this is great, Ive been wanting to make a quest mod myself, I have the Script (story, not code) just needa know how to add new races, new enemies, scripted boss fights, and new locations. seems were getting closer!
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Man, the sense of accomplishment when you actually get it right is so... GOOD. Thanks, thanks, thanks and 3 million thanks to @Strive4Power for their help with the code. It has made this project a possibility AND a reality now.
Go get your V0.2.5 download and try the meager things that are present in the mod by yours truly, its only going to get bigger.
Also, if you do not have ANY knowledge of coding, but want to add your own new encounter, area, enemy, enemy equipment set or captive pool feel free to post it here, I will do the coding part for you and you will be added to the credits of this Mod, because I still want to make this a project anyone can help with.
Things I need for each addition that I mentioned:
Talk with me personally, preferably on the Strive for Power discord. This is more complex and really it needs a bit of back and forth between the 2 of us. That is until I figure the whole scripting thing out and make a guide for it so you guys can do it yourselves. Or I make an In-depth form you can fill out so I can do the whole thing myself if code makes you vomit. We'll figure it out.
Have Fun!
Adding equipment means the items an Enemy can be wearing when encountered. In other words, is a list of stuff that a certain enemy has access to and the game picks one from each category at random. Right now Item addition is something I have not checked, BUT will be checking soon. I just finished going through the whole Pony Race Mod and figured out how the heck you add new races, which let's be 100% transparent, should be fairly straight forward but I have yet to code it, so I won't be jumping the gun for now and saying it's "Easy".
In terms of New Items, AFAIK, normal items are stored in a database, that includes armor, accessories and weapons too, so I SHOULD be able to do it pretty much the same way I'm doing it now with other stuff... BUT, and it is an even bigger but that caps give it credit: Armor, accessories, weapons and potions have special effects, that are linked to other scripts outside of the item database, so implementing them PROPERLY is going to require some digging around in the code.
Aric Triton probably knows more about the item and gear system of the game right now.
UPDATE! Go check the changelog and grab a copy of your new (An much better named) MAD mod! Oh also, this:
Like the post suggests, I figured items. It wasn't that bad. Apparently getting our Squirrel hating local resident to cooperate was a much more difficult ordeal to fix. Who'd thunk it? And so, as per usual now here's your guideline that you can just follow to create a new item. Trust me, the time it takes me to implement them is almost close to nothing, you should try to make some. The more content the mod has the easier it would be for me to spot unseen bugs, so PLEASE, if you have ANY idea for any of the things that you can add right now, don't hesitate, the worse it can happen is I tweak some numbers so it is not completely over powered lol.
Go Nuts! OR don't, I guess at this point this is still a one man project.
Sounds like what KuroPanda said they wanted to accomplish before going radio silence. Best of luck to you, hopefully someone will at some stage figure out a template for users to add their own quest-lines, items and unique recruit-able characters. With how deep Strive's customization for individual character is, pretty much sky is the limit for anyone who want to add their favorite waifu from whatever franchise.
[...] hopefully someone will at some stage figure out a template for users to add their own quest-lines, items and unique recruit-able character.
You can already add items and equipment sets, for Custom characters I'm pretty sure I can figure that one out fairly quickly, I've seen the codes many times while going through other stuff. For quests I need to look into the quests/side-quests/repeatable to figure how it ACTUALLY works, but that is one of my end-term goals too. Afterall, figuring out implementation is the hardest part, otherwise is just adding a new entry to the "Quest" "Sidequest" "Repeatable Quest" Databases respectively. The advantage of Strive being a test driven game.
Sorry I didn't make myself clear with my post. What I meant was for someone to either create a template file, or an utility tool for code idiot like me to add things I want to add into the game (unique recruit-able characters, quest attached to recruit them, and unique equipment for some cosplay purpose).
I'm already kind of making cosplay character with Strive's starting servant. Would love the ability to make multiple unique characters from other franchises and even make a short story about how they ended up in Strive's world. Or failing that, an import/export character utility similar to Lilith's Throne so I can buy some specifically created cosplay characters from slave market. I know there's technically save edit, but it's a bit of a hassle without a specifically designed utility tool.
Nothing major, just a small fix I forgot to implement and the addition of GrumpySeaUrchin's items to the database! Let's see if we can make this addition the first of many more. I tweaked his original numbers on a couple items for the sake of balance, but it wasn't anything major.
Now, regarding the Patreon build, any Patrons out there than can bring feedback on the compatibility of the mod with that build would be a godsend, since it makes my work easier to code for when that actually comes out to the general public. In the meantime, I will only support general public release, since: 1.) I am a non-patron myself. And 2.) This is probably the majority of the player base.
Go get your update! And no, I still am in the middle of figuring out advanced scripting... I did get lagged behind schedule because of a really bad case of the Flu, so there's that.
Thanks for putting this together. It solves the problems I was having with images and it seems a good method of modding in the future. Can the loadimage changes be put into the main code in the future or is there some drawback?
One thing I noticed was that the MAD script was called from ready() in exploration.gd. This is too late if you want your customization available in the start generation from the main menu (although you can easily copy some of the relevant code across).
Unfortunately I think this timing probem is more serious. The game load and menu creation (new game initialization) happens before the exploration script is called so any loaded game may be missing customization data, such as images for saved items. I'm assuming this means the MAD process needs to be split as the custom items (&races?) needed to be defined before load/new game and the custom exploration data needs to be defined after the base exploration data is created.
OK this is where I've got to. I can define custom items, characters, and so on with the loadimage() functions in MAD. When you load a game the item definitions and some other stuff are reset so I put the item definitions into global and called them again from globals.clearstate(). This works for non-stackable items that have one shared image for the item type.
What I'm finding though is that a new character can be created with images from mods\modname\images\filename.png and after a save and load the image is lost. I'm not sure how to tackle this problem, or even whether it is an issue of load, save, format, locations, or something else. Can anyone help with this?
All files need to be unzipped for the game to use them. Zip archives are just used for ease of transfer.
Beware, unless you have an older version of Strive, it probably won't work with a mod like this that doesn't appear to have been updated recently.
Edit: You place the mod's folder in the game's mod folder, which you can access through the in-game mod window.
Yes, it will conflict due to the mod system not supporting multiple mods editing the same files. Though you may be able to get around that by replacing ".../scripts/mods/modpanel.gd" with a copy from the most recent version. Assuming that works, so long as AricsExpansion was applied second it may work. There are some seemingly minor conflicts, but you would need to try to find out. And I'm not certain which version of the game MAD was last updated for.
Your question is unclear and you are asking it in the thread for an outdated mod, which will crash your game if applied to any recent versions of the game. If you are trying to use this mod for the current version of the game, then stop and find some other mod.
If your question is not related to this mod, then please start a new thread or use a relevant one. The game should open with 2 windows when playing on Windows: the first is the game and the second will list error messages. Use the forum's search function to look for parts of the error text, and be sure to search the "Topics and Replies" not just the "Topics".