Pim_gd
Content Creator
- Joined
- Jan 25, 2013
DialogueActions - v4.08 (15 Jan 2017)
Current "stable" version is v4.08, uploaded 15 January 2017. Check the bitbucket repo for the latest sources.
There's also a development version v4.09, which contains the most recent bugfixes and various poorly tested features.
Requires Loader 5.41b+
DialogueActions is a loader mod that exposes more game-actions to dialogue writers. This allows dialogue writers to write more engaging or interactive dialogues. Examples include having a dialogue play completely automatic, having her change clothes, having her masturbate and many more!
Full documentation is provided in the download.
Request a feature!
DialogueActions:
How does this work?
You can vote for an infinite amount of features and you can request features and I'll add them to the list. When making changes to the mods (or whenever I feel like it), I'll implement things from the list, based on how many votes a feature has and how long I estimate adding a feature would take. However, bigger features don't require more votes.
And if you're not sure whether something is possible - just ask! Chances are I'll be able to make it work one way or another.
Also, I'm a lazy person. Things get done or they don't get done. If you show me something you're working on which would benefit from a specific function, tell me and I'll try to help you out.
Current "stable" version is v4.08, uploaded 15 January 2017. Check the bitbucket repo for the latest sources.
There's also a development version v4.09, which contains the most recent bugfixes and various poorly tested features.
Requires Loader 5.41b+
Code:
v4.08
- Fixed a bug with da.dialogue.load introduced in v4.07.
v4.07
- Fixed the use of checks (line-attribute check) so that they now work.
- Fixed a bug where sets would write to the dialogue variable scope even if a hook for that variable exists, which confused a lot of people
- Added [PUSSYDRIP_<durationInFrames>] trigger. This reproduces the effect you get when she cums from masturbation.
- Added support for targeting other character folders than the current one with filereferences through prefixing with a dollar sign. See "About filereferences.txt" for more details.
- Added da.dialogue.import {write only} variable which allows you to read a dialogue file and append its lines to the current dialogue.
- Added [CLEARLINES_<linetype>] trigger. This trigger clears all lines of the specified linetype.
- Added da.sdtoptions variables (see "Variables.txt" for a list). These allow you to modify all of the boolean options in the options menu.
v4.06
- Updated known bugs list with 2 entries, one for da's variables in check line-attributes not working, one for da.finishes being swallowed in any line with line-attributes
- Added API function registerVariableReadHandler, which allows you to expose dialogue variables.
- Updated API Documentation with small descriptions (one-liners) as to what you'd use the functions for.
- Fixed a bug where lines with a line name that is 7 characters long ("general", "pre_cum", "restart", "swallow", "choking", button1 through 9) that only contains triggers was played instantly even although they shouldn't have
v4.05
- Fixes a bug with [DELETELOCALS_<vars>] so that it actually works
- Make non-existing sound files give a red message, rather than an error
- Added [CUM_BLOCK_ON] and [CUM_BLOCK_OFF], as well as da.blockingOrgasm to stop him from cumming
v4.04
- Added [LOAD_FULL_CHARCODE], which doesn't alter character codes that get loaded at all and directly passes them to SDT.
- Added addLineChangeListener to API functions, to allow other mods to listen when a line is changed because this was previously not possible due to the way DA handles instant-lines.
- Fixes a bug with loading non-existing saves.
v4.03
- Fixed a bug with start lines firing upon starting of SDT with an old dialogue; this caused an error popup for anyone with a debug flash player and it was annoying in general; it also broke MoreClothing every now and then because of this
- Fixed [LOAD_MOD] - it now properly loads from the last loaded character folder and not $OVER$ like it did.
v4.02
- Reuploaded v4.01 to bitbucket because it somehow got murdered
- Added [LOAD_CHARCODE2], which uses what this post said (https://www.undertow.club/threads/pim_gds-mods-dialogueactions-v4-01-7-aug-2015.5889/page-16#post-114156): "yes, we could simply remove the CharCodeAction.as::loadCharCode(...) method and invoke g.InGameMenu.loadData(...) instead." To load charcodes with sby support
v4.01
- Fixed a bug where switching dialogues would cause global variables to be automatically imported into the next dialogue, and values to be overwritten by initial_settings values.
- Added api functions:
-- registerVariableWriteListener allows you to recieve value updates from dialogue variables
-- registerVariableWriteHandler allows you to intercept variable writes, exposing your own functions as dialogue variables
-- getVariableValue allows you to retrieve a variable value as seen in variable insertions
-- setVariableValue allows you to set a variable value as seen in the set line-attribute
-- See Documentation/For Modders/Api.txt for more info
- Added [PLAY_SFX_<filename>]. Plays a mp3 file from the last loaded character folder. Only 1 sound and 1 bgm can play at the same time for now.
