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Main » Arrested Development » The new sex system
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Posted on 10-26-13, 02:00 pm
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

Posts: 291/344
Since: 06-08-12

Last post: 1692 days
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I worked on this last night, and just pushed the changes to the bucket. So I thought, I should take a moment to document what it's all about so far.

First of all, the sex engine is driven by a token tree full of data, stored in sex.tml. As before, this should allow a certain degree of expansion. A single entry might look something like this:
<pre>choice: struggle
fromhere
kiss
french_kiss
pin_down
take_off_top
take_off_bottom
limitations
yes: 0 havingsex/restrained
yes: 1 havingsex/restraining
effects
roll: strength strength
lose
message
first
$: You struggle against [b:name]'s hold, but fail to get free.
second
$: [t:name] struggles against your hold, but fails to get free.
win
remove: 0 restrained
remove: 1 restraining
message
first
$: You struggle against [b:name]'s hold and manage to get free.
second
$: [t:name] manages to struggle free from your hold.
third
$: [t:name] manages to struggle free from [b:name]'s grasp.[/code]

Every choice must have a fromhere block and some effects. Limitations are optional and technically so are effects but that'd be silly. The only oneliner so far is Wait. Choices can have names too, as _n tokens. If those are missing, the ID is used instead, in Title Case. That is, "pin_down" is listed as "Pin Down" by default. There's also an optional time token that defaults to 1000, for reasons.

The fromhere block lists the IDs of things you could do from here, obviously. So for example once you pin your partner down, you can kiss 'em or release 'em, but not pin them again. I'm not sure if the fromhere block will survive the next commit.

Limitations are available in a few ways. A "yes" or "not" limitation checks if participant N has a token at the specific path or not. For example, "not: 0 havingsex/restrained" fails if the one doing the thing is restrained. There are a few specific limitations too such as the as yet unimplemented consent check -- because you're not gonna cuddle when it's not friendly -- and "hastits" which not only checks for the presence of a breastrow but also their size. More are planned.

Effects are the best part, forming a small script engine. The roll command compares two values, be they direct floats, stat names, or skill levels, in any combination. The actor is left, the target is right. In the struggle example, it's your strength against theirs. The lose and win child tokens contain subscripts of their own.

The message command token can handle three different points of view and randomization, picking the first perspective if you are the actor, second if you are the target, and third if you are merely watching two others go at it. If a perspective is missing, nothing is shown. Each $ has a chance of being picked, and there can be as many as you want in each perspective. Their contents are basically the same as in the dialogue engine with regards to [x:foo] tags.

The break command breaks off the intercourse, removing the havingsex tokens so the next turn doesn't trigger the sex engine.

The add and remove commands add or remove a token from participant N's havingsex token, optionally including a value. If the token to add already exists, it's merely updated. The add! and remove! variants work directly on the target character.

There should be a more generic if command but I haven't coded that yet, and maybe some world-influencing commands, TF triggers maybe? Or just a jint command that takes a CDATA text block and executes it.

I don't just program Noxico...
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