Pim_gd's Mods - DialogueActions v4.08 (15 Jan 2017) (2 Viewers)

Slingerbult

Content Creator
Joined
Sep 15, 2012
Re: Pim_gd's Mods - DialogueActions v3.01 (27 September 2014)

Awesomeness! All your efforts united!!

Please, please, please can we have open/close mouth triggers too? I promise I'll be good after that :)
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: Pim_gd's Mods - DialogueActions v3.01 (27 September 2014)

I looked through the code for autoclosemouthv3 and I don't get any of it. Maybe I'm tired or maybe I'm just confused but it does pretty mathy stuff with distances and ... closes or opens her mouth based on that...? It's strange. So that isn't happening any time soon.
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
Re: Pim_gd's Mods - DialogueActions v3.01 (27 September 2014)

Pim_gd said:
I looked through the code for autoclosemouthv3 and I don't get any of it. Maybe I'm tired or maybe I'm just confused but it does pretty mathy stuff with distances and ... closes or opens her mouth based on that...? It's strange. So that isn't happening any time soon.
most of the mod is timers and distance tracking cause of the bonus features, the core of it is:
Code:
main.her.jawAngleTarget = main.her.closedJawAngle;
						
						main.her.head.jaw.rotation = main.her.head.jaw.rotation + (main.her.jawAngleTarget - main.her.head.jaw.rotation) * closepercent;
						main.her.head.jawBack.rotation = main.her.head.jaw.rotation;
						main.her.head.headTan.jawBack.rotation = main.her.head.jaw.rotation;
						main.her.head.headTan.jaw.rotation = main.her.head.jaw.rotation;
essentially, set the rotation to closedJawAngle to close her mouth. the rest is doing it in a slow manner
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: Pim_gd's Mods - DialogueActions v3.02 (30 September 2014)

September 30, 2014
Introducing v3.02 of DialogueActions!
- Added SETVARBYNAEM and SETGLOBALBYNAEM aliases for SETVARBYNAME and SETGLOBALBYNAME due to *a*[ME*b*] bug (they do the same thing but prevent the bug)
- Added read/write variable da.pleasurePercentage, goes from 0 to 100, sets him pleasure. Setting it at 100 won't make him cum, you'll need the girl to finish the job.
Link in OP, and the archive download in the second post has been updated as well.

Well, that only took 395 days. Request complete.
 

Bluey5

Potential Patron
Joined
Aug 22, 2013
Re: Pim_gd's Mods - DialogueActions v3.02 (30 September 2014)

Awesome, can't wait to see the pleasure percentage in action XD.

Dialogue Actions practically makes a big part in making SDT feel complete :)
 

aztlan

Casual Client
Joined
Sep 14, 2013
Re: Pim_gd's Mods - DialogueActions v3.02 (30 September 2014)

Pim_gd said:
September 30, 2014
Introducing v3.02 of DialogueActions!
- Added SETVARBYNAEM and SETGLOBALBYNAEM aliases for SETVARBYNAME and SETGLOBALBYNAME due to *a*[ME*b*] bug (they do the same thing but prevent the bug)
- Added read/write variable da.pleasurePercentage, goes from 0 to 100, sets him pleasure. Setting it at 100 won't make him cum, you'll need the girl to finish the job.
Link in OP, and the archive download in the second post has been updated as well.

Well, that only took 395 days. Request complete.

Awesome!

My votes for 3.03 are for:

1 vote (AaRL) - add "[BALLS_TWITCH]" as trigger - like [BOUNCE_TITS], but now his balls.
1 vote (AaRL) - [BREATHE_NORMAL]/[BREATHE_HEAVY] for making her breathe at different rates

;D

P.S. Thanks.

EDIT - for the heavy or normal breathing idea above, it might be nice to have the ability to time it. Say BREATHE_HEAVY_xxx where xxx is a number between 001 and 999 (inclusive) which is how many seconds seconds the altered breathing will last. Maybe just 2 digits needed (1-99 seconds).

I would also like a way to load/unload heads for Him, if that's appropriate for DA.
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: Pim_gd's Mods - DialogueActions v3.03 (2 October 2014)

October 2, 2014
Introducing v3.03 of DialogueActions!
- Fixed a bug with [SETVAR_localVar_-=number] that didn't work properly for positive numbers
- Fixed a bug with [SETVAR_localVar_+=number] that didn't work properly for negative numbers
Link in OP, and the archive download in the second post has been updated as well.