- Added [STOP_SFX]. Stops the sound started by PLAY_SFX, if it hasn't ended yet.
- Fixed a bug in [STOP_BGM] where it would just crash DA.
- Added da.finishes - read only variable to retrieve cum counter.
v4.00
- Migrated project to BitBucket/Git!
- added [APPENDVAR_localVar1_value] - appends value to localVar1. [SETVAR_localVar1_1][APPENDVAR_localVar1_hello] will set localVar1's value to "1hello".
- added [APPENDVARBYNAME_localVar1_localVar2] - appends the value of localVar2 to localVar1. Basic string concatenation.
- added [APPENDVARBYNAEM_localVar1_localVar2] - alias for APPENDVARBYNAME to prevent issues with *ME* inserts.
- removed cleaning at low FPS.
- Added "registervariableWrite" to API. This allows you to make on-screen dialogue variable monitors - it's a onVariableWrite listener.
v3.06
- Fixed a bug with the values of da.breathPercentage, now it works properly (previously read gave bogus values and set did nothing due to a typo)
- Removed white debug messages for loading variables from a savefile
v3.05
- 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>].
v3.04
- 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.
v3.03
- 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
v3.02
- 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.
v3.01 (by Pimgd/WeeWillie)
- Deprecated all triggers starting with "VA_" (VA_SET_GLOBALVARIABLE, VA_SET_GLOBALVARIABLEBYNAME, VA_LOAD_GLOBALVARIABLE, VA_SET_VARIABLE, VA_SET_VARIABLEBYNAME, VA_SAVE_SAVEGAME, VA_LOAD_SAVEGAME, VA_CLEAR_SAVEGAME)
-- Deprecated triggers can still be used, but they may not perform optimally.
-- VA_SET_VARIABLE and related triggers have bugs regarding setting of positive integers
-- VA_SET_GLOBALVARIABLE and related triggers use a separate storage from SETGLOBAL.
- Defines a new concept: Object variables. See "About Object variables.txt" in the documentation.
- New triggers:
-- [SETVOICE_voiceID] Alters the sound files used for [AH_HARD], [OH_HARD], [OH_SOFT], [OW]. Supported voiceID are 1 and 2. 1 is default.
-- [SETVAR_localVar_value] - Sets localVar's value to value. Replaces VA_SET_VARIABLE.
--- [SETVAR_localVar_+=value] - Adds value to localVar's value.
--- [SETVAR_localVar_-=value] - Substracts value to localVar's value.
-- [SETVARBYNAME_localVar1_localVar2] - Sets localVar1's value to localVar2's value. Replaces VA_SET_VARIABLEBYNAME.
-- [SETGLOBAL_globalVar_value] - Sets globalVar's value to value, in global space. Replaces VA_SET_GLOBALVARIABLE. For a detailed explanation about global variables, see "About variable scopes.txt" in the documentation.
-- [SETGLOBALBYNAME_globalVar_localVar] - Sets globalVar's value to localVar's value, in global space. Replaces VA_SET_GLOBALVARIABLEBYNAME. For a detailed explanation about global variables, see "About variable scopes.txt" in the documentation.
-- [COPYOBJECT_layers_targetObjectVariable._sourceObjectVariable.] Copies all variable values from sourceObjectVariable to targetObjectVariable, up to <layers> deep. 0 layers means "all layers". Keep in mind that object variable notation requires a period at the end of the variable name. See "About object variables.txt" in the documentation for further details.
-- [COPYOBJECT_layers_targetObjectVariable._sourceObjectVariable._USING_structInfoVariable] COPYOBJECT, but uses structInfoVariable to determine which variables need to be copied. Only variables present in both structInfoVariable and sourceObjectVariable will be copied.
-- [DEFINEOBJECT_objectVariableName._variableName1_variableName2_variableNameN] Creates variables objectVariableName.variableName1 and so on. Initializes them to 0. Useful for COPYOBJECT USING. See "About object variables.txt" in the documentation for usage examples.
-- [REGISTERGLOBALS_variable1_variable2_variableN] Copies the value of all provided variables into global variables with the same name, then links the variables together. Supports objects. See "About variable scopes.txt" in the documentation for more details about globals and linking variables.
-- [UNREGISTERGLOBALS_variable1_variable2_variableN] Decouples ALL of the variables listed from global space. Supports objects.
