Pim_gd's Mods - DialogueActions v4.08 (15 Jan 2017) (1 Viewer)

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: Pim_gd's Mods(2) - DialogueActions v1.09, VAv1.06 (30 November 2013)

testing with this to see if it does what I think it does
(File removed, use v1.10 or higher from the OP).
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: Pim_gd's Mods(2) - DialogueActions v1.09, VAv1.06 (30 November 2013)

alright I think I fixed it

...
but I'm beat so please test it for me
more details to follow in < 30 sec

here are the files you'll need

Aside from the files, please change the dialogue style you're using...
make use of [VA_SET_VARIABLEBYNAME_<variableTargetName>_<variableSourceName>]

like so
setup6:"[VA_SET_VARIABLEBYNAME_loadCharCode_disguisecharcode]"

kk
I'mma dunno
programming is confusing

(Files removed, use DialogueActions v1.10 and VariableArithmetic v1.07 or higher from the OP).
 

f93

Casual Client
Joined
Jul 8, 2013
Re: Pim_gd's Mods(2) - DialogueActions v1.09, VAv1.06 (30 November 2013)

The first charcode set (in the start/setup bit) definitely works. I'm not sure if the others do, because I can't get the looping menu thing to actually recognize interrupts this time.
On the plus side, some of it is actually working for once.
 

f93

Casual Client
Joined
Jul 8, 2013
Re: Pim_gd's Mods(2) - DialogueActions v1.09, VAv1.06 (30 November 2013)

Okay, hopefully this should be close to working now. She seems to transform at the right times.
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: Pim_gd's Mods(2) - DialogueActions v1.09, VAv1.06 (30 November 2013)

Line 142
cum_on_facedisguise:"[cum_on_facedisguise*reveal*]"
cum_on_facedisguisefalse:"[VA_SET_VARIABLEBYNAME_loadCharCode_succubuscharcode]This'll ruin my makeup, but I don't care."
cum_on_facedisguisefalse:"[VA_SET_VARIABLEBYNAME_loadCharCode_succubuscharcode]Don't you think I look even better covered in your cum?"
cum_on_facedisguisefalse:"[VA_SET_VARIABLEBYNAME_loadCharCode_succubuscharcode]Bet you've wanted to do that all night."
cum_on_facedisguisefalse:"[VA_SET_VARIABLEBYNAME_loadCharCode_succubuscharcode]I want it in my mouth next time."
cum_on_facedisguisetrue:"This'll ruin my makeup, but I don't care."
cum_on_facedisguisetrue:"Don't you think I look even better covered in your cum?"
cum_on_facedisguisetrue:"Bet you've wanted to do that all night."
cum_on_facedisguisetrue:"I want it in my mouth next time."

Rewrite to separate code and content.
cum_on_facedisguise:"[cum_on_facedisguise*reveal*]"
cum_on_facedisguisefalse:"[VA_SET_VARIABLEBYNAME_loadCharCode_succubuscharcode][cum_on_facedisguisetrue]"
cum_on_facedisguisetrue:"This'll ruin my makeup, but I don't care."
cum_on_facedisguisetrue:"Don't you think I look even better covered in your cum?"
cum_on_facedisguisetrue:"Bet you've wanted to do that all night."
cum_on_facedisguisetrue:"I want it in my mouth next time."
tadaa

you can do the same for the other lines

cum_in_mouthdisguise:"[cum_in_mouth_disguise*reveal*]" that's an underscore too many, will break things


cum_in_mouthdisguisefalse:"[cum_in_mouthdisguise*reveal*]" that's a loop, remove it

restartdisguise:"[rd*reveal*]"
rdfalse:"[LOOK_UP]I suppose I should tell you the truth.[rdf1]"{"style":"Thought"}

Maybe set a variable that will trigger this sequence in general?...
maybe. Would make it easier to trigger but w/e.

