<sceneid="ExampleA"name="(starting node)"> <!-- Suppose there are filters here to determine friendliness. --> <p> Well met, traveller. Can I help you? </p> <actionname="tell about self"/> <actionname="cancel goodbye"/> </scene> <sceneid="ExampleB"name="tell about self"list="Tell me about yourself."> <filtertarget="bottom"type="has"name="occupation/woodcutter"/> <p> I am [b:fullname], the local woodcutter. I've lived here for years now. </p> <actionname="introduce self and tell more"/> <actionname="foot in mouth"/> </scene> <sceneid="ExampleC"name="cancel goodbye"list="No thanks. Sorry to interrupt."> <p> Goodbye then, I guess. May we meet again soon. </p> </scene>
That's from the wiki. The page itself is somewhat outdated, but as you can see the format is identical to that of the now scrapped sex system so there's plenty of examples if you look around the board a bit.
Here's basically everything in the base file that's not purely for testing purposes, with extra comments added:
<!-- Several greetings --> <!-- Section 1 - First Contact --> <sceneid="GenericUnknownHottie"name="(starting node)"> <!-- When the dialogue starts, the game looks for a "(starting node)" name and checks the filters for each. Therefore, they should be sorted by specificity. --> <filtertarget="bottom"type="relation"value="none"/><!-- This node fails if the speakers are familiar with eachother... --> <filtertarget="top"type="value_gteq"name="charisma"value="50"/><!-- ...and/or if our Charisma is lower than 50 points. --> <p>"Ah... Greetings, traveller," [b:he] says with a slightly flushed smile. "Can I... help you, maybe?"</p> <!-- "" are automatically turned into “”, and if the character has a thpeech impediment, anything inssside "" is filtered. --> <!-- [b:he] is a grammatical replacement tag which turns into "he", "she", or "it" depending on the speaker. The "b:" part means we refer to the bottom -- a leftover from this being the sex system. The instigator, or starter of the dialogue, is the top. <action name="introduce yourself" /> <action name="invite to have sex" /> <action name="no thank you goodbye" /> <!-- Actions link one scene to another. If all matches for a given action fail their filters, that action is left out of the on-screen list. --> <!-- If there's no actions defined at all, or none filters through, the dialogue ends at this point. --> </scene> <sceneid="GenericUnknownNottie"name="(starting node)"> <!-- This one filters out similarly to "GenericUnknownHottie" but has the Charisma check at "lower than 10". <filter target="bottom" type="relation" value="none" /> <filter target="top" type="value_lower" name="charisma" value="10" /> <p>"Greetings, traveller," [b:he] says. "Can I... help you?"</p> <!-- Notice the different tone of voice. --> <actionname="introduce yourself"/> <actionname="invite to have sex"/> <actionname="no thank you goodbye"/> <!-- Basically the same options as before. --> </scene> <sceneid="GenericUnknown"name="(starting node)"> <!-- The second-least specific starting node so far, this one triggers if the speakers don't know eachother and the player is moderately pretty. --> <filtertarget="bottom"type="relation"value="none"/> <p>"Greetings, traveller," [b:he] says with a friendly unassuming smile. "Can I help you?"</p> <!-- There were debug actions here. I left them out for now. --> <actionname="introduce yourself"/> <actionname="invite to have sex"/> <actionname="no thank you goodbye"/> </scene>
<!-- Section 1 - We Meet Again --> <sceneid="GenericKnown"name="(starting node)"> <!-- The least specific starting node is here! All the others fell through at the first check because we have a relationship token for this character. --> <p>"Hello again, [t:name]", [b:he] greets you. "Is there something I can do for you?"</p> <!-- As before, "[t:name]" refers to the top, usually the player, and prints their name. How does the other guy know? Read on. --> <actionname="invite to have sex"/> <actionname="no thank you goodbye"/> </scene>
<!-- Ways to say goodbye --> <sceneid="GenericGoodbye"name="goodbye"list="Goodbye"> <!-- I don't like these very much. The player should not have actual spoken lines of their own. --> <p>"We'll probably meet again", you say as you turn away.</p> <p>"Perhaps we will", [b:name] replies.</p> </scene> <sceneid="GenericDeclineGoodbye"name="no thank you goodbye"list="No thanks, goodbye"> <p>You apologetically shake your head. "No thank you, sorry for bothering", you say.</p> </scene>