-- [DELETEGLOBALS_variable1_variable2_variableN] Decouples, then deletes ALL of the variables listed from global space. Supports objects.
-- [DELETELOCALS_variable1_variable2_variableN] Deletes ALL of the variables listed from local space. Supports objects. WARNING! Does not decouple locals! If you create a new local variable with the same name, the value of that variable will get copied to the global variable too!
-- [LOADGLOBALS_variable1_variable2_variableN] Loads all of the listed variables from global space into your dialogue. Links them automatically. Supports objects.
-- [GETGLOBALS_variable1_variable2_variableN] Loads all of the listed variables from global space into your dialogue, unlinked. Existing links are not erased. Supports objects.
-- [SETGLOBALS_variable1_variable2_variableN] Sets all of the listed variables from local space into the global space, unlinked. Existing links are not erased. Supports objects.
-- [SAVESETVARS_name_variable1_variable2_variableN] Creates a savefile with name if not exists and adds the variables to the savefile. Supports objects. See "About variable scopes.txt" in the documentation for more information regarding savefiles.
-- [SAVEGETVARS_name_variable1_variable2_variableN] Loads from a savefile with the supplied name the listed variables from the savefile. Supports objects.
-- [SAVEREMOVEVARS_name_variable1_variable2_variableN] Removes variables from a savefile. Supports objects.
-- [SAVEDELETE_name] Deletes a savefile.
- Added write-only variables da.button<1-10>.varname. Useful for setting button names instantly via the set line-attribute; works the same as [SETVARBYNAME_da.button<1-10>.name_localVarName].
- Fixed a bug that caused choking lines not to play properly (they used to play only if she was at more than 100% oxygen instead of less >_<)
v3.00 (by WeeWillie, 4/17/14)
- Added [VA_SAVE_SAVEGAME_<SAVENAME>],[VA_LOAD_SAVEGAME_<SAVENAME>], which save to disk any global variables set by [VA_SET_GLOBALVARIABLE...]
- Added [VA_CLEAR_SAVEGAME_<SAVENAME>] which deletes a save game made via [VA_SAVE_SAVEGAME_<SAVENAME>]
- When DialogueActions first loads, it clears out the active dialog. This is to avoid issues where a dialog is loaded through the character menu (i.e. Scene->Custom), and then on next load of SDT automatically runs without having the needed folder initializations.
- When the frame rate gets 10fps or below, DA clears the spit, and if fps still doesn't rise, it clears the cum strands in an attempt to correct the poor framerate. When frame rate is low, other commands like animtools and character loads begin to fail.
- Added [BUTTON<1-10>_ON][BUTTONALL_ON][BUTTON<1-10_OFF][BUTTONALL_OFF], used in conjuction with "da.button<1-10>.name" for a button GUI. These trigger button<1-10> lines when pressed.
- Added audio triggers, [SLAP],[AH_HARD],[OH_HARD],[OH_SOFT], and [OW].
- Added ability to load a mod via dialog using [LOAD_MOD] and [CLEAR_MOD] in conjuntion with "da.mod.load"
v2.04
- Fixed a bug with string comparison and parentheses.
- Added [HIDE_HIS_ARM], which hides (and only hides) his arm. Recommend [RELEASE] to be paired with this.
- Added [SHOW_HIS_ARM].
v2.03
- Fixed [GAG] causing a internal crash which led to line freeze and infinite choking
- Altered the way [VA_SET_VARIABLE_<var1>_<value>] works: [VA_SET_VARIABLE_<var1>_+=<value>] for adding numbers, [VA_SET_VARIABLE_<var1>_-=<value>] for substracting numbers, [VA_SET_VARIABLE_<var1>_<value>] for directly setting the value (which will cast string to number)
v2.02
- Fixed a bug in equation evaluation where *4 + 3* would turn into 43. (should be 7)
v2.01
- Turned off debug messages (left them on by accident)
- Implemented string comparison (but if you have spaces in a string they will get ignored)
v2.00
- Fixed a bug where a trigger could get skipped due to low framerate
- Fixed a bug where triggers at the start of the line would get skipped
- Fixed a bug where her masturbation would continue if the game was paused
- Ending masturbation with [MASTURBATE_OFF] now no longer changes her right arm position (if changed by animtools)
- Special characters (such as periods) are now no longer filtered from triggers for DialogueActions.
