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- Interactions Module rewrite

Open XelaPy opened this issue 10 years ago • 4 comments

After the game and content take shape, it may be a really decent idea to merge Interactions, GM, WorldActions and relevant menus into one clean class. It's a huge undertaking so assuming we can work without unification until 1.0+, this is a very long term.

XelaPy avatar Aug 27 '15 23:08 XelaPy

By Dark:

I do some routine things manually, interactions might as well do it automatically. Maybe not now, but after another, more advanced interactions system will be coded.

  • Flags that check how many times every separate interaction was used, per day. Different interactions have different limit based on character traits and the interaction itself. Characters eventually refuse to participate in the same interaction.
  • Checks about how well the character feels. With low health/vitality or major flags like food poisoning they refuse almost everything. I suppose low enough health/vitality should completely prevent the interaction itself. Right now I run these checks for every interaction label, it's probably not the best solution.
  • Taking the initiative. With a certain chance, if conditions are met, the character can propose something, either in the beginning or in a middle of interaction. I kinda hacked the interactions screen rpy to make it work (search for gm_char_proposed_sex flag), I doubt it's a proper way.
  • (Advanced?) Initiating GM with MC by herself if the character knows him well enough and they met somewhere, or initiating interaction in the case of hired ones.

XelaPy avatar Mar 23 '16 13:03 XelaPy

  • In addition to counting interactions per day to avoid spamming, global counters for some of them to use additional checks (like, after sex lesser stuff like hugs will be trivial).

DarkTl avatar Mar 24 '16 18:03 DarkTl

By Dark: Shopping together option! Which worked for some time like two years ago, but not anymore :) I currently removed it from gui, but would be cool to rewrite and restore it.

Original algorithm was based on occupations, when characters welcomed items helping them at work. That's... not really the best concept, 'cause that's not why most people visit any shops most of the time. I think the system should look like:

  • either you select a shop, or the character does it, I'm not sure what is the best option here.
  • There she chooses something based on autobuying system and you can buy it, providing that you have enough money.
  • Or you choose an item by yourself if solution based on autobuying system is too difficult. And then we run checks with item's price and type and maybe something else like her inventory (does she has such an item already or not).

XelaPy avatar Sep 07 '16 11:09 XelaPy

There should be an option to control how many chars you can find during GMs in location per day (1-3 instead of our always 3), not to mention that there should be the chance to not meet anyone.

DarkTl avatar Oct 02 '16 17:10 DarkTl