<!-- Mammies, step faw'd 'n express yo'sevs! --> <sceneid="GenericIntroduceHottie"name="introduce yourself"list="Introduce yourself"> <!-- Same basic deal with the Charisma stat as before, but we don't need to check for a relationship as we can only get here -from- the "unfamiliar" starting nodes. --> <filtertarget="top"type="value_gteq"name="charisma"value="50"/> <p>You tell [b:name] your name and flash [b:him] a twinkling smile.</p><!-- PLAYER used CHARM. --> <p>"It's a pleasure meeting you, [t:name]", [b:he] says a little flustered.</p><!-- It's super effective! --> <scripttype="text/javascript"> //And now, a piece of Javascript to set up the familiarity tokens. top.SetRelation(bottom, "acquaintance"); bottom.SetRelation(top, "considers hot"); //The player is now acquainted with the other person, who in turn thinks the player is hot shit. </script> <actionname="invite to have sex"/> <actionname="goodbye"/> </scene> <sceneid="GenericIntroduceNottie"name="introduce yourself"list="Introduce yourself"> <filtertarget="top"type="value_lower"name="charisma"value="10"/> <p>You tell [b:name] your name and flash [b:him] a smile.</p><!-- PLAYER used CHARM. --> <p>"It's... a pleasure meeting you I'm sure... [t:name]", [b:he] says.</p><!-- It was not very effective... --> <scripttype="text/javascript"> top.SetRelation(bottom, "acquaintance", true); //Note the extra true at the end -- it means the relationship should be reversed automatically. </script> <actionname="invite to have sex"/> <actionname="goodbye"/> </scene> <sceneid="GenericIntroduce"name="introduce yourself"list="Introduce yourself"> <p>You smile back to [b:name] and tell [b:him] your name.</p> <p>"It's a pleasure meeting you, [t:name]", [b:he] says.</p> <scripttype="text/javascript"> top.SetRelation(bottom, "acquaintance", true); </script> <actionname="invite to have sex"/> <actionname="goodbye"/> </scene>
THIS IS ALL MOSTLY IRRELEVANT TO WRITING THE ACTUAL DIALOGUES. Any format you're comfortable with will do, as long as the general structure fits. There's no need to write Javascript blocks -- mere comments will do, as if they're stage notes. You don't even have to bother with the [x:y] grammar tags.
The above data could result in the following actual dialogue:
Title bar: "A cheetah girl" “Ah... Greetings, traveller,” she says with a slightly flushed smile. “Can I... help you, maybe?” → Introduce yourself → No thanks, goodbye
The player picks "introduce yourself". In the next popup, the title has changed to "Chelsie" You tell Chelsie your name and flash her a twinkling smile. “It's a pleasure meeting you, Kawa”, she says a little flustered. → Wanna bang? → Goodbye
Posted by KawaSame basic deal and format, but... you know, regular dialogue.
Like, you see a single female human, approach her, pick Talk, and a conversation begins that adjusts to the character being female, a human, and single, plus whatever the player is and for example how they feel about the player. One thing dialogue scenes don't need as much as sex scenes are adjustments of individual blocks to account for the speakers' physical forms -- there's little need to refer someone having a snakelike lower body and how that would physically combine with the other participant. And then there are factors like the character spoken to being a vendor of some type, or in the player's posse...
Ok, back with another account and a new email after Lavabit went under. Could you send me a sample script, and perhaps a scene you need written?
Same basic deal and format, but... you know, regular dialogue.
Like, you see a single female human, approach her, pick Talk, and a conversation begins that adjusts to the character being female, a human, and single, plus whatever the player is and for example how they feel about the player. One thing dialogue scenes don't need as much as sex scenes are adjustments of individual blocks to account for the speakers' physical forms -- there's little need to refer someone having a snakelike lower body and how that would physically combine with the other participant. And then there are factors like the character spoken to being a vendor of some type, or in the player's posse...
That's very nice of you to offer, but I've decided to scrap the scene system with regards to sexual intercourse. That does mean it's still used for regular dialogue though, so if you're interested in that...
Hey, this is the Adventuress Soft guy. While I'm still working on my own project, writing the hetero rape scenes (if you still want to do those) would probably be something I could do.
Just reply to this thread or send me an email, and we can talk about requirements, deliverables, etc.