the number of nails you make is based on your smithing skill, so every 100 smithing you make 5 nails per ore, then at level 100 you make 5 nails, at 200 you make 10 and so on, as each drone you make provide 3 smithing skill, it would become way more manegeable grind, maybe reduce the amount of ore you need to make a drone, as 25 ores is quite expensive to start if you haven't dabled in smithing before.
 

Le_Flemard

Member
Jul 30, 2021
180
69
71
thanks, now i know how much i need, but god DAWM thats a lot of nails or rather ores, it would be better if instead of having a shop for nails, the number of nails you make is based on your smithing skill, so every 100 smithing you make 5 nails per ore, then at level 100 you make 5 nails, at 200 you make 10 and so on, as each drone you make provide 3 smithing skill, it would become way more manegeable grind, maybe reduce the amount of ore you need to make a drone, as 25 ores is quite expensive to start if you haven't dabled in smithing before.
you can get ores easily by dismantling drops of enemy (you need to have steal enabled)
 
Last edited:

Le_Flemard

Member
Jul 30, 2021
180
69
71
Here's how a full enemy stat location would appear in my modified battle system:
vincidio battle-enemy.drawio.png
(TBD = to be determined, I also replaced physical and magical attack by action array in case you want the enemy to wants to flee or something, the different actions I put in for wolf are for example sake)
edit: zoups, I forgot to add a position value (to determine how far the enemy is from the player), well that's what iterating is for.
 
Last edited:

Solid Snekk

Well-Known Member
Game Developer
May 5, 2017
1,219
1,521
388
so, about the nails and the watermill, i have no idea how many nails i have, or if i have then at all, nor how many can i make at each time per ore thus it is really tricky to know if the water mill is even possible to make due to that as i have used more than 300 ores to make nails and still haven't found the option to construct it.
I changed the wording to say how many you need on site. I also added nails as a tracker to the inventory.

location for building is averon farm (one of the two exterior screen of the farm)
to get the prompt to build a waterwheel, you need to validate this:
C:
if artificer=1 and farmwaterwheel=0:
You can't actually become an artificer atm as there no way to encounter the statue.
there's actually no real way to check how many nails you have made., btw you need 1300 of them.
Solid Snekk any reasons why nails aren't considered an item in the inventory?
When I was working on crafting initially it wouldn't properly change the inventar value but now upon testing it does. Fixed and added a cheat button in the test passage to allow people to transmute old nails into the new variable.

thanks, now i know how much i need, but god DAWM thats a lot of nails or rather ores, it would be better if instead of having a shop for nails, the number of nails you make is based on your smithing skill, so every 100 smithing you make 5 nails per ore, then at level 100 you make 5 nails, at 200 you make 10 and so on, as each drone you make provide 3 smithing skill, it would become way more manegeable grind, maybe reduce the amount of ore you need to make a drone, as 25 ores is quite expensive to start if you haven't dabled in smithing before.
Added more nails when crafting(just your crafting level halved), and you can now buy and sell nails.

With the fact that they collect resources every hour a single drone pays for itself, that's why I chose 25 as the resource count. With the other drones I have planned they are going to exponentially grow and get out of hand.

It's why I haven't touched the ocean yet as the player can potentially drain the ocean of fish, the land of wheat and the forests of animals.

Here's how a full enemy stat location would appear in my modified battle system:

(TBD = to be determined, I also replaced physical and magical attack by action array in case you want the enemy to wants to flee or something, the different actions I put in for wolf are for example sake)
edit: zoups, I forgot to add a position value (to determine how far the enemy is from the player), well that's what iterating is for.
I can honestly say that you saved this project once by teaching me how to use arrays, something I've begun using everywhere at this point.

Fixing the combat distance and elemental/magical weaknesses would be fantastic if you could manage it but you really don't have to.
 

Le_Flemard

Member
Jul 30, 2021
180
69
71
Okay, here's the diagram for battle actions, they are both for the player, their allies, and their enemies:
vincidio battle-action.drawio (1).png
greyed = not always present
bold = function disguised as string (aka dynamic function)
italic = variable dependent of previous function

This should encompass all battle actions, which mean:
  • player choosing to attack
  • choosing a target
  • choosing to go to item window
  • choosing an item to use
  • choosing to go closer/farther
  • choosing to retreat
  • enemy using attacking
  • enemy using a skill
  • ally attacking
  • ally using a skill
with this it's also possible to implement allies health, level, etc... if necessary.
...and I forgot to add two flag variables to make sure it run smoothly.
I blame the weather.
 
Last edited:

Le_Flemard

Member
Jul 30, 2021
180
69
71
how much gay male content is there? is there mpreg? can i be a male sub getting dominated/raped whatever?
well, there's a 2 npcs that can be transformed into male and sexed, there's also trap characters. There's no male womb coded ingame atm. You can get raped as a male when you loose a fight...
I think the default is losing rape = sub, friendly sex = dom.
 

Le_Flemard

Member
Jul 30, 2021
180
69
71
preview of how a battle will work
vincidio battle-Page-4.drawio (1).png
this is the planning phase where the player and the controllable allies, the uncontrolled allies, and the enemies will choose what action they will perform at the start of a combat turn.
The sort at the end will choose depending of action speed + entity speed in what order the actions will be executed in the active phase.
This means that fast enemies will damage you if you're too slow to take them out before their attack (like wolves by examples) while you might be able to make a slower enemy pass their turn if you use the right skill.
This also means that if you're fast enough you can put distance between you and the enemy, making them loose their turn if you have gone outside their chosen action.

Honestly, what will take me the most of time for coding is implementing that sort array function as qsp doesn't have an integrated sort algorithm.
 

JohnBobJoe

New Member
Jul 23, 2020
1
0
58
Curently trying to make tori gates but Avee does not see a gate in Britmor and I can't build one in Avelon farmstead. Is there a way to lookup the exact questline and somehow flip the variables via console or something? Or at least see if the game registered something or not.

So far I decided to redo the playthrough from scratch, but have a problem getting there. Is there a route guide or something?

Also is this questline complete or am I going to get to the endpoint just after activating the gate on the tentacle island?
 

Speedy98

New Member
Jun 24, 2019
1
1
187
Hey Solid Snekk thought i would just say you are one of the most active devs that i've seen on here and you're doing a fantastic job! Keep up the good work :)(y)
 
  • Like
Reactions: OrgansMissing

Le_Flemard

Member
Jul 30, 2021
180
69
71
flemy report on progress on new battle script:
  • Seeing the end of the tunnel that is the sorting array algorithm (it won't be pretty nor efficient)
  • I hate multidimensional array in this language
  • has headdesked a lot of time
 
  • Like
Reactions: Solid Snekk

Solid Snekk

Well-Known Member
Game Developer
May 5, 2017
1,219
1,521
388
Is this the one with some new transformation content? You were discussing it a while back.
Not yet. The problem I'm having is the art issue that I have with male goblins, kobolds in general and fairies. I think of a scene, write a scene and then the art doesn't exist for it. Male goblin art is almost primarily rape. Kobolds are not as popular as I thought they were. Fairy art could be substituted for size play stuff but it usually involves being eaten for some reason.

I will try to work in the mutation/race change system in the next update.

Hey Solid Snekk thought i would just say you are one of the most active devs that i've seen on here and you're doing a fantastic job! Keep up the good work :)(y)
I try, that's all I can say.
 
  • Heart
  • Like
Reactions: Shasou and Moon2587
4.00 star(s) 24 Votes