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Justin Player

14
Posts
2
Topics
5
Following
A member registered 24 days ago · View creator page →

Recent community posts

__require_clr_impl

_G

_MOONSHARP ,👈

_VERSION

AllowedModifiers

assert

AtLeastOneBoolVariableTrueRequirement

bit32

ChangeLightMultiply

ChangeMorningLight

CheckType

collectgarbage

ColorPalette

ColorPaletteEntry

ColorPaletteManager

ColorSlot

CommonAllowedModifiersEnum

ControllerEnum

CookingSong

CookingSongRuntimeData

coroutine

CurrentModGuid

debug

dofile

dynamic

EdibleItemNutritionProfile

EdibleItemPrefabData

EdibleTypeEnum

error

FinishedType

FishingBaitItemPrefabData

FishingBaitType

FishingCatchBehaviourType

FishingRodItemPrefabData

FishItemPrefabData

FishPreferences

fungus

GameId

GameUtilities

getmetatable

GlobalFlag

Guid

ipairs

Item

item0

ItemCategory

ItemEnum

ItemModifiableVariableFactory

ItemModifiableVariablesRequirement

ItemPrefab

itemprefab0

ItemPrefabManager

ItemScopeCondition

ItemScopeConditionAlwaysTrueCondition

ItemScopeConditionCustom

ItemScopeConditionSpecialVariable

ItemSlot

json

LightMultiply

Live2DControllerSingleton

load

loadfile

loadfilesafe

loadsafe

math

ModUtilities

MorningLight

NewsId

next

NoteButtonTypeEnum

os

pack

package

pairs

pcall

print

R

rawequal

rawget

rawlen

rawset

Recipe

require

Result

SaveContainer

SaveSingleton

ScratchTextureType

select

setmetatable

Shop

ShopItem

ShopManager

SimpleLocalizedString

SingleArgumentComparators

SlotEquipData

SlotManager

SlotType

SoundSingleton

StoryAutoBranch

StoryBlockTarget

StoryBotContainerTypeEnum

StoryBotDialogueBranch

StoryBranchTarget

StoryCondition

StoryEnumeratorTarget

StoryLocalizedConversationBranchTarget

StoryMenuBranch

StorySingleton

string

SusArea

SusModifier

table

TextureOverriderManager

TimeCheckType

tonumber

tostring

TwoArgumentComparators

type

UiOverlay

unpack

ViewSingleton

xpcall

I thank you again.

To be honest, I didn't have Discord before the idea of creating mods for this game.

I'm not confident in my current English or in the mods I created... maybe one day I'll post them, but for now I will just keep adding data to the site.

The Devs did a great job... it's possible to make books in this game, improvise scenarios... in addition, the CustomData allows for complete backgrounds.

Besides the ease of creating faces, hair, and eyes.

I managed to create animated eyes in just 2 days... in Minecraft, it took days just for a block...

So I thank the Devs.

I appreciate the response, I've been following the Discord as well, unfortunately, the information there is closed off and makes it difficult to find data.. I'm not complaining, there are many amazing mods there and I've gotten a lot of Drrw without needing the VS... since I joined a few days ago, there might be something in the old messages.


I'm putting information in the programming topics (I hope that's not a problem), my idea is to make it easier for the AI for those who use it in creating mods related to this game.


I tested it, it seems that it still doesn't have what I want, so I'll improvise.


Maybe it's possible to run Doom..

 

Is there any native method to display images in panels, without creating a custom panel in Lua? 


It seems I will have to create an Emote Atlas. 


The UiOverlay.OkPopup panel, for now, only tells stories and arts. 


APIs... Libraries... APIs 🥹 


Is there anything new for mod creators in the Test on the 14th?

(2 edits)

¿Has verificado el correo electrónico? Tal vez haya algo...

(1 edit)

 This is a simple frame animation code. It still needs polishing. I have another version of this code that works better, but it loses a lot of performance.

 The code below is for performance... I don't know how to make something lighter than this yet..

--

do


 


  local catSprites = {}


  for i = 0, 99 do


    --


    local frameName = string.format("frame_%03d_delay-0.01s.png", i)


    catSprites[i] = ModUtilities.GetSpriteReference(CurrentModGuid, frameName)


  end




  local unityCoro3utine




  


  function catSpecialEffect(value, item0)


    local itemGuid = item0.GetUniqueGuid()


    local targetPath = "/Room/GhostBackground"




    if value and item0.IsEquipped() then


      


      function Coroutine()


        while true do


        


          for i = 0, 99 do


            if catSprites[i] then


              TextureOverriderManager.RoomManager.SetSprite(itemGuid, targetPath, catSprites[i])


            end


         


            coroutine.yield(ModUtilities.WaitForSeconds(0.1))


          end


        end


      end


      unityCoroutine = ModUtilities.StartCoroutine(Coroutine)


    else


 


      if unityCoroutine then


        ModUtilities.StopCoroutine(unityCoroutine)


        unityCoroutine = nil


      end


      TextureOverriderManager.RoomManager.RestoreSprite(itemGuid, targetPath)


    end


  end

Scenario creation

creation of pieces

(1 edit)

 Creation of non-complex personality modules: 92 options. It is possible to activate specific effects and dialogues, depending on the value of some global variables. It is also viable to associate with other complex codes for varied experiences.


