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the last major coding task to be done is re-implementing the NPC hunting behavior, which should be so much simpler than the one in the old system since I won't need to spam entity messages to determine someone's prefs and if they're a valid target and all, so it should be far less prone to failure and NPCs trying to do something when they can't actually do it

regardless, that's the task for next week, as well as fixing much of the remaining data that needs to be changed to re-implement the species and all

Engine changes

animator.setPartTag can now take nil for it's value arg, therefore letting the part defer back to the global tag rather than now eternally being stuck with the part tag overriding it

root.effectConfig and root.speciesConfig return nil instead of false when they don't find their respective configs (more in line with the other root functions that exist in vanilla)

tool usage properly is suppressed by the tech controller again, fixes a number of issues I accidentally introduced when making lounge objects have a tool use whitelist

fixed issue where interacting while tools are suppressed by tech controller caused a crash because it was trying to dismount from a lounge object while the player wasn't in one

add the lounge callbacks to monsters, I forgot to add them when I made monsters able to lounge properly

asset changes!

fixed some values in the dialogue tree (still not done yet)

fixed issue when changing settings on non player/vore NPCs

fixed deed gui not loading

guard against species scripts being called in invalid states

fixed prey choose location action missing it's description and name

fixed colony deeds dropping their cards correctly when broken

re-implemented infusion! applies color and size from the character card/essence put in the slot, the data behind it works slightly differently than before but on the user level it is largely the same

(note, it must be a character card generated in the current version, the only way to obtain these rn is pulling them out of a deed)

rather than each location having an individual slot for infusion, there is a slot for each infusion type

multiple locations refrence the same slot, eg cock and balls both reference the ctf slot

color fade slider and size percentage slider are per-location, eg one could have the infused colors fully on the shaft, but not the balls

made it so NPCs with interact dialogue disabled give you a radial menu prompt to request actions when you interact while within them

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