Rpg Maker Mv Vs. Rpg Maker Vx Ace

Games of the visual sort, not forum-games.
martin
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martin
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13 Nov 2015, 10:59 #41

XenonVoid @ Nov 12 2015, 09:00 PM wrote: @martin: I'm interested in this for sure, though if you could make it specifically for girls, I'd really appreciate it. I'm not a fan of male ABDL, honestly, and I'd prefer not to have that in my game.

I think you are misunderstanding me when I say gender can be set and changed. What I mean is you, the creator of the game, can set and change the gender used (only affects what armor slots to use and what pronouns to use in the messages). The only way for players to change the gender would be if you, the creator, specifically put in events that changed it for them.

To "disable" this all that has to be set is defaultGender to 1 and equipmentId to the first number of the first equipment you want to use (It says male but if you are using only one set which it does by default then this doesn't matter). This means all players start out being set as female, will use the 1 and only set of armor equipment that you provide, it uses female pronouns and players can't set it otherwise.

Question, having a bit more of a look around (this will show just how little I do with rpgmaker) I see there are states, would it be useful for me to set those regarding wet/messy and if so should it have 2 states wet and messy where both can be on or off depending (clean is neither, wet AND messy is both and either is the corresponding one) OR 4 states (clean, wet, messy, both). I could do it generically and put it in the options but it's already too complicated due to making it generic. (obviously you will have the option not to use it and not provide the states in the database).
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XenonVoid
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XenonVoid
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Joined: 07 Sep 2015, 05:02

13 Nov 2015, 11:08 #42

martin @ Nov 13 2015, 04:59 AM wrote: I think you are misunderstanding me when I say gender can be set and changed. What I mean is you, the creator of the game, can set and change the gender used (only affects what armor slots to use and what pronouns to use in the messages). The only way for players to change the gender would be if you, the creator, specifically put in events that changed it for them.

To "disable" this all that has to be set is defaultGender to 1 and equipmentId to the first number of the first equipment you want to use (It says male but if you are using only one set which it does by default then this doesn't matter). This means all players start out being set as female, will use the 1 and only set of armor equipment that you provide, it uses female pronouns and players can't set it otherwise.

Question, having a bit more of a look around (this will show just how little I do with rpgmaker) I see there are states, would it be useful for me to set those regarding wet/messy and if so should it have 2 states wet and messy where both can be on or off depending (clean is neither, wet AND messy is both and either is the corresponding one) OR 4 states (clean, wet, messy, both). I could do it generically and put it in the options but it's already too complicated due to making it generic. (obviously you will have the option not to use it and not provide the states in the database).

Well, that's pretty much over my head. I think I get it enough to be able to use it, but... wow, it's really hitting me just how much of a total newb I am with this whole field.

As for the states, I'd think having four states might be better, because it seems more specific. But don't take what I say as legitimate advice, I'm a total newb at all this.

My opinion of my expertise level aside, if you have a download link, that'd be nice. I'm definitely liking what I've seen so far.
"I am the master of the Void, Xeo. Before me, you are but a speck in this endless dimension of darkness." - Xeo/Xenon from Blessed Lightning, a novel I'm working on.

Links to my games with downloads:

The Blades of Legend (this dead shit sucks ass, don't click)

Angels and Demons (kinda bad but it's getting better every release)
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martin
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martin
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13 Nov 2015, 11:29 #43

XenonVoid @ Nov 13 2015, 05:08 AM wrote: My opinion of my expertise level aside, if you have a download link, that'd be nice. I'm definitely liking what I've seen so far.

I will probably this evening (morning here now), what I have now works... mostly... but needs some more polishing to avoid confusion from people who can't read through the code and figure out why it's doing something weird. (step one was that long documentation which shows up in the plugin screen in rpgmaker)

But if this makes things more clear in the mean time:

Plugin have parameters, basically settings, just like any other system. To make it generic and usable for as many people. One of the settings is equipmentId, which is the number in your database-> armors where the underwear equipment starts. if you keep the other equipment setting default it will use the same set for any gender. Another setting is defaultGender which sets the gender at the start of a new game.

The way you interact with the plugin in events is using "plugin commands" (tab 3 in when making a new line in an event) these are small 1 line commands as listed in the documentation and i'll try to improve that for example "PottySystem wet" will the user to wet themselves. In rpgmaker you will be able to see a list of these commands in plugin->PottySystem->help.

When I put it up I'll add the testing environment I've been using and add some examples which might make things more clear.

Thanks for highlighting the fact that I really need to make it more user friendly.
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martin
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martin
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13 Nov 2015, 12:24 #44

If you want it now it's here: https://raw.githubusercontent.com/mar-tin/r.../PottySystem.js

This link will always contain the newest available version.
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lunarrush
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Joined: 13 Nov 2015, 04:09

13 Nov 2015, 13:58 #45

Hey there martin, just thought I'd let you know that I got a bit of an error when trying to call the plugin. I have an autorun event in my current map that runs once at game start and when I tried to make it work it gave me the following error:
"PottySytem autorun is an unknown command"

In addition, I tried loading the console and got a verbose statement stating that it loaded with a line item referenced: PottySystem.js: 763 and then a separate log stating: 1, with PottySystem.js:443 referenced. I have not modified the script yet though I do intend to do so to add in a 4th type of underwear eventually. I'm not sure what the problem could be but I hope this helps to find it :)
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martin
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martin
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13 Nov 2015, 16:15 #46

lunarrush @ Nov 13 2015, 07:58 AM wrote: Hey there martin, just thought I'd let you know that I got a bit of an error when trying to call the plugin. I have an autorun event in my current map that runs once at game start and when I tried to make it work it gave me the following error:
"PottySytem autorun is an unknown command"

In addition, I tried loading the console and got a verbose statement stating that it loaded with a line item referenced: PottySystem.js: 763 and then a separate log stating: 1, with PottySystem.js:443 referenced. I have not modified the script yet though I do intend to do so to add in a 4th type of underwear eventually. I'm not sure what the problem could be but I hope this helps to find it :)

Correct, the autorun command was removed as I found a way to automatically do that without needing the events on each map.

The console statements are still there while I'm making stuff work in this case 443 is the linenumber and it's just telling me what about the changing underwear type (1 being wet underwear but that's not to the point).

I'm purposefully making it such that extra types of underwear (and even states) should be relatively easy to implement. Only problem currently is making that usable with minimal code editing.

Once the new version is up (and probably some minor bugs fixed as I have not tested it) it would probably just mean setting the type to a number above 2, following the same rules as the other underwear in terms of clean,wet,messy,both. There is nothing that limits it to 3 types, I just haven't tested it with more (the WEAR_* variables are actually currently fully unused, just there for testing).
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lunarrush
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13 Nov 2015, 22:34 #47

If I may make a suggestion: Inside the code I found your wet, mess, and feel functions. Since these seem to be the way of providing player feedback it may be best to make the text inside the $gameMessage code a variable that can be turned into one of the plugin parameters. That way the user has control over the potty messages without having to edit the script directly.
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martin
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martin
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14 Nov 2015, 01:17 #48

Ok, last update for tonight. Merged a lot of functions and commands to make the system cleaner (or as it's actually called DRY'er pardon the pun) and more extendable. The link is still the same: PottySystem.js

I have also put up the files that have been changed from CS_fox's toolkit in debugging this: Toolkit Overides.zip

Lastly as has been noted the autoload system changed from the first iteration posted earlier. Now all you have to do is call PottySystem init once after a new game has started and the script will deal with it from there, this does not have to be done again when a savegame file is loaded, only on creation of a new game.

lunarrush @ Nov 13 2015, 04:34 PM wrote:If I may make a suggestion:  Inside the code I found your wet, mess, and feel functions. Since these seem to be the way of providing player feedback it may be best to make the text inside the $gameMessage code a variable that can be turned into one of the plugin parameters.  That way the user has control over the potty messages without having to edit the script directly.


Yes, That's one reason why I've been leaving that bit for last because I'm not quite sure how I want to do that yet I'll keep that in mind.
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lunarrush
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14 Nov 2015, 01:38 #49

It gave me an error upon running PottySystem init, it seems to have been about a missing set of parenthesis around the or block of lines 197 and 198 as once I added that in it corrected it. Thank you for your hard work on the plugin, I like what I'm seeing so far and can hardly wait for everything to be in place from your todo list.

In addition, I have found that calling PottySystem setwear, PottySystem wet, and even modifying the defaultWear parameter do not modify my underwear which I have set as slot 6. I'm using yanfly's equip core script as well to allow me to modify my equip screen, do you have any suggestions for compatibility?

Edit: I've figured something interesting out after messing around with it for quite some time to see what had happened and why it wasn't properly changing out the equipment. After checking the variables being pulled by the plugin in the console I figured out that by reorganizing the slots using the equipment plugin it actually changed which number needed to be set as the underwear slot. In my case even though the equipment type was 6 it needed to be set to 4 because it was the fourth slot in line. Here's hoping that helps anyone else who may run into that.

Edit 2: After a bit more searching I found another way that wetting/messing messages and whatnot could be handled. If you get the plugin Orange Custom Event Creation and make sure to list it as a dependency of the PottySystem plugin it can be used to create a parallel process event that erases after it completes, thus allowing the content creator full control over what happens during a wetting/messing, potentially even during the "feel" section of the plugin depending on how you want to implement it, with only the need to add a few parameters to give the id of the common events in question. Just thought I'd throw that out there as a possibility as it seems like a nice way to ensure the creator has the most control over what happens.
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a3766399
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a3766399
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14 Nov 2015, 14:50 #50

PottySystem.js wrote: return (need < 0.10446 || need > 1) ? 1 : 5.755 * Math.pow(need, 4) -10.619 * Math.pow(need, 3) +4.984 * Math.pow(need, 2) -1.091 * need +1.071;


Are you a wizard? Because that's a lot of magic numbers.
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