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Modifiers TODO
Optimization for the future. Not required yet, as a complete enumeration of devices and modifiers for each event works surprisingly fast so far.
Each modifier is registered in arrays for each event to quickly invoke when needed. Maybe make scripts on aliases for each event.
The patcher could consider additional parameters when adding modifiers:
- Location (e.g. dungeon themed devices).
- Active quests.
- Which game mod the device is from.
- You can use hidden modifiers to adapt devices from other mods. For example, DD Equip, that has a custom device script.
Implement mechanism to enable/disable modifiers with certain tags in MCM.
Modifiers that have presets with RequiredTags should be checked and applied last.
Collect information about modifier tags and output as a summary of possible manifestations in the UI.
Hidden modifiers.
Identification of unfamiliar modifiers. (see ConcealmentPower property on UD_Modifier)
(https://www.loverslab.com/topic/165197-unforgiving-devices/page/83/#findComment-6819636)
- "mind control head sets: if possible will force you to: eat go, masturbate, dissallow to resist pleasure, dissallow to lock pick... (everything temporal, as activated)."
- "illusion casting blindfold: it will show you naughty stuff. Would do it as a pop-up od erotic script. Would temporarily reduce orgasm resistance."
- "might even cast spells for helping you in combat (for example healing, every spell would increase orgasm progress)."
- Corrosion modifier. Opposite to regeneration.
- Spell casting modifier. Several formlists with different spells: positive, negative or mixed. Need to think about how to implement difficulty tuning.
- ModTrigger for SexLab events.
- Modifier "Comfortable". Add benefits for the player to keep device.
- Modifier "Disabler". Disables some of the player controls: fast travel, wait menu.