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If you are simply trying to add it as new behavior style to the Headgirl job, then you would simply need to add the role to the GUI, either through patching the Mansion.tscn or adding code to the "_ready" function of Mansion.gd to add the option to the OptionButton.

If you are trying to add it as a new job, then you need to add an entry to the jobdict in ".../files/scripts/jobs&specs.gd".

After either of those, you add your code to the end-of-day function.

Just two spots, huh?  That's a relief (after the other things I've been fixing up have bled out all over the place).

And yeah, I want a new job that a different character can be -- a Majordomo, the top butler, the Edwin Jarvis who keeps everything running aside from the slaves themselves.  A head girl is like the chief slave (focused on keeping the slaves in line), but a majordomo is like the chief butler (focused on the smooth running of the household, such that the master never has to bother himself with the little details and always finds his preferences accounted for and only has the actually important stuff brought before him while the rest gets handled secretly).

Long before I ran into this game, I ran into the concept of the Majordomo (in Marvel Comics), and the thought has stuck with me ever since.  Sure would be nice to have someone whose sole job is to ensure that I don't have to clog my easily distracted ADHD brain with all the little details of life, just the ones that actually require my attention.