And the rest is okay, I think

Dialogue checker is complaining about mood variables in your charcodes - are you sure you want to forcibly set the mood whenever you switch?
I'll have to alter the check, though. It's a false positive.
 

f93

Casual Client
Joined
Jul 8, 2013
Re: Pim_gd's Mods(2) - DialogueActions v1.09, VAv1.06 (30 November 2013)

Fixed, except:
Pim_gd said:
restartdisguise:"[rd*reveal*]"
rdfalse:"[LOOK_UP]I suppose I should tell you the truth.[rdf1]"{"style":"Thought"}

Maybe set a variable that will trigger this sequence in general?...
maybe. Would make it easier to trigger but w/e.
This is meant to like this, so that the first restart line always has the whole exposition bit (and it never plays again, because she's "in-character" as the normal girl afterwards). Maybe there's a better way to do that.
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: Pim_gd's Mods(2) - DialogueActions v1.10, VAv1.07 (30 November 2013)

November 30, 2013
Introducing v1.10 of DialogueActions!
- Changed variable nuking for non-clothes variables. They are now set to empty string (""). Additionally, empty string values are ignored.
- Fixed a crash where loading a dialogue that contained loadCharCode in the initial settings would cause Flash to throw null pointer errors.

Introducing v1.07 of VariableArithmetic!
- added VA_SET_VARIABLEBYNAME_<variablenameToSet>_<variableNameSource>].
See documentation in download for usage. Example [VA_SET_VARIABLEBYNAME_var1_var2] - will set var1's value to var2's value.

Link in OP, and the archive download in the second post has been updated as well.
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: Pim_gd's Mods(2) - DialogueActions v1.10, VAv1.07 (30 November 2013)

Test release
VariableArithmetic v1.08Test
and
DialogueActionsv1.11Test7

featuring...
[DialogueActions] loadDialogue - loads a dialogue file. Works like backgrounds and hairs. Should work instant, so your entire line is IGNORED.
[VariableArithmetic] VA_SET_GLOBALVARIABLE_<globalVariableName>_<value> - stores a value in VariableArithmetic's memory
[VariableArithmetic] VA_SET_GLOBALVARIABLEBYNAME_<globalVariableName>_<sourceVariableName> - stores a value in VariableArithmetic's memory, using a dialogue variable's name to pull the value from
[VariableArithmetic] VA_LOAD_GLOBALVARIABLE_<globalVariableName> - sets <globalVariableName> as a dialogue variable using the value stored in VariableArithmetic's memory.

Example dialogues are attached
Dialogue.txt - place in character folder, let loader load it
DifferentDialogue.txt - place in same character folder, do not rename

observe and experiment, let me know if something doesn't work.
Also, can we agree here that global variables start with "global"?
That way, I can assume any variable that starts with global in the checker is a variable that comes from some other dialogue, rather than having to check if a variable is loaded via load_globalvariable

(EDIT: Files removed, download from OP)
 

Attachments

Dialogue.txt
340 bytes · Views: 162

DifferentDialogue.txt
279 bytes · Views: 151

Potatoman

Potential Patron
Joined
Nov 29, 2013
Re: Pim_gd's Mods(2) - DialogueActions v1.10, VAv1.07 (30 November 2013)

im having issues with installing dialogueactions it says modding failed when i place the swf file into mods int folder and add the dialogueactions to the mod.txt file
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: Pim_gd's Mods(2) - DialogueActions v1.10, VAv1.07 (30 November 2013)

What version of the loader are you using?
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: Pim_gd's Mods(2) - DialogueActions v1.11, VAv1.08 (1 December 2013)

December 1, 2013
Introducing v1.11 of DialogueActions!
- Added loadDialogue as variable. Write only, this variable can be set to instantaneously load a dialogue with the given name. uses "Mods/"+lastLoadedCharacterFolder+"/"+loadDialogueVariableValue.
- Changed how loadCharCode works internally - it now uses decompiled code from SDT to parse the char code, and applies the charcode. This should fix the background disappearing, but it might introduce different issues. We'll see.

Introducing v1.08 of VariableArithmetic!
- added [VA_SET_GLOBALVARIABLE_<variablename>_<value>], [VA_SET_GLOBALVARIABLEBYNAME_<variableName>_<localVariableNameSource>], [VA_LOAD_GLOBALVARIABLE_<globalVariableName>]
See documentation in download for usage.

Link in OP, and the archive download in the second post has been updated as well.

This means that there's now support for dialogues that load dialogues!
Yay~
Let me know if you run into problems.
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: Pim_gd's Mods(2) - DialogueActions v1.11, VAv1.08 (1 December 2013)

v1.12Test1 attempts to resolve loadCharCode hair coloring issues.

I have personally tested "Mistress's Playthings" dialogue with this - v1.11Test8 produces Orange hair for girl #5.
v1.12Test1 produces black hair for girl #5.

Will release as proper version if I don't get any more bug reports about this.
(EDIT: Test version removed, please download from OP)
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: Pim_gd's Mods(2) - DialogueActions v1.11, VAv1.08 (1 December 2013)

v1.12Test2 - fixes iris coloring (attachment)
(EDIT: Test version removed, please download from OP)
 

Potatoman

Potential Patron
Joined
Nov 29, 2013
Re: Pim_gd's Mods(2) - DialogueActions v1.11, VAv1.08 (1 December 2013)

NVM redownloaded latest loader and now works!
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: Pim_gd's Mods(2) - DialogueActions v1.12, VAv1.08 (4 December 2013)

December 4, 2013
Introducing v1.12 of DialogueActions!
- Fixed a bug where making use of [FADE_BACKGROUND_<hex>], [FLASH_<hex>] or [FLASH_<hex>_<timeInMilliseconds>] would prevent SDT from registering mouse clicks.
- Fixed loadCharCode iris color issue
- Fixed loadCharCode hairhsl issues.
Link in OP, and the archive download in the second post has been updated as well.

Going to bed now that everything has been tested and verified to be fixed.
Zzz... lemme know if it's something else has broken whilst I wasn't looking.
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: Pim_gd's Mods(2) - DialogueActions v1.13, VAv1.08 (5 December 2013)

December 5, 2013
Introducing v1.13 of DialogueActions!
- Fixed a bug where defining alpha values for rgbrgb values (like footwear) would cause those to be used in the coloring, leading to unexpected colors.
Link in OP, and the archive download in the second post has been updated as well.

It's a tiny fix, but a fix nonetheless.
 

Tweak

Potential Patron
Joined
Nov 30, 2013
Re: Pim_gd's Mods(2) - DialogueActions v1.13, VAv1.08 (5 December 2013)

I vote for tongue in/out and pleasurepercentage triggers.

That's all from me for now - I've got practically everything from the last 2+ years to catch up on. I hardly know where to begin.
 

AaRL

Vivacious Visitor
Joined
Feb 17, 2011
Re: Pim_gd's Mods(2) - DialogueActions v1.13, VAv1.08 (5 December 2013)

Have you happened to check your PMs Pim? Is that breathing mod possible with your DA triggers?
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: Pim_gd's Mods(2) - DialogueActions v1.13, VAv1.08 (5 December 2013)

I'm not quite sure I understand. Is there already this kind of breathing in SDT?...
Like when she wakes up and then there is heavy breathing and after a while there's normal breathing?

I might be able to make that work but I don't know if SDT will straight up override my settings again. Will have to look into it. Updated votes.
 

AaRL

Vivacious Visitor
Joined
Feb 17, 2011
Re: Pim_gd's Mods(2) - DialogueActions v1.13, VAv1.08 (5 December 2013)

Yes, the heavy breathing and the normal breathing. Make her pass out or just on the verge and she breaths heavily when she gets a chance or wakes up. When shes "idle" she breaths normal. I was wondering if there could be a command to trigger those, well on command.

Of course if you have breathing turned off in the options, this wont work..
 

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