Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Something like the "amnesiapoteffect" function on line 709 of ".../files/inventory.gd"?

Or something like the "_on_nickname_pressed" function on line 542 of ".../files/scripts/slave_tab.gd"?

I mean, where would I put the "actually, gimme a sec while I change your name before the player ever sees it" code redirect, when the slave is getting created in either (a) combat/exploration zone or (b) slaves at the auction zone.  I'd just want to have a moment when the name is already set (so the code doesn't expect it to be messed with anymore) but before the player gets to interact with the name (so the player doesn't see one name and then a different one later).

With that sort of redirect, I should be able to put together a "let's look through your Traits to see what sort of nameset would suit you" function for e.g. names like Prince, Princess, Ryan, Adora for Spoiled characters, names like Gunther, Viktor, and Rodrigo for Tough characters, a pool for names that sound faster vs. ones that sound stronger, or more delicate, or prettier / more handsome.

Now that you've told me how to reference globals.names I should be able to use arrays for cute fairy names, Western/Country centaur/taurus names, ocean-themed Nereid/Scylla names, etc.  But being able to change the names based on traits (especially for humans, who don't have a more interesting natural detail to work from) wouldn't really work from an array, unless I made a ton of arrays, and even so it'd wind up needing code to sort through which array to direct to (e.g. female_rich_beautiful_delicate).

The names are fully set after line 50 of ".../files/scripts/characters/constructor", so anything between there and the return will generally work, except for unique characters and mods like AricsExpansion, which set some traits afterwards.

Guilds slaves are added in the function at 339 of ".../files/scripts/outside.gd".