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Author Topic: Umgah's questions  (Read 34522 times)

Spinner

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Re: Umgah's questions
« Reply #90 on: January 16, 2020, 12:40:33 am »

Still unclear exactly what you wish to do (as you're still talking in generalities).
So I'll repeat in general terms: As far as I know, everything you need to do to an item can be done on the fly

For other examples (in addition to trading items) of more complex handling of items, see:
-  Electronics store shopping event: Manages item states before and during shopping
-  How the Apps Store and Phone Apps works (extension library): Creates items from a generic items on the fly

Another tidbit (that may/may not help, depending on what you're actually and specifically trying to do):
-  Look at Your Bedroom\HypnoGuestInRoom: Example of how to use button events to do stuff in a location 'automatically'
« Last Edit: January 16, 2020, 12:43:00 am by Spinner »
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barteke22

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Re: Umgah's questions
« Reply #91 on: January 19, 2020, 11:27:30 am »

As far as I remember base items are only that much - a base (template) for item creation. Whenever you link an already created Item to something it takes properties from that specific object (instance, not the base). So if you make an Item buyable/sellable it takes the data from the object you link, not its template. And when an item is sold by default (in the base), it simply creates an new instance of that item at game start for the shop to use (which can be found in a list and edited, along with any item added later).


For changing properties of shop items:

- You get the specific item from the store location with Get Items For Sale in Location (iterate and find somehow).
- Then edit its properties (it might not be this simple. If this doesn't work, try the below instead).
- First unset Sale/Resale of this item (Set Buyable/Resale to False), then edit it, and set Sale/Resale again.
« Last Edit: January 19, 2020, 11:39:19 am by barteke22 »
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Umgah

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Re: Umgah's questions
« Reply #92 on: January 20, 2020, 09:14:40 am »

barteke22, thank you for the hints
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Umgah

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Re: Umgah's questions
« Reply #93 on: October 19, 2020, 08:30:53 am »

What is the best way to calculate time passed since some specific event for a person?

I think it's possible to apply a custom Status Effect with very long duration on the person in question and whenever I need to know how much time passed since then I can use "Person Status Effect Duration" function to get remaining time for the Status Effect and calculate time passed from it. Any way to do it better?
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Shilo

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Re: Umgah's questions
« Reply #94 on: October 21, 2020, 01:16:02 am »

You could simply use a database table to keep track of such events. There is a VEE "constant" integer that gives you the number of ingame minutes that have passed since the first day of the game. Store that as timestamp for the event along with the person's UID and you can always calculate how much time has passed between that timestamp and the current one.
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Umgah

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Re: Umgah's questions
« Reply #95 on: October 25, 2020, 11:44:45 pm »

You could simply use a database table
You meant "Person Relationship Database" element with same Person for both inputs, right?
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alkalash

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Re: Umgah's questions
« Reply #96 on: October 26, 2020, 10:10:22 am »

It's probably possible to use the Relationship Database, but I don't think it's recommended - you can create and manipulate your own database tables in events (using SQL commands/queries). The corresponding VEE commands are in the "Base -> Database" submenu.

If you want some example event code for databases, you can check out Lexville's slave system - for example, "FunctionLibrary\Mod\SlaveManager.ve.xml". (Not the simplest possible database of course, but can still help.)
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DasBrain

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Re: Umgah's questions
« Reply #97 on: October 26, 2020, 11:12:02 am »

I may add a way to store simple key / values on persons, locations and maybe other stuff.
Currently, I think about string keys and string values, but maybe a more declarative approach is better - as it would prevent two mods using the same key, and the value can be typed.

Haven't settled on the design yet, but in the end, it's probably better to store the favorite movie in such a thing instead of misusing the trait field.
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Umgah

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Re: Umgah's questions
« Reply #98 on: October 26, 2020, 12:46:15 pm »

Thank you all for the help!

alkalash,
I've never really touched "Base -> Database" part till now. It felt like an overkill for my objectives. However now it seems as quite good option for now.

DasBrain,
A the moment I need to store about a dozen custom attributes associated to a Person object:

1) Some of them I declared as custom "Stat" attributes. Example: the percentage by which a Person affected by special type of "corruption").

2) Some of them I've converted to Traits. Example: if a Person was affected by specific type of corruption.

3) Few of them become a Status Effects with infinite duration. Almost as 2) but usually with associated stat modifiers.

4) Few of them become a Status Effects with finite duration. I use them as a way to prevent some actions till that SE is finished.

5) Finally I have few numeric attributes that do not really fit into "Stats" and can not be easily represented in other ways mentioned above. For example, I need to store few timestamps for a Person to represent when something specific happened for that Person. It would be great to have an option to store a set of custom values for each Person without using more complex "Database" elements.

Side note: I also would like to have a way to store custom numeric attributes for some Items but I think it's much more rare case. Right now I use ItemCounter field to store single number value.
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DasBrain

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Re: Umgah's questions
« Reply #99 on: October 26, 2020, 01:55:49 pm »

Items... right. I always forget items.
I got the idea when I was looking on how I could add custom attributes to items.
Which would be nice.

As I said, I still think about the exact design.
Using Stats and Status Effects works fine.
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Umgah

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Re: Umgah's questions
« Reply #100 on: October 29, 2020, 01:56:25 pm »

Question about GetPhysical functions.

As I understand, the support for Masturbation (like vaginal fingering) is limited to SetEffects and GetAddSetDDTag functions. Can somebody please advise on examples of such events that use SetEffects for masturbation scenes?
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DasBrain

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Re: Umgah's questions
« Reply #101 on: October 29, 2020, 02:05:21 pm »

See the attached event.

In 1.10, GetPhysical was replaced with General Sex, so ignore the wrong folder.
« Last Edit: October 29, 2020, 03:50:26 pm by DasBrain »
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Umgah

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Re: Umgah's questions
« Reply #102 on: October 29, 2020, 03:32:28 pm »

Is it OK to set both actors to same NPC with GiveReceive=4(Alone, unwatched)?
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Umgah

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Re: Umgah's questions
« Reply #103 on: January 22, 2021, 02:59:48 am »

Is there any documentation on the these status effects?

ScheduleHandlerFollowIndicator
ScheduleHandlerNoneIndicator
ScheduleHandlerPostInteractionIndicator
ScheduleHandlerWaitIndicator

Are these effects processed internally by game engine?
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Shilo

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Re: Umgah's questions
« Reply #104 on: January 23, 2021, 12:08:24 am »

Yeah, the engine basically looks for the Flag that is set by those effects. The "ScheduleHandlerNoneIndicator" flag will prevent an NPC from being moved by the built-in scheduling system. The "ScheduleHandlerFollowIndicator" flag will force the NPC to move to the same location as the player.

They have been condensed in 1.10, so only the ScheduleHandlerFollowIndicator and ScheduleHandlerNoneIndicator remain. The effect of the ScheduleHandlerWaitIndicator and ScheduleHandlerPostInteractionIndicator variants can be achieved by simply setting a time limit on the ScheduleHandlerNoneIndicator after applying it to a person.
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