(Code incomplete [ awaiting data from the update on the 14th)

(6 edits)

Ready code for consumables.

It is possible to link the use of these consumables with other codes:

example; increase members, activate events, create dialog boxes, etc.

All of this requires extra programming in the Lua file.

Example


-- TextMeshPro

-- HTML / RTF

-- My Dystopian Robot Girlfriend

-- CODE-BETA V1


-- ===========================

-- EDIT ONLY THIS SECTION

-- ===========================

local SHOP = [[pharmacy]]

-- 'pharmacy' or 'grocery'


local CATEGORY = ItemCategory.Meds

-- ItemCategory.Food if grocery 

--  ItemCategory.CookingIngredient if l


local STACKABLE = true


-- ╔════════════════════════════════════════════╗

        -- ║ Simple Global Variables Guide ║

-- Anon: Health, Stamina, MentalHealth, Satiation = max 1.0

-- Anon: RemainingCum, MaxCum

-- Anon: deathGripEffectEnd, VinegaraEffectEnd

-- Anon: Money, CasinoTokens, Subs, Followers


-- Jun: Mood, Longing, CurrentHorniness = max 1.0

-- Jun: Intelligence = max 40

-- Jun: Lust, Sympathy


        -- ║ Complex Global Variables Guide ║


-- L1: Time: 1 = 1 Minute

--L2: CustomData

--L3: Stage

--L4: math

-- ╚════════════════════════════════════════════╝



-- Only edit/add items inside this table.

-- Keep the trailing comma on the last item if adding new ones below.

-- There is a text color limit

-- HTML / RTF


local itensDaLoja =

{

    {

        name = [[<color=#0F0>✚ [NANO-MC] VITALITY ✚ </color>]],

        description = [[

<size=10><color=#00FF88><b>Military Use</b></color></size>

<size=16><color=#66CDAA>Nano-Recomposer</color></size>

<color=#FFFFFF><size=16>─────────────────────</size></color>

<size=16><color=#00FFFF>

⚡ EFFECTS</color></size>

<size=16><color=#00FF00>

Health → 100%</color></size>

<size=16><color=#32CD32>

Stamina → 100%</color></size>

<size=16><color=#90EE90>

Satiation → 100%</color></size>

<color=#FFFFFF><size=16>─────────────────────</size></color>

<size=14><color=#69F0AE><i>CorpNano © 2027</i></color></size>

]],

        price = 50,

        effects = { Health = 1, Stamina = 1, Satiation = 1 }

    },

}


-- ===========================

-- END OF EDITABLE AREA

-- (DO NOT CHANGE BELOW)

-- ===========================


do

    if not gv then gv = {} end

    if not ModUtilities then return end


    local function CreateItem(data)

        local prefab = ModUtilities.CreateItemPrefab()

        prefab.Name = data.name or 'NO NAME'

        prefab.Description = data.description or ''

        prefab.Price = data.price or 0

        prefab.Category = CATEGORY

        prefab.IsStackable = STACKABLE


        prefab.OnUse = function()

            if not data.effects then return true end

            for stat, value in pairs(data.effects) do

                if type(value) == 'number' then

                    gv[stat] = (gv[stat] or 0) + value

                end

            end

            return true

        end


        local item = ModUtilities.CreateNewItemAutoAssignId(CurrentModGuid, prefab)

        ModUtilities.AddGenericItemToShop(SHOP, item)

    end


    for _, itemData in ipairs(itensDaLoja) do

        CreateItem(itemData)

    end

end

Incredible... I downloaded this game merely a few weeks ago... I have spent three hours engaged with it, none in actual gameplay, as it is exceedingly entertaining to create mods, despite the vexation with the flags. I have already completed one personality module and shortly thereafter discovered additional flags. I currently possess 89 and have just unearthed a wealth of possibilities... one can incorporate dialogues and reactions... in addition to specific phrases for certain times of the day and emotional states... as well as integrate facial expressions into dialogues... I remain oblivious to the overarching storyline, but when I do embark on actual gameplay, it will be truly singular. I posted basic Gv. 19 days ago... I ought to provide an update, hhshsa.

Thank you for answering your questions here, give me great ideas for modifications... Really great, I'm still looking for other variables, maybe one day I can put at least some of these ideas into practice. I feel that often the game is unnatural, small adjustments are needed for a more enjoyable experience. Lately I have ventured deeper into this world and I realize the depth of it. (We still need some extra freedom in the codes)

(7 edits)

The game is developed in C#, but mod support is provided through Lua.

It is still possible to create external mods, however the information below refers only to vanilla mods.

These details apply to character body part scaling and environment/scene modifications.

I am new to the community, I do not speak English, and I am simply looking for help to learn how to create mods.

============

             MC

gv.Health:

gv.Stamina

gv.Satiation:

gv.MentalHealth:

gv.casinoTokens:

gv.money:

gv.subs

gv.followers

------------------

gv.remainingCum: 

gv.maxCum: 

gv.deathGripEffectEnd

gv.vinegaraEffectEnd

======================

             BOT

gv.sympathy: 

gv.mood

gv.lust: 

gv.longing

gv.inteligence:

gv.currentHorniness

=========

gv.customData

gv.stage

gv.time



=============================

OnDayPhaseChanged

Time / DayCycle Manager





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