Costume mods - update 16 oct. 2014 : *Heavy* update (1 Viewer)

ModGuy

Content Creator
Joined
Feb 17, 2011
Re: Costume mods - update 30 aug. 2014 : Minato Namikaze 1.1 & Naruto Uzumaki 1.1

OH MY.
That's some seriously outdated code.

EDIT:
Revised to include initl.
Also, you declare the thigh in one function and reference it in another, this doesn't work without a global ref.
 

mike

Casual Client
Joined
Feb 4, 2012
Re: Costume mods - update 30 aug. 2014 : Minato Namikaze 1.1 & Naruto Uzumaki 1.1

MG said:
OH MY.
That's some seriously outdated code.

Lol yeah apparently. I'm using 0.96.3 which is actually the version right before the current one.

MG said:
Also, you declare the thigh in one function and reference it in another, this doesn't work without a global ref.

It does work though since I did it on other mods...unless magic happened.
 

ModGuy

Content Creator
Joined
Feb 17, 2011
Re: Costume mods - update 30 aug. 2014 : Minato Namikaze 1.1 & Naruto Uzumaki 1.1

Code:
var costumeComponents:Array = new Array();
var previousTargetFrame:uint = 0;

function initl(l):void
{
	var hthighl = new histhighl();
	l.loadCustomFull(hthighl,".|Him.leftLegCostume","x:0;y:0;r:0;a:1");
	costumeComponents.push(hthighl);
	
	switchFrames(1);
	
	l.addEnterFrame(detectFrame);
	l.unloadMod();
}
function detectFrame(l):void
{
	var targetFrame = (l.g.animationControl.currentAnimationName == "face_fuck") ? 2 : 1;
	if(previousTargetFrame == targetFrame) return;
	previousTargetFrame = targetFrame;
	switchFrames(targetFrame);
}
function switchFrames(frame:uint):void
{
	for(var i = 0; i < costumeComponents.length; i++)
		costumeComponents[i].gotoAndStop(frame);
}
 

mike

Casual Client
Joined
Feb 4, 2012
Re: Costume mods - update 30 aug. 2014 : Minato Namikaze 1.1 & Naruto Uzumaki 1.1

Thanks MG, that's one problem solved :).
 

Faceless

Content Creator
Joined
Jun 12, 2011
Re: Costume mods - update 30 aug. 2014 : Minato Namikaze 1.1 & Naruto Uzumaki 1.1

Mike said:
Lol yeah apparently. I'm using 0.96.3 which is actually the version right before the current one.
Which is when I revamped the code. :P
 

mike

Casual Client
Joined
Feb 4, 2012
Re: Costume mods - update 15 sept. 2014 : Uchiha Madara

Uchiha Madara uploaded. Have fun.
 

BuckWild

Modder
Streamer
Joined
Feb 3, 2013
Re: Costume mods - update 15 sept. 2014 : Uchiha Madara

DarkArby said:
Do plan on making Sasuke and Slenderman?

Sasuke I can see since the recent theme of mods, but... Why Slenderman? Isn't he just around to kill people and appear on photos and electronic images? Why bring a horror character into a hentai game?

I think I'll start having nightmares if I know this shit is around. O_O
 

Gameboy739

Vivacious Visitor
Joined
Oct 14, 2012
Re: Costume mods - update 15 sept. 2014 : Uchiha Madara

BuckWild said:
DarkArby said:
Do plan on making Sasuke and Slenderman?

Sasuke I can see since the recent theme of mods, but... Why Slenderman? Isn't he just around to kill people and appear on photos and electronic images? Why bring a horror character into a hentai game?

I think I'll start having nightmares if I know this shit is around. O_O

IDK, maybe he has a women friend that helps him relieve stress. ;D HAHAHAHA Hubba Dubba
 

BuckWild

Modder
Streamer
Joined
Feb 3, 2013
Re: Costume mods - update 15 sept. 2014 : Uchiha Madara

DarkArby said:
BuckWild said:
DarkArby said:
Do plan on making Sasuke and Slenderman?

Sasuke I can see since the recent theme of mods, but... Why Slenderman? Isn't he just around to kill people and appear on photos and electronic images? Why bring a horror character into a hentai game?

I think I'll start having nightmares if I know this shit is around. O_O

IDK, maybe he has a women friend that helps him relieve stress. ;D HAHAHAHA Hubba Dubba

If Slenderman is made, I'm gonna block every mention or image of him on this site. >:L
 

mike

Casual Client
Joined
Feb 4, 2012
Re: Costume mods - update 15 sept. 2014 : Uchiha Madara

DarkArby said:
Do plan on making Sasuke and Slenderman?

Sasuke is a possible. Slenderman, very unlikely.

I have a very limited amount of time for SDT atm but I'm working on two other mods : sailor senshis revamp that will need more work than I thought and something else I don't wanna spoil right now.

Dante said:
That new Uchiha mods is freakin sweet ;D

Thanks!
 

