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Re:College

A dating simulator that allows you to date with any waifus of your dream · By Re:College

How to create a custom event Sticky

A topic by Re:College created Oct 11, 2018 Views: 288
Viewing posts 1 to 1
Developer (4 edits)

Currently Re:College only support one event - Waiter event*. More events will be added as the game development continues.

Waiter Event: 1 in 10 chances of being served by a classmate of yours when you have you meal or drink at Restaurant or Bar.

How to create a custom event

In this topic, I will briefly explain the source code (not really code but ..) for the build-in waiter event ("Eat with me").

Custom events (and build in ones) are located at `mods/events`. It is of .vnm file type. Stands of "Visual Novel Mod".

Open it up with a plain text editing program (I use Notepad++). You will see that the build-in event is a very small file.

event_waiter;eat_with_me
eat_with_me_text;Eat with me
eat_with_me_requirement_stat_npc_friendship;10
eat_with_me_success_image;Wait
eat_with_me_success_image_nsfw;False

The first line of code, tell the game that we want to add a new event to the `event_waiter` event. It then say that this new event is base on `eat_with_me` tag.

Now that we defined the new event tag, we can write supported tag to make our event a reality. Tag is formatted as [your_event_tag]_[option].

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Below I list down the currently supported option - of which some is required (bold).

_text: The text to be displayed when user are given a list of events to choose

_requirement_stat_[stat]: The requirement required from the user stats for the event to be successful

_requirement_stat_npc_[npc_stat]: The requirement required from the NPC stats for the event to be successful

_success_image: The image to be displayed if the requirement are met

_success_image_nsfw: Does the image contains nsfw stuff - default is False.

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Congrats! Your custom event is almost done! You just have to define what the NPC will say when the event is successful or unsuccessful. It is defined in the personality pack. To make things easy, you only need to define for the default personality pack - lively. You can of course choose to define for other fan-made personality pack. In case you opt not to, the default one will be used if the fan-made personality pack does not contains one.

The personality tags are as followed:

<msg>: Say when the event is successful

<fail_msg>: Say when the event is unsuccessful

<money_msg> Say when the NPC ask for payment

<fail_money> Say when the user choose not to pay