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Author Topic: drugs club  (Read 1721 times)

picobyte

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drugs club
« on: January 01, 2021, 09:15:29 am »

v1: first  attempt at a ward/med club event where people buy drugs. There were some images included, those are still required in later versions.
v2: more complexity, what choices the player has and worked out mostly, but buggy.
v3: somewhat working version. Includes an adaptation of the drugs mod
v4: Fixed dead paths after following a drug buyer, now adds bought item to inventory.

This mod is in development and partially working, in the sense that some parts do not yet trigger.

(click to show/hide)

Though the follow someone path has most images, it was the oldest and I was just learning that part is still a bit unconventional.

I'm no advocate for drug abuse BTW,  this is just a game.
« Last Edit: January 22, 2021, 01:38:50 am by picobyte »
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barteke22

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Re: drugs club
« Reply #1 on: January 01, 2021, 12:11:59 pm »

Your event will trigger under very specific circumstances (uneducated corrupt student + educated slightly corrupt medical club member). It will trigger pretty rarely I imagine, but that's probably intended.

  • Both your 'List Filter: Person List' are set to a minimum of 0 - which means Found is triggered even with 0 people. So your event actually triggers every time 33% is passed, but the list is empty so 'Show Object Selection' doesn't do anything.

    I do find it counter-intuitive that 'List Filter: Person (and Person List)' starts at 0 instead of 1, when you rarely would want it to trigger Found if it didn't find anyone. Maximum 0 is fine, unless you don't want too many in the list.
     
  • Also, never make an Output split into 2 paths, unless you're 100% sure how to handle that (not recommended even if you do). Your 'Person Love' splits into 2 paths, which both trigger 'Couple Genders' - which means that everything starting with 'Couple Genders' will be ran twice (at the same time).

    Connect 'Concatenate Strings' to 'Person Stats' instead. Same for all the 'Compare Bool' ops after it, False output shouldn't connect to multiple inputs (connect the inputs to each other instead).  The general rule is that 1 output outputs max 1 path, but 1 input can accept any number of paths so long as they're mutually exclusive.
     
  • Output of ID 165 doesn't connect anywhere.
     
  • Also make sure you either Reload your Events in Debug to add this event to an existing save, or start a new game. Otherwise the event won't be in your save.
« Last Edit: January 01, 2021, 12:30:18 pm by barteke22 »
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aevojoey

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Re: drugs club
« Reply #2 on: January 01, 2021, 12:33:27 pm »

I made an attempt at a ward/med club event where people buy drugs. There are some images included. The event does not seem to trigger though. I'm not sure why. I hope to fix this, but maybe someone has an idea?
You can use 1 [ list Filter: Person List] with 2 People selectors instead of 2 of them and the [Object List Set Difference]
The first selector will remove the (Dealers) then check for (corruptable students)
If at least 1 from the checks is required for the event to run, use the Limits Min box for each.

Use the Check Job for "Student", as it is now, it sees Karin Hardman as a valid person even if there are no students there.

With the Check Club you need to select one of the sub headings (Medical Club not Medical Club Chain)

Instead of checking stats to select Dealers, you may want to give them a "Dealer" Trait when they become a Dealer and look for that instead.
As it is now it is possible to put everyone in the (Dealers) list and no one in the (corruptable students) list
You may also want to give addicts Trait so you can find them easily.

"As you enter, you see two girls preparing a next batch of drugs. Several students are waiting to collect their stuff. Will you follow someone?"
For this you would need at least 2 Dealers and 3+ (corruptable students)
Instead of the [Get Person List (PlayerLocationOccupants)] use [Get Person List (OwnStudents)] and filter by Traits "Dealer" and "Addict".
This way you can have the Medical Club be the Dealers and some random students as the Addicts.

At ID:61 [Person Love] you can't have 2 outputs, use [Compare Objects] with (Love) comparing to [Nothing Constant]

Look at using [Replace Text (Person Context)] and [Replace Text (Formatted)] instead of [Concatenate Strings] to make the text easier to edit.

Instead of a multiple [Get Location by Name] and [Put Person in Location], there are a few other ways to do it:
a) use multiple [Set String] (more spread out)
b) use a [Set Integer to] and a [Get from String List] (cleaner)
Pipe that to a single [Get Location by Name] and [Put Person in Location]

ID:165 [Set String] is a dead end
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With code, everything is straight forward and I can explain it fairly well, with people it is more difficult.
Before reading more into my posts, know that I am not good at typing what I mean, I'm not good with explaining what I am thinking, its not intended to be offensive or defensive.

picobyte

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Re: drugs club
« Reply #3 on: January 01, 2021, 04:44:34 pm »

Thank you both for the good reviews and correcting my beginner mistakes. I'm slowing implementing changes you suggest. My idea was to make different messages for each entrance image, let the image depend on whether there are 0, 1 or 2 dealers present. The text will depend also on the nr of drug users and probably the result will be affected as well. But to keep things simple for now I was just working on one path.

To make this work optionally with the drugs module, is it possible to test mod availability, e.g. test for an Item Weed, against nothing, or will that operation already error if not present? Otherwise dependent on fetishes and/or maybe an initial hypnosis induction, drugs, could be become buyable at the site. Buying or following a student would then become the options. For the player, instead of creating the drugs, buying would trade drug creation time for money. If students with dealer trait could build a chemistry skill during chemistry/physics/biology/math class, that could be incorporated in drug availability.

The drug mod could be better implemented though. Taking drugs should add to its addiction, and all drugs currently modify all stats similarly. Also there could be more addictions: Alcohol, porn the latter could also lead to student events they make creepshots, hide in the locker room or toilet to try and take pictures.
« Last Edit: January 02, 2021, 06:39:47 pm by picobyte »
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picobyte

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Re: drugs club
« Reply #4 on: January 10, 2021, 07:50:24 am »

The event apparently is loaded but I get a bug:
Location\School\Ward\DrugsClub.ve.xml [TRY] caused an exception at operation SeqCond_ListFilterPersonList (ID: 8 ).
The given key was not present in the dictionary.

id 8, is my great list filter persons list.But waht could it be? the Dealer trait, which is new? Is a trait more than just a label attached? Or is is the drugs other mod which I tried to implement?

Edit removing all the other drugs mod options seems to make de bug go away.
« Last Edit: January 10, 2021, 08:06:48 am by picobyte »
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