Very minor change, but it was a stupid mistake. This also affects [VA_SET_VARIABLE] but that's deprecated anyway.
 

hetake7

Vivacious Visitor
Joined
Apr 10, 2014
Re: Pim_gd's Mods - DialogueActions v3.03 (2 October 2014)

howabout just a new default speach. get all the best poses and use a ton of triggers
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
Re: Pim_gd's Mods - DialogueActions v3.03 (2 October 2014)

dialogactions3.03 source:

hertriggers.as said:
public function fixMas(e):void {
if (g.gamePaused || !g.gameRunning) {
return;
}
if(!masturbating) {
m.mc.removeEventListener(Event.ENTER_FRAME, masturbateCooldown);
if(g.her.currentLeftArmPosition == 3) {
g.her.pleasure = 0;
}
pretty sure her does not have that variable. found cause i was looking for a way for animtools to call masterbateon/masterbateoff without injecting dialog lines xD. but so far i don't see any references saved on the loader.

main.as said:
public function dataNotFound(e) {
displayMessageRed(e.msg);
main.unloadMod();
}[/color]
}
also, i don't think that should be there; maybe modguy can verify if this thought is correct
(it is the datanotfound for a modDataLoader)
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: Pim_gd's Mods - DialogueActions v3.04 (22 December 2014)

December 22, 2014
Introducing v3.04 of DialogueActions!
- Fixed a bug with da.herPleasure where setting to a number took a value between 0 and 1 instead of 0-100.
- Added da.breathPercentage for her breath level {read and write} (this drops first)
- Added da.oxygenPercentage for her oxygen level {read and write} (this drops when she starts passing out)
- Added da.canSpeakLineTrigger for whether speak lines can trigger {read only} (based on gag, mouth full, passed out, and swallowing).
- Added a feature where any line that ends with "_INSTANT" (as in "intro4_INSTANT") and only contains triggers is resolved instantly. This means you can do 100 triggers for setting variables and such in a single frame.
- Added Mod Communication (Mod comms). See For "Modders/Api.txt". DialogueActions uses "DialogueActions" as api key.
-- Added 1 function "runTriggerCode". Input is a string, like a trigger but without the brackets.
Link in OP, and the archive download in the second post has been updated as well.

So I think I spent more time telling MG excuses as to why no modcoms than it took to implement something.
That's just fucking sad.

Oh well.

Was bored as I have vacation, went reading stuff and apparently I hadn't released this yet. Took some digging to find out why: WW wanted stuff, I made changes with the disclaimer "you test it, lemme know if shit breaks". Saves me time. Aaaand then I kinda forgot about it.

Woops.

Well, you have new toys now. I'm sure WW had his version spread everywhere already, but at least now the official source is up to date again. Plus, with modcoms, you can finally, well, do stuff with DA as a modder. Hurray.
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: Pim_gd's Mods - DialogueActions v3.05 (26 December 2014)

December 26, 2014
Introducing v3.05 of DialogueActions!
- Added "registerTrigger" to API. This function allows you to hook one of your functions up to a dialogue trigger.
- Added [PLAY_BGM_<filename>]. This plays a music file from the last loaded character folder.
- Added [STOP_BGM]. This stops playing the music file started by [PLAY_BGM_<filename>].
- Added da.bgm.volume {write only}. Range 0 (mute) to 1 (full volume, default). This sets the volume of the background music started with [PLAY_BGM_<filename>].
Link in OP, and the archive download in the second post has been updated as well.

I saw this thread about making a Phoenix Wright SDT "game". That's an awesome idea. However, I've played quite a lot of phoenix wright, and one of the biggest moments of awesome is when you blow your opponent to pieces, and THIS kind of music(PW:AA, Cornered) starts playing. Aww yeah bitch, you just got told.

Of course, then they pull another piece of evidence out of their ass hat and the whole dance begins again, but without music, a lot of the oomph is missing.

Thus! I present you with... music!

It's pretty basic, as I'm lazy as always, so let me know if you need more fine tuned control. If there's people eagerly using this then we'll start looking at implementing things like volume control for the player so they don't have to play a porn game that has it's volume set to max :D.
 