- Merged VariableArithmetic into DialogueActions
- Changed the way backgrounds, charcodes, dialogues and hair files are loaded
-- (variable) background {write only} -> (variable) da.background.load {write only}
-- (variable) loadCharCode {write only} -> (variable) da.charcode.load {write only}
-- (variable) hair {write only} -> (variable) da.hair.load {write only}
-- (variable) loadDialogue {write only} -> (variable) da.dialogue.load {write only}
- Changed the way clothing is set
-- (variable) <clothingType> {write only} -> (variable) da.clothes.<clothType> {read AND write} (clothType later explained in greater detail)
- Changed triggers:
-- [FLASH_<hex>] - Fades the screen to hex color, lasts indefinitely
-- any triggers with arm resetting may cause minor graphical glitches. Fixable with [FIX_ARMS] ([FIX_LEFT_ARM][FIX_RIGHT_ARM])
- Added variables:
da.masturbation.herpleasure {read and write} - her masturbation pleasure (scale: 0-100)
da.random {read only} - returns a random value between 0 and 1. Example usage to make it 1-10: (you'll have to define x as "*" in initial_settings to get access to multiplication operator) [VA_SET_VARIABLE_var1_*da.random x 9 + 1 \ 1*] - formula is ( random * ( max - min ) ) + min \ 1
da.hair.load {write only} - For loading hair files. Only static images are supported right now. Delay set is possible, using [LOAD_HAIR]
da.background.load {write only} - For loading backgrounds. Delay set is possible, using either [CHANGE_BACKGROUND] or [FADE_BACKGROUND_<hex>]
da.dialogue.load {write only} - For loading dialogues. Acts instantly, might halt the current line from playing.
da.charcode.load {write only} - For loading (partial) charcodes.
da.clothes.<clothType>.<colorComponent> {read and write}
--clothType = any of these: "ankleCuffs", "armwear", "bellyPiercing", "bottoms", "collar", "cuffs", "earring", "eyewear", "footwear", "gag", "headwear", "himBottoms", "himFootwear", "himTop", "legwear", "legwearB", "nipplePiercing", "panties", "tonguePiercing", "top", "tops"
--colorComponent = any of these: "r", "g", "b", "a", "r2", "g2", "b2", "a2". r, g, b and their r2, g2, b2 cousins are from 0 to 255. a and a2 are from 0 to 1
- Added triggers:
-- [BOUNCE_TITS_<power>] - BOUNCE_TITS, with custom power argument. Suggested max is 0.5. [BOUNCE_TITS] uses 0.15.
-- [FIX_ARMS] - Stops rubbing, rotates her hands back to normal
-- [FIX_LEFT_ARM] - FIX_ARMS, left arm only
-- [FIX_RIGHT_ARM] - FIX_ARMS, right arm only
-- [INSTANT_END_FLASH] - Instantly ends a FLASH effect, without fading
-- [INSTANT_FLASH_<hex>] - Instantly sets the screen to hex color. Only ends after [END_FLASH] or a variant thereof.
-- [INSTANT_FLASH_<hex>_<durationInMilliseconds>] - Instantly sets the screen to hex color, waits durationInMilliseconds milliseconds before ending the fade effect.
-- [FLASH_CHANGE_COLOR_<hex>] - changes the fade effect's color.
-- [LOAD_HAIR] - Loads a hair file set to the variable da.hair.load . Only works if the trigger is on the same dialogueline as the variable set for da.hair.load.
-- [VA_SET_VARIABLE_<variableName>_<value>] - Sets the named variable's value to the provided value. Example: [VA_SET_VARIABLE_var1_5].
-- [VA_SET_VARIABLEBYNAME_<variableTargetName>_<variableSourceName>] - Sets the named target variable's value to the value of the named source variable. Example: [VA_SET_VARIABLE_var1_var2].
-- [VA_SET_GLOBALVARIABLE_<globalVariableName>_<value>] - stores a value in DialogueAction's memory.
-- [VA_SET_GLOBALVARIABLEBYNAME_<globalVariableName>_<sourceVariableName>] - stores a value in DialogueAction's memory, using a dialogue variable's name to pull the value from.
-- [VA_LOAD_GLOBALVARIABLE_<globalVariableName>] - sets <globalVariableName> as a dialogue variable using the value stored in DialogueAction's memory.
-- [RANDOMIZE_HER_BODY] - Randomizes her body
-- [RESET_RESIST] - Resets her resistance. May cause first_dt, first_throat and intro lines to trigger again. Change resistances with charcode loading.
