HentHighSchool Development Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

collapse
* Recent Posts
Re: [HHS+ 1.10 Beta] Public Beta Bugs by MrWilsonMJ
[Today at 04:49:49 pm]


Re: Test version for 0.2 by Jman
[Today at 04:41:17 pm]


Re: Test version for 0.2 by Avox
[Today at 04:15:40 pm]


Re: [HHS+ 1.10 Beta] Public Beta Discussion / Feedback by squark
[Today at 02:04:55 pm]


Re: Test version for 0.2 by Avox
[Today at 02:01:34 pm]


Pages: [1]   Go Down

Author Topic: [Mod][1.9.4] Drugs Mod  (Read 15412 times)

Vanna

  • Newbie
  • *
  • Offline Offline
  • Posts: 2
    • View Profile
[Mod][1.9.4] Drugs Mod
« on: September 22, 2018, 10:33:38 pm »



Attention: Very early development, many placeholders.



I started to create a Drugs Mod for HHS+ inspired by the Basemental Drugs mod for The Sims 4.

Drugs:

Code: [Select]
Cocaine
Crack
Crystal
Extasy
GHB
Heroin
Mushrooms
Speed
Weed

Fantasy Drugs (from Slave Maker 3):
Code: [Select]
Biyaku
Dorei
Gaman
Ishinai
Zodai

 
I'm far from done and i will need a little help because this is my first mod for HHS+

Until now i implemented the Items and a majority of the images, the drug effects are placeholders (copys of the drunk effect) and i would like
some effect suggestions. Most of the images are from freepik.com designed by Macrovector.

I want to implement a dealer who sells the drugs but i can't figure out how to set up a shop.
For now you have to add the drugs with debug commands. "add item Weed TO Player_Name"

The next step will be to make the drugs usable on npcs, after that i try to implement the dealer and the addiction system.
And maybe a little system where if the npc is hooked he comes back to the player for more. And options to use this to your advantage. (If that is possible)
If anyone wants to help just pm me, i'm open to suggestions.

Don't do drugs people.

Todo:
(click to show/hide)

Version History:
(click to show/hide)

« Last Edit: September 22, 2018, 11:06:46 pm by Vanna »
Logged

Niqakilaa

  • Newbie
  • *
  • Offline Offline
  • Posts: 4
    • View Profile
Re: [Mod][1.9.4] Drugs Mod
« Reply #1 on: December 11, 2018, 08:01:41 pm »

Snorting lines off of dicks/asses/tits/bellies would be awesome!
Logged

picobyte

  • Newbie
  • *
  • Offline Offline
  • Posts: 18
    • View Profile
Re: [Mod][1.9.4] Drugs Mod
« Reply #2 on: January 10, 2021, 04:52:12 pm »

I was trying to set up provision hereof in the Medical experimentation club. Wouldn't it be more simple to have a single 'Addiction' stat and indicate to what the person is addicted to by traits? To account for multiple levels of addiction per person only makes it complex IMO. Addiction without a trait could indicate a person's susceptibility to become an addict, increase upon usage. A <Drug>Addiction trait could be added beyond a drug-specific Addiction treshold.
« Last Edit: January 10, 2021, 05:34:32 pm by picobyte »
Logged

barteke22

  • Hero Member
  • *****
  • Offline Offline
  • Posts: 919
    • View Profile
Re: [Mod][1.9.4] Drugs Mod
« Reply #3 on: January 10, 2021, 08:39:40 pm »

I want to implement a dealer who sells the drugs but i can't figure out how to set up a shop.

Look into Show Shopping Form, Set Buyable From Location, Set Buy Price. The latter 2 can be instead hardcoded into the .xml if each drug has a unique Item.xml.

You pick some Location as the sale inventory for the item, and the Shopping Form for that Location will have all the items sold there (infinite stock). Otherwise could store the items on the dealer NPC for finite - similar process, but would need to make them invisible to Player (CanTrade in .xml) so you can't just take them from the NPC without buying.

Then just make something that triggers Show Shopping Form, like chat or button. Otherwise you could just make your own choice based system for buying, but regular shop menu would be simpler to start with.
« Last Edit: January 10, 2021, 08:45:33 pm by barteke22 »
Logged
Pages: [1]   Go Up
 


anything
SimplePortal 2.3.3 © 2008-2010, SimplePortal