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[Resources] Writing events for BK

Started by Goldo, May 19, 2022, 09:17 AM

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AlolanNinetales

Would definitely only be for original girls, and I was thinking just whoever would have the custom trait for the sailor scout, the trait would work. So if if whoever was using Leortha's packs or another user wanted to use their own pack; then they could just down the the custom_trait and whatever other .rpy file i would make/edit and it would work. I could very well be in over my head though.

Jman

#121
You'd still have the problem of counting two Usagis with that approach, if e.g. someone adds the trait to Leortha's version while also using yours. And if they all share the same trait, it's impossible to tell if it's two Usagis, or Ami and Minako, etc.

I was thinking about using girl flags to indicate who is or isn't a specific scout, set in the init function. Although that also has the issue of allowing several copies of the same scout... but you can just count them all as one, I suppose.

But the bigger issue is communicating this to the player. A scaling trait would do it on its own, sorta. A complex trait switcheroo, not so much.
And with strange aeons even death may die...

GoldoTopic starter

There are various way to go about this but all of them involve code changes. custom_scale would be awkward as it is for linear kinds of behaviors, not on/off.

If I'm going to implement hooks for this, it would be worth spending some time to think on how it would best be done so that other user-made projects may benefit.
Maker of BK. Looking for the latest patch for BK 0.2? The link doesn't change, so bookmark it!

Jman

#123
For me, the most straightforward way seems to be modifying Effect.scales_with or adding a similar Effect property that actually changes the effect's value and which can be given a function or a label that does the changing. Perhaps some auto-translation for the interface, camelcase/snake case to lowercase or similar, so one can sorta read what it does if the author uses reasonably named functions.
And with strange aeons even death may die...

GoldoTopic starter

Quote from: Jman on Nov 22, 2024, 02:09 PMFor me, the most straightforward way seems to be modifying Effect.scales_with or adding a similar Effect property that actually changes the effect's value and which can be given a function or a label that does the changing. Perhaps some auto-translation for the interface, camelcase/snake case to lowercase or similar, so one can sorta read what it does if the author uses reasonably named functions.

Yeah that's what makes the most sense. It's going to require enough coding knowledge from the pack maker though.
Maker of BK. Looking for the latest patch for BK 0.2? The link doesn't change, so bookmark it!

Jman

I don't think A9T is going to get away without at least a little coding, needing to count only-original Sailors and whatnot.
And with strange aeons even death may die...