Slingerbult

Content Creator
Joined
Sep 15, 2012
Re: Pim_gd's Mods - DialogueActions v3.05 (26 December 2014)

This is awesome! I had cornered as my ring tone for a long time :) I'm not sure I'll be able to pull this project through, but I'm intrigued enough to start thinking about a case anyway.

Do you think we should use original music (copyright issues?) or new music in a similar style (plenty of it available on-line, quality varies of course). And how to procure the music, and in what format? Is flash also an audio player, or how does it work?
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: Pim_gd's Mods - DialogueActions v3.05 (26 December 2014)

Just stick music.mp3 in a character folder, and a dialogue.txt with

Code:
start:"Music! [PLAY_BGM_music.mp3]"

intro:"okay, that's enough.[STOP_BGM]"

It'll be pretty obvious after playing that.
 

aztlan

Casual Client
Joined
Sep 14, 2013
Re: Pim_gd's Mods - DialogueActions v3.05 (26 December 2014)

Thanks for these.

Regarding: "- Added "registerTrigger" to API. This function allows you to hook one of your functions up to a dialogue trigger."

This seems intriguing but I at a loss to see exactly how it would be used.

Could you provide an example of how this might be used? Or has anyone already used it in a mod they published?
 

Bazinga

Potential Patron
Joined
Jun 13, 2013
Re: Pim_gd's Mods - DialogueActions v3.05 (26 December 2014)

Hi,

First congrats for the work on DialogueActions. Truly impressive stuff!

Then, I have two little problems to report, that I've found while making a dialogue (currently WIP)
1) The [LOAD_MOD] trigger doesn't seem to be able to load Shade's video camera mod http://www.sdtmods.com/index.php?topic=2934. I don't get any error message, the syntax is good ( as I manage to load clothing mods) the camera just doesn't appear.
2)The orgasm lines don't trigger when auto mode is active.

If you need any more info, just ask.
 

Corgalas

Vivacious Visitor
Joined
Feb 11, 2013
Re: Pim_gd's Mods - DialogueActions v3.05 (26 December 2014)

The [STOP_BGM] trigger doesn't seem to be working for me. Is anybody else having issues?
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: Pim_gd's Mods - DialogueActions v3.05 (26 December 2014)

Sound has been a bit wonky during testing, no idea why.
 

cwking420

Potential Patron
Joined
Sep 17, 2012
Re: Pim_gd's Mods - DialogueActions v3.05 (26 December 2014)

Hey Pim_gd, I was just wondering if their was anyway for you to get DA to load body mods set in sby's moreclothing to load via da.charcode.load. Moreclothing will add them to the charcode, but when you load said charcode with DA, it loads everything but the body mods layer.
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
Re: Pim_gd's Mods - DialogueActions v3.05 (26 December 2014)

cwking420 said:
Hey Pim_gd, I was just wondering if their was anyway for you to get DA to load body mods set in sby's moreclothing to load via da.charcode.load. Moreclothing will add them to the charcode, but when you load said charcode with DA, it loads everything but the body mods layer.
seems to be because they use a tweaked version of the charcode "loaddata" function.
moreclothing registers a proxy on this function, it has a Pre proxy that just grabs the args, and then a post proxy to use the args sent to the load data function to update its stuff afterward. this includes moreclothing bodies and backgrounds.

i can make this post function public so you can add something like:
if(loaderreference.moreclothing)
{
loaderreference.moreclothing.loadData(charCodeToLoad);
}

or

not sure why you guys don't use the regular loaddata function, glancing at source doesn't reveal anything obvious, but if you do use it moreclothing's proxy stuff should run
 

jase

Vivacious Visitor
Joined
Jun 4, 2014
Re: Pim_gd's Mods - DialogueActions v3.05 (26 December 2014)

These dialog buttons deserve hotkeys more than most these other shortcuts taking up real estate on my keyboard. I would use them often enough to put them front and center along the number row. With hotkeys active, you could reduce the button sizes so they're less intrusive on the stage, and they wouldn't even need to be active buttons, just text labels with a subscript displaying the hotkey to activate it. Also, hotkey activate more quickly and reliably, so if a scene is dragging down your framerates, you won't have to click-hold for 10 seconds to get a result.
 

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