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More hairstyles #7
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Sounds like a lot of work, but it should be pretty easy to implement from a technical perspective. I already have the global class roster and the char data structs, so applying the hair at run time would just be a few variable assignments. The Events you mention are mostly easy to find as well; outfit, day of the week and periods are all simple variables whose changing code can be found by simply putting a breakpoint on it, date is a npc->pc interaction which is pretty much already existent as an event, the key stuff might be a little weirder as i would either have to find the games tick function or implement some kind of key listener, but both are certainly possible. First thought about implementing this:
Potential problems:
sounds good enough? other ideas? |
Having a key listener opens up lots of opportunities for additional user actions later on(masterbation, follow etc.). I had a wild idea of spawning a separate window for AAU-specific actions stylized as a smartphone screen but it's a lot of work designing and wiring it up and is out of the current scope imo. On implementation:
On potential problems:
I like how it looks overall but it is a lot of work, mostly the triggers part. Imo it can be started after some kind of comprehensive event system is done because it can be used for much more(like adding exploitable to characters who lost a fight). It should support adding new triggers later down the line. Don't think I could help you with it though, since even if I know how to work with events I don't know how to write them. I could help with the fiddly code though. |
Is it possible to add alternative hairstyle slots for cards?
The way I imagine it you'd have to store the alternative hairstyles(slots, flips, lengths, possibly color) and a copy of the original hairstyle in the AAU data.
In the game you'd have to add some kind of trigger(s) to switch between them(either a keypress, period, day of the week, going on a date, outfit, etc.) When it fires you basically set the card hairstyle to the predetermined alternative(like pony tail for sports periods) and switch it back when you don't need it.
No idea on how to go about the maker UI though. Maybe another number field called hairstyle or a preset number of styles(4?) with multiple tabs. Maybe even set the triggers in the maker?
As I understand it's simple to store the needed data and the whole work would be making it work in game.
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