I wouldn't get your hopes up for it. I can't imagine many people asking for it, and new content is currently on the backburner, it seems. The few people (person?) who can code seem to be trying to untangle the mess this has ended up, so that it is actually feasible to add anything without a million and a half errors and bugs.I know this is a pretty random question, but will there be any weight gain related content at any point?
Rounds last for 3 hours, which if we broke down into 5 minute units, would give us 36 units of time per round. I agree that A and B should be 1 unit, and C should be 2, at most 3. Moving would also cost a unit, but I feel fleeing from combat should cost 2, as you had to shake them off your trail.Kinda wondering how we should change timekeeping in and out of combat:
For example. If we assume every map action takes one unit of time, then what happens when you:
A. Interfere.
B. Get Interfered.
C. Enter and exit combat?
Maybe we should have A and B be 1 unit while NPC encounters last for some amount of time before resolving?
While we're at it - Any comments on how long things take during the day?
Understandable. If we are talking about map exploring, unique or rare items are a given. Another idea could be the location of the encounter having some effect on the battle. For example, stripping an opponent when in the quad could cause shame at the potential exhibitionism. Or potions lasting longer/more effective when used in the Chem. lab. As for traps, I agree they are relatively useless, as they take too long to catch in the beginning, and end game, everyone can dodge them easily.Having encounters cost multiple units of time feels like it would just clog up the game, unless movement was reworked somehow including it becoming far cheaper than it is now. More than simply changing how time works, I think the focus should be on to dissuade players from camping the Holy Trinity of the Dorms-Quad-Student Union and the changes to time simply arising as a result of that.
There already are incentives to explore the far corners of the map, of course, but that often just means wasting time you could have used to fight and earn experience as well as money to buy the same things and more during the day. Traps tend to be similarly frustrating in that while they can be powerful, it can take forever to get someone to show up.
Another change that could be useful might be a more clearer initiative in terms of map-movement, instead of what feels like a pseudo-everyone-moves-at-the-same-time-maybe system we have now.
Another idea could be the location of the encounter having some effect on the battle. For example, stripping an opponent when in the quad could cause shame at the potential exhibitionism. Or potions lasting longer/more effective when used in the Chem. lab.
But, what do you mean by "initiative in terms of map-movement"? Like people with higher speed would move before others?
Sidenote: Does anyone else not like the Counter skill? (And Mara's Trip sometimes IMHO) Ideally it's a skill the could be played around, but A: You have no idea when the opponent is going to use it, and B: There's only a handful of skills available that won't get countered (Tempt,Taunt,Wait ect.) I wonder if it'd be possible to buff the skill but make it a 2-turn action.
This all makes sense, but I'm sure i've had assfuck do more than 10-15 or damage (I've seen it do 60+) this also doesn't reference anything like Anal Training 1/2/3. Which makes me wonder if it's not being changed somewhere else?on damage, you get 3 damage more if you're using Strapon2, which is an upgrade that can be bought from the guy you can learn Science from
the 5 extra damage comes from the user being Eve rather than the target being Eve. Eve is special like that
in this case, otherm is specifically the damage dealt as modified by the insertion trait. this is important because, on the next line:
the next line relating to strapons means that if you are -not- wearing a strapon, you take 50% of the damage you deal as pleasure damage to your cock. this damage is not modified by the increased damage you deal if you have Insertion
the traits after that point don't have an effect on damage, but instead to the duration of the flat-footedness characters can suffer after being hit with Ass Fuck, self induced Frenzing that can be achieved with traits, enthralling due to the as-yet not officially unimplemented ButtSlut quest, and characters emotions
You definitely could do that, and I've done so before, but it feels a bit frustrating (to me) to have to keep track of that all the time or risk losing very quickly because even with high power or cunning it can sometimes be difficult to escape.You can reliably predict and play around counter by keeping track of its Mojo cost and cooldown: I noticed that at least Mara, Jewel, and Eve will use it on cooldown, and the other opponents (if they're even different) likely have a pattern of their own, in addition to the move being less punishing when used by them due to their lower Power/Cunning. If you made counter into a 2-turn action, it would be useless against the PC except in situations where the player spams actions carelessly and misses the prompt. Why? Because any player that's paying attention will simply not trigger it; there's literally no reason to trigger it without some kind of time-pressure, and even then it wouldn't be useful to attack her during her counter because there's no possibility for the attack to go through. In order to make a multi-turn counter work, you would need to give the player both incentive to hurry things along and a chance of attacking into the counter being successful.
What's wrong with Trip? I'm guessing Mara's massive amount of Cunning makes it super reliable for her? It might be scaling too well with Cunning.
So what's the difference between this and the or statement in charmed?On Armbar
You're seeing something incorrectly. The statement is all &&s. Both must be true or the statement is false.
Yes, if either evaluate to false the skilll fails.If the target is wary or charmed, one or both of the || is true and the ! will make the statement false. So, the target must be both not wary and not charmed for the statement to be true.
Stances still confuse me a bit on specifics, and looking through them didn't seem to clarify much, does it automatically assume that 'top' is the opposite user then? So c.getstance().reachtop(target) would be if the target could reach the user's top?Also, c.getStance().reachTop(target) means that the target must be able to reachTop, not the user. That would be c.getStance().reachTop(getSelf())
Stances still confuse me a bit on specifics, and looking through them didn't seem to clarify much, does it automatically assume that 'top' is the opposite user then? So c.getstance().reachtop(target) would be if the target could reach the user's top?
It does, In fact I had pretty much the same thing written out, just with WXYZ for simplicities sake.I hope that helps since that was basically me rambling. >_>
Simple answer is if the user of the skill is the opponent of target, yes, c.getStance().reachTop(target) means "if the target could reach the user's top."
But 'top' in that case doesn't mean "the opposite user." It refers to the upper part of the opponent of target's body. Whether or not a given character can is detailed by the java of w/e stance they are in. (So like Mount.java if you just used Mount)
Looking at useable for Fondle Breasts, you get c.getStance().reachTop(getSelf())
This means if getSelf() could physically reach the upper part of their opponent's body given their relative positions, getSelf() can use Fondle Breasts. You can use Fondle Breasts if you're Pussy Grinding, but not if someone is Heel Grinding you(and thus behind you and their chest is pressed against you). If you were Heel Grinding them, you could use Fondle Breasts(because they are in front of you and their breasts are within easy reach).
also, in stances, top can also be used like BehindFootjob.java's
public boolean behind(Character c) {
return c == top;
}
where top refers to the dominant person in the position, the person more in control of the position, the person who is not losing willpower for remaining in the position. In this stance, only the person in the dominant position(the one doing the holding and pleasuring with their feet in this case) is behind someone else.
The case doesn't exist, but checking if getSelf().canAct() && c.getStance().mobile(getSelf()) would probably be similar. It's what Strip Self uses.You said it doesn't necessarily mean the opposite person (I said user, but really there's only ever one 'user') so what would it read if the person needs to be able to reach their own top? Or does that case exist.
Yes.Because from what I understand by what your saying, Armbar could be used in a theoretical position where the user can't reach the target's top, but the target could reach the user's top?