-- [TONGUE_OUT] - Moves her tongue out (might break through clenching teeth)
-- [TONGUE_IN] - Moves her tongue back in (it might pop back out 2 seconds later though)
-- [MASTURBATE_STOP] - instantly stops her masturbating (will still slowly drop her pleasure)
- Added linetypes:
-- "choking" - plays when her mouth is full and she is passing out (starting to look like she is passing out, breath at 0 and oxygen dropping)
- Added the following operators:
Operator var1 var2 output
+ 10 20 30 - Adds both sides together.
- 10 20 -10 - Substracts the right side from the left side.
/ 10 20 0.5 - Divides the left side by the right side. If the right side is 0, ... then I don't know what happens. Check Adobe's manual for division by 0.
!= 10 20 1 - If both sides don't have the same value, returns 1. Returns 0 otherwise.
== 10 20 0 - If both sides have the same value, returns 1. Returns 0 otherwise.
>= 10 20 0 - If the left side is more than, or equal to the right side, returns 1. Otherwise returns 0.
<= 10 20 1 - If the right side is more than, or equal to the left side, returns 1. Otherwise returns 0.
> 10 20 0 - If the left side is more than the right side, returns 1. Otherwise returns 0.
< 10 20 1 - If the right side is more than the left side, returns 1. Otherwise returns 0.
= 10 20 20 - Whatever the result might have been, it's set to the right side.
&& 1 0 0 - Represents a boolean AND. Returns 1 if (var1 + var2) equals 2. Otherwise, returns 0.
|| 1 0 1 - Represents a boolean OR. Returns 1 if (var1 + var2) equals or is more than 1. Otherwise, returns 0.
% 10 4 2 - Returns the remainder of a division of var1 by var2. Represents a modulo.
* 10 20 200 - Returns var1 multiplied by var2. Note that you can't use this operator directly - you need to define a variable with * as it's value.
\ 10 3 3 - Returns the floored value of a division of var1 by var2. Represents integer division.
You can use ( ) to specify ordering (other ordering is ignored).
You can use variables names inside the insertion *var1 + var2* and they will automatically be replaced with the value that they have *var1 + var2* -> *10 + 20* -> 30
Keep in mind that for this to work properly, variable names CANNOT have spaces in them, and variables CANNOT be attached to parentheses or an operator.
Thus, don't use *var1+(var2/var3)*, instead use *var1 + ( var2 / var3 )*.
Additionally, due to the way replacing of insertion values work, variable names CANNOT contain operators.
- Removed the following triggers:
-- [SHRINK_PENIS]
-- [GROW_PENIS]
-- [CLEAR] - Load an empty dialogue with da.dialogue.load
- Removed the following variables:
-- penisSize - write-only, scale 0-100
-- penisLength - write-only, scale 0-100
-- penisWidth - write-only, scale 0-100
-- maxPenisLength - write-only, scale unknown (0-100?)
-- maxPenisWidth - write-only, scale unknown (0-100?)
-- minPenisLength - write-only, scale unknown (0-100?)
-- minPenisWidth - write-only, scale unknown (0-100?)
See included documentation for basic examples on usage.
For versionlogs pre v2, see changelog in download.
DialogueActions is a loader mod that exposes more game-actions to dialogue writers. This allows dialogue writers to write more engaging or interactive dialogues. Examples include having a dialogue play completely automatic, having her change clothes, having her masturbate and many more!
Full documentation is provided in the download.
Request a feature!
DialogueActions:
Code:
Unsorted:
1 vote (T0mcat) - add "auto_speed" variable - alters her speed in auto movements (will have to look if this is even possible)
1 vote (AaRL) - add "[BALLS_TWITCH]" as trigger - like [BOUNCE_TITS], but now his balls.
1 vote (Slingerbult) - enable/disable mouse movement somehow via dialogue triggers
1 vote (denirth) - variables for ejaculation last locations, as well as fixing ejaculation linetype
1 vote (AaRL) - [BREATHE_NORMAL]/[BREATHE_HEAVY] for making her breathe at different rates
Declined:
More arm/finger triggers - use animtools for that.
How does this work?
You can vote for an infinite amount of features and you can request features and I'll add them to the list. When making changes to the mods (or whenever I feel like it), I'll implement things from the list, based on how many votes a feature has and how long I estimate adding a feature would take. However, bigger features don't require more votes.
And if you're not sure whether something is possible - just ask! Chances are I'll be able to make it work one way or another.
Also, I'm a lazy person. Things get done or they don't get done. If you show me something you're working on which would benefit from a specific function, tell me and I'll try to help you out.
Attachments
SDTDialogueActionsv4.08.swf
151.1 KB · Views: 22,495
151.1 KB · Views: 22,495
Last edited: