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Strive for Power

Fantasy Slave Management/RPG Erotic Game · By Strive4Power

Modding help Sticky

A topic by Strive4Power created Aug 20, 2018 Views: 46,470 Replies: 124
Viewing posts 34 to 36 of 36 · Previous page · First page

Okay, I give.  It's possible I'm not even messing with the right part of the code (I recently did a giant overhaul of the game's text just for fun before realizing that the text I was working with was obsolete/nonfunctional and just a few lines had been lifted to an entirely different part of the code, which was the part that actually mattered, sigh).  It's possible that I'm overlooking something basic, or that the part of the code I'd actually need to mess with isn't even editable in the user-accessible text-style files, so here I am hoping for answers/guidance.

(Note: I'm a longtime hobbyist coder/game designer, and new to Godot/GDScript, but it's similar to many languages I've used over the years, and most of the basics are easy enough to grasp.  So I expect I might be failing at some core distinctions or underlying foundational details.)

Anyway, so, in StatsTab.gd I found the section where some buttons pop up and you can order them to call you by a new name.  So I figured I'd try to add a button that lets you change their name.  Mostly I'm just copying what seems like a reasonable section of code and changing a few tidbits that seem like they won't break anything.  (I do feel a bit like the classmates I tutored back in college, when I was already skilled in Visual Basic while they were randomly copy-pasting code with no grasp of the underlying structure and then getting confused why it broke.)  It easily created a button, but of course the button doesn't do anything.

So I hunted through a few files, making some educated guesses, and happened across Mansion.tscn (I've only recently dug into files that aren't .gd), which does have the right variable names (callorder, callconfirm).  So I copied some code there, changed names to match the other file, and gave it a shot.  No dice.  Button appears, but does not do anything.

I double-checked that I hadn't misspelled anything, and that all the references match the pattern of the original code ("callorder" becomes "namechange", "callconfirm" becomes "namechangeconfirm").  Nothing looks like it needs a particular uncopyable code (e.g. a unique numerical ID).  It appears that having identical names (like "Label") is fine so long as they're under distinct Nodes.  I finally got smart enough to open all the files collectively in Notepad++ and search for the variable name, and it appears that these are the only two files that reference it, out of the Scripts folder and the Files folder.

And just to test, I went through the original functions and changed the internal parts (not referencing the variable name) and got a functional change-name button.  But changing all the references to "callorder" and "callconfirm" to "blahcallorder" and "blahcallconfirm" breaks the button entirely, so clearly there's something else going on here.

So now I'm stumped.

Here's the original code.  To keep the code here shorter, I've omitted the Anchors and Margins, as I can't imagine they're part of the problem here (and I haven't messed with them, just copied them wholesale hoping the button would show up in the same place).  Again, all I did was change "callorder" to "namechange" and "callconfirm" to "namechangeconfirm" in copied code in the same file:

Part 1 (in Mansion.tscn):
[connection signal="pressed" from="MainScreen/slave_tab/stats/callorder/callconfirm"
to="MainScreen/slave_tab/stats" method="_on_callconfirm_pressed"]
Part 2 (in Mansion.tscn):
[node name="callorder" type="Popup" parent="MainScreen/slave_tab/stats"]
size_flags_vertical = 2
[node name="TextureRect" type="TextureRect" parent="MainScreen/slave_tab/stats/callorder"]
texture = ExtResource( 44 )
expand = true
[node name="Label" type="Label" parent="MainScreen/slave_tab/stats/callorder"]
size_flags_horizontal = 2
size_flags_vertical = 0
text = "How should $name address you?"
align = 1
[node name="callconfirm" type="Button" parent="MainScreen/slave_tab/stats/callorder"]
size_flags_horizontal = 2
size_flags_vertical = 2
text = "Confirm"
[node name="LineEdit" type="LineEdit" parent="MainScreen/slave_tab/stats/callorder"]
size_flags_horizontal = 2
size_flags_vertical = 2
caret_blink = true
Part 3 (in StatsTab.gd):
func callorder():
    get_node("callorder").popup()
    ## Improved phrasing
    get_node("callorder/Label").set_text(person.dictionary("How should $name address you?"))
    get_node("callorder/LineEdit").set_text(person.masternoun)
    get_node("callorder/LineEdit").set_placeholder(person.getMasterNoun())
func _on_callconfirm_pressed():
    get_node("callorder").visible = false
    var text = ""
    ## Improved phrasing plus support for characters who don't speak with their mouths
    if !person.traits.has("Mute"):
        text = "You have ordered $name to call you '$master' from now on. "
    else:
        text = "Since $name cannot speak, you teach $him a way to sign '$master'."
    person.masternoun = get_node("callorder/LineEdit").get_text()
    get_tree().get_current_scene().close_dialogue()
    get_tree().get_current_scene().popup(person.dictionary(text))
Part 4 (in StatsTab.gd):
buttons.append({text = person.dictionary("Order to call you ..."), function = 'callorder'})
SAMPLES OF MY VERSION:
## Testing to see if I can add a button
buttons.append({text = person.dictionary("Change Name"), function = 'namechange'})
#That part worked fine, but the rest doesn't:
[node name="namechange" type="Popup" parent="MainScreen/slave_tab/stats"]
[connection signal="pressed" from="MainScreen/slave_tab/stats/namechange/namechangeconfirm"
to="MainScreen/slave_tab/stats" method="_on_namechangeconfirm_pressed"]
func _on_namechangeconfirm_pressed():

Note: I'm not adding interior line breaks or tabs in the actual code unless they're there in the code I'm working from.  The copy is identical except for the variable name changes, the obvious strings (like "Order to call you..." to "Change Name", which works fine), and a bit of If/Else code (which I'm not having any trouble with elsewhere and doesn't seem to be related to the problem).

Any clue what I'm missing?

(1 edit)

Hello, I basically became the leader of the modding community here after I spent a couple years debugging this game, though I haven't been as active lately. Usually the fastest way to get help is to ask on the Discord (https://itch.io/t/284398/discord), but I try to keep an eye on this site as well.

Godot Script is mostly Python with a little LUA mixed in so the basics should be intuitive to anyone that has messed around with other scripts, but it does a few things in eccentric ways. Most of the files can be edit in text editors, though I recommend using the Debug mod (https://itch.io/t/1137280/debugmod-v10d) for dealing with errors. For general editing of the GUI (scene files .scn and text scene files .tscn) I strongly recommend using the editor provided for the Godot Engine. The game's program folder is mostly the same as the project folder and it uses a version between 3.2 and 3.3 (the latter is likely the closest match).

Strive for Power was created by a beginner programmer so the code can be straightforward to read but messy in design. Large sections of code and even entire files are no longer used, with no clear indications most of the time. This problem was rather low on the priorities list so I haven't gotten around to it.

Scene files are generally used to create GUI that is not expected to dynamically change form or order during run time. Godot provides multiple ways to connect functions to actions such button presses. For buttons created in scene files the standard approach is the stuff you found at the bottom of the file:

[connection signal="pressed" from="MainScreen/slave_tab/stats/callorder/callconfirm" to="MainScreen/slave_tab/stats" method="_on_callconfirm_pressed"]

However, Strive has multiple systems for dynamically creating buttons during runtime and the system relevant to what you are working on is "func dialogue" found in ".../scripts/Mansion.gd". In another function it uses the following code to bind functions to the button presses.

newbutton.connect("pressed", destination, array.function, array.args)

However, this all works pretty well and there's not really anything to worry about besides making certain that you spelled things consistently.


You have excluded some details of your version, so it's not possible for me to determine the exact causes of your problems. My first guess would be that you have not named your name change function exactly 'namechange', put something in the wrong file, or missed renaming something not shown.  I would expect it to be in statstab.gd and look something like this:

func namechange():
    get_node("namechange").popup()

You didn't specify the location and said it works, but I assume your dynamic button data looks similar to this:

buttons.append({text = person.dictionary("Order to call you ..."), function = 'callorder'})
buttons.append({text = person.dictionary("Change Name"), function = 'namechange'})

For clarity, the name of the function should be as you specified in your dynamic button data. The node names and paths for get_node() in your function should be as you specified in mansion.tscn.

Also, while it doesn't appear to cause any errors and you mentioned not adding line breaks, the signal connection lines contain breaks that are not originally present in the file. A bigger problem would be using spaces instead of tabs within your code.

(3 edits)

Yeah, I specified that I didn't change spaces in the actual code because I did add line breaks here (to prevent it going off the side of my screen when I switched it to Code Mode there).  I'm aware that spaces can be functional; they aren't in most of the languages I've used, but since Godot/GDScript uses indentations functionally I presume that all whitespace is potentially functional and I'm careful about not messing with it (my brain is pretty well specced to grasp open/close mechanics such as parentheses and nesting -- that's the very thing that those classmates in college were messing up all the time, pasting code into random spots and breaking the nested logic of the original code).

ETA: And yes, I am very careful about the distinction between tabs and spaces.  I'm using tabs in the code for all the indentations -- they don't just look similar, they are equivalent even in the whitespace.

Here's my code (again omitting Anchors and Margins, for brevity).  Again, these are in the exact same files, matching the original code exactly, including the white space (the line breaks have been added here purely for readability, and are not used in the code); the only thing I have changed is the variable names (carefully matched in logic to the original set of names), obvious Strings, and some If/Then logic that shouldn't impact the buttons themselves, just the text displayed (I even commented it out with a test string instead, to be sure it wasn't screwing things up).

##############################################
#### Testing to see if I can add a button ####
##############################################
[node name="namechange" type="Popup" parent="MainScreen/slave_tab/stats"]
size_flags_horizontal = 2
size_flags_vertical = 2
[node name="TextureRect" type="TextureRect" parent="MainScreen/slave_tab/stats/namechange"]
texture = ExtResource( 44 )
expand = true
[node name="Label" type="Label" parent="MainScreen/slave_tab/stats/namechange"]
size_flags_horizontal = 2
size_flags_vertical = 0
text = "What name should $name respond to?"
align = 1
[node name="namechangeconfirm" type="Button" parent="MainScreen/slave_tab/stats/namechange"]
size_flags_horizontal = 2
size_flags_vertical = 2
text = "Change Their Name"
[node name="LineEdit" type="LineEdit" parent="MainScreen/slave_tab/stats/namechange"]
size_flags_horizontal = 2
size_flags_vertical = 2
caret_blink = true
##################
#### END TEST ####
##################
##############################################
#### Testing to see if I can add a button ####
##############################################
[connection signal="pressed" from="MainScreen/slave_tab/stats/namechange/namechangeconfirm"
to="MainScreen/slave_tab/stats" method="_on_namechangeconfirm_pressed"]
##############################################
#### Testing to see if I can add a button ####
##############################################
#### Function called when new button gets pressed:
func namechange():
get_node("namechange").popup()
get_node("namechange/Label").set_text(person.dictionary("What name should $name respond to?"))
get_node("namechange/LineEdit").set_text(person.name)
get_node("namechange/LineEdit").set_placeholder(person.name)
#### When new button gets pressed:
func _on_namechangeconfirm_pressed():
get_node("namechange").visible = false
var text = ""
text = "Yes, $master."
#if person.obed < 35: ## Not yet broken
# if person.conf > 30:
# text = "— You can't just take my name away!"
# else:
# text = "— Are you really going to take even my name away??"
#elif person.obed > 70: ## Highly obedient
# text = "— Of course, $master.  Every part of me exists to serve your will."
#else: ## Moderate, compelled obedience
# if person.conf > 60:
# text = "— I guess I don't have much choice."
# else:
# text = "— Yes... $master."
person.name = get_node("namechange/LineEdit").get_text()
get_tree().get_current_scene().close_dialogue()
get_tree().get_current_scene().popup(person.dictionary(text))
## Testing to see if I can add a button
buttons.append({text = person.dictionary("Change Name"), function = 'namechange'})

So yeah, I don't think I missed something as simple as using the wrong name.  And since changing the original names (in both files) to blahCallOrder and blahCallOrderConfirm completely broke the