Showing posts with label guide - jobs. Show all posts
Showing posts with label guide - jobs. Show all posts

Tuesday, March 27, 2012

Guide - Jobs (Personal Job Example)

Now it seems a bit unfair that your slave gets special jobs when you have the onsen house and you don't. We should probably fix that. Lets review a little on personal job flow.

Event(personal job) -> Text (Float System - Personal Job) -> Event(job chosen) -> Text (job text)

Now there are two ways to make special events for personal jobs. The first way is the one you should NEVER use. Basically personaljobs is an event as such it can be interrupted and that is done for sick. Unless you are running an event that forces the player to run a specific job this should never be changed or modified. We are not going to do it in this example.


Instead we are going to add to personal jobs a top level menu item called house job. No reason to modify the top story part at all. Don't do it, it then changes every personal job.



By now this should be pretty straight forward the majority of this is just text commands.

left = "#girlfront" --- we are showing the girl on the left side when we are over the button
image = "jobicons/homeJob.jpg" -- the button image ( a little house )
line = "Spend time with your slave in the onsen." -- Text when we are over the button
namecolor = "#ff6699" -- collar of the job name
name = "Bathe" -- name displayed in the small box
next = "bathjobs" --- the next TEXT called!!!

Then right below that you will notice we have evecheck... that's right this only happens if you are in a specific house.

label = "#house" check = "eq" vvar = "Onsen House"

I'm going to assume that it makes sense if not please go read up on evecheck.

A small note here normally there is a fg or fore ground image for personal jobs but because this is for the onsen house and that will be displayed normally as the background left it out.


So the user has pressed the button and they have the second tier.


More pretty straight forward.

label = "bathjobs" -- the label that the game is searching for when the user pressed the top level button
namecolor = "#ff6699" -- name color
top = "false" -- this is not the top level show the go back button
up = "personaljobs" -- if they pressed the go back this is the where it goes
name = "Bathe" -- text in the little box
worksafe = "true" -- worksafe
line = "Choose how #name will service you in the bath." -- flavor text in big box

Now for the buttons... we are putting up 13 of them. Wait 13? Yes 13 but the user will only see 3. Why because sex is a pain in the ass. I'm not going to put entire code in here but this shows an example of all 3 jobs. Yes the checks for sex of player and sex of girl are different and I made notes in variable replace.


I'm not going to go through all of these they should be pretty pro forma. The main difference is that the event command.

event = "bathtogether" -- calls the event.


After this is heads to the event system and then back over to the text system just like a normal room job so no reason to go into that.

If you have any questions leave a comment I will update, fix, and answer as much as I can.

Daisy

Guide - Jobs (Room Jobs Text Example)

There are other guides all all the pretty features for text this is about application. Lets go back to our bath attendant job and we just fired off one of 3 text events, bathattendantjobservice, bathattendantjoboral, and bathattendantjobcleaning. I know they seem long but unique is important and description means I don't have a hard time figuring out what's calling them.


As you notice right away most stuff is just repeated. Why not?

name = "#name" --- The girls name easily provided for you.
label = "bathattendantjobservice" --- How we know to pull this text
next = "end" --- No Text after this
namecolor = "#ff6699" --- hex color of #name
fg = "#bathattendantjob" --- pulled in replacement image either generic or from the girl. There is an entire guide on this.

lline = "bath attendant job service. #showchange" --- what is displayed the #showchange shows how the girls stats were modified.


That's it believe it or not. Copy and paste is your friend here.

Daisy

Guide - Jobs (Room Jobs Event Example)

Well now that images are added lets take a look at running the room job events and the way they work. If you want to know details on how each event works and its syntax there are other guides for this. This is a practical example.

As mentioned many times first events go in a fall down method. So which ever event first meets the conditions is the one that fires and all other are ignored.

Lets go look at our bath attendant job from the previous guides. First off make the xml file, i recommend copying and pasting one of the existing ones to save time but it's up to you on this one.

As a standard please add the xml file to

libs/otherlib/xml/event/roomjobs

and don't forget to update

libs/otherlib/xml/event/events.xml

with the file name of the new job.