Faceless

Content Creator
Joined
Jun 12, 2011
Re: Costume mods - update 15 sept. 2014 : Uchiha Madara

Oh hey, check this out. I got modPage stuff working!

The main thing to note here is that the modPage object itself has code in it to populate the list. There's also an event listener defined in scene 1 frame 1 that takes the selected value from the list and uses it to update things as necessary. I'm using it update his costume, but it should be fairly simple to adapt it for her instead.
 

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mike

Casual Client
Joined
Feb 4, 2012
Re: Costume mods - update 15 sept. 2014 : Uchiha Madara

Very nice ! Between this and the rgb listener you made two great steps forward :). Oh and that dagger is awesome.
 

ModGuy

Content Creator
Joined
Feb 17, 2011
Re: Costume mods - update 15 sept. 2014 : Uchiha Madara

Faceless said:

Argh Faceless, use the Dev UI components. The whole reason I designed them was to avoid using Flash's bulky components.
 
M

Maskerino

Re: Costume mods - update 15 sept. 2014 : Uchiha Madara

Sorry I'm new but when I load sakura it loads her clothes but face and hair are someone elses
 

Faceless

Content Creator
Joined
Jun 12, 2011
Re: Costume mods - update 15 sept. 2014 : Uchiha Madara

MG said:
Argh Faceless, use the Dev UI components. The whole reason I designed them was to avoid using Flash's bulky components.
I would, but when I try I'm told at runtime that addItem is not a function. Well, first I'm told at compile time that the ListBox constructor should have zero arguments.

EDIT: Something to be aware of, Mike. By default UI components like ListBoxes will become focused when interacted with, so stuff like arrow keys or space bar events will control them instead of doing whatever you might prefer them to do. You can disable focusing with the following line.

Code:
thisList.focusEnable = false;
 
Z

zr0461

Re: Costume mods - update 15 sept. 2014 : Uchiha Madara

Awesome mods, Mike, all well-done and such a range for imagination! ^_^
But I've found that the 'Fatty' mods have a minor flaw as his legs don't change the color when you do it to his skin (picrelated). Not expecting anything, just thought I'd rather share this.
 

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mike

Casual Client
Joined
Feb 4, 2012
Re: Costume mods - update 15 sept. 2014 : Uchiha Madara

Maskerino said:
Sorry I'm new but when I load sakura it loads her clothes but face and hair are someone elses

My costumes come without hair. You have to add hair manually. Sakura's can be downloaded here, it was made by Mineur.

Faceless said:
EDIT: Something to be aware of, Mike. By default UI components like ListBoxes will become focused when interacted with, so stuff like arrow keys or space bar events will control them instead of doing whatever you might prefer them to do. You can disable focusing with the following line.

Thanks Faceless I'll keep that in mind. I'm still at the drawing step atm, not much time to spend on sdt with all the games released lately.

zr0461 said:
Awesome mods, Mike, all well-done and such a range for imagination! ^_^
But I've found that the 'Fatty' mods have a minor flaw as his legs don't change the color when you do it to his skin (picrelated). Not expecting anything, just thought I'd rather share this.

Thanks for pointing that out, it's actually an easy fix. I'll join white and black versions into one mod then I'll upload a fixed file, expect it by the end of the week.
 

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Faceless

Content Creator
Joined
Jun 12, 2011
Re: Costume mods - update 15 sept. 2014 : Uchiha Madara

Ugh, just looking at that is a boner kill.

Anyway, I did some more fiddling and managed to get ModGuy's ListBox working instead of the Flash ListBox.

Code:
var page:modPage;
var ListBox:Class;	//Important! Declares custom class - actual definition handled by loader
var princeList;
var labels:Array = [
	"full shirt", 
	"one sleeve",
	"no sleeves",
	"no shirt"
];

function initl(l) {
	main = l;

	page = new modPage();
	main.addPage(page, false);

	princeList = new ListBox(200, 96);
	main.addIn(princeList, page);
	princeList.y = 40;
	princeList.x = 150;
	
	for(var t:uint = 0; t < 4; t++) {
		princeList.addItem(labels[t], t);
	}
	
	princeList.addEventListener("listboxChanged", itemSelect);

	//...other stuff

	main.unloadMod();
}

function itemSelect(event) {
	var item:String = event.listButton.textLabel.tf.text;	//get list item label

	for each(var i:MovieClip in prince) {
		i.gotoAndStop(item);		//go to frame label that matches list item label -
	}					//  use timeline and properties window to set frame labels

	switch(htorso.currentFrame) {		//pick out part that has multiple frames to get current frame number -
		case 1:				//  can also use frame label and do string match
			//frame 1 stuff
			break;

		case 2:
			//frame 2 stuff
			break;

		//...etc
	}
}

Note that if you go this route, populating the list is handled in the initl() method, so embedding code on the modpage is no longer necessary (in fact, it doesn't work).
 

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