Paper work done lets go start making events. First off what if the girl is sick, this may seem weird but we need to stop anything else from happening if the girl is sick. Of course we really don't want to do much here better to just add a post event that is a standard for girl sick. Please, please, please you hold to this standard or sick girls will work themselves to death. Think of the slaves.



This really isn't a complicated system for selecting jobs were just doing a random 1 - 3. Which everyone is pulled we point out the girl and give her text. Because this isn't really a class specific job and more of a fun one no one should really care. So that is why the only real check we are doing is

evecheck label = "#rand3" check = "eq" vvar = "2"

So it chooses one and now we make some changes. The most common change is to drop the girls health... fatiguework = -33 but who knows its a variable so we can mod it if the player ever gets an item or effect with bonuses.

evechange label = "#health" check = "sub" vvar = "fatiguework"

After the default health change it's really up to the player what you want to modify plenty of examples and there is a long list of variables in

libs/otherlib/xml/textstories/variablereplace.xml

to choose from. You can assign points to classes the girl doesn't have and they will just be ignored.

Now comes the fun part post events. Most of these I have already built for you and are very generic. Does the girl get sick? Did she learn a class? Did she lose her virginity? So much fun. The only one I really want to see is sick after that it depends as you can see in our example she has the option of learning different classes based on the job performed. That's it for standard events.

Now fire the text! And that would be another tutorial all together just wanted to point out that based on which event fired we're firing a different text (bathattendantjobservice, bathattendantjoboral, bathattendantjobcleaning).

And we just wrote an entire job events. If you have any questions leave a comment I will do my best to answer.

Daisy

Monday, March 26, 2012

Guide - Jobs (Adding Images)

So now that we have a new job there's a bit of issue nothing is actually connected to it. None of the girls have images for it and well that's just dull... Probably not going to add images for every girl and even then have to prevent new girls who don't have images so we need to add some generic ones.

Generics are in

libs/otherlib/images/generics

at this point they are divided up by hair color and length try to keep em organized if i ever get around to it the system might care.

the xml is at

libs/otherlib/xml/girls/generics.xml

pretty straight foward xml just copy an example change the picture id and update the paths to the generic images you added.


Just about done now we just need to go do some basic linking for image replacement for the text system.

libs\otherlib\xml\textstories\imagereplace.xml

very simple name is the name for replacement used by the text system and file is the file it should look for. One major point it is required that file has a "#" so it knows not to look for a file but a replacement. Not sure if you can do direct calls from the text system for these much better to use the replacement.


And now we have generics done.


Hmm, probably should do non-generics too.

Almost the same for just adding to girls.

Image path

libs/otherlib/images/girls/

xml path

libs/otherlib/xml/girls/

Adding the xml for the girls is straight forward. Use the same ID we used with the generics and put in the paths.


That's it.


We could be done but I want to just mention front images, those pulled in for personal jobs, here. Since they work almost exactly the same except a little mod.


So almost the exact same the only thing that needs to be pointed out is

id = "Job_Forward" -- should always be Job_Forward for a front job
dress = "plugsuit" -- This tells the game to show for this dress if there wearing it. Should match the item the girl is wearing for her top. The item xml will need the exact same tag.
worksafe= "true" -- worksafe?

image path = "Mugi/front/mugi1Plugsuit.png" -- can add as many as you want they will be randomly chosen.

That should be it for images. I'll try to update if I get any questions.

Daisy

Sunday, March 25, 2012

Guide - Jobs (Basic)



So the actual creating of a job is way to simple and to tell you the truth I probably should make it more complex just for complexity's sake. The image files are sent to

libs/otherlib/images/ --- as a standard please use the jobsicon folder but it is not required.

the xml is located at

libs/otherlib/xml/jobs/roomjob1.xml

You can always at your own files on

libs/otherlib/xml/jobs/jobfiles.xml

if you want to but sort of pointless.

Jobs actually only have 4 tags... And they are very self explaining.

name = "bath attendant" --- The name of the job makes sure it matches the room job call
image = "jobicons/bathattendantjob.png" --- the icon image for the job
description = "The slave will provide service to those entering the bath." --- Flavor Text
event = "bathattendantjob" --- The event call for the event system when the girl is doing the job.

And that is it. A little review the flow is sort of...

House --> Room --> Job --> event --> text

so next up should probably be some examples of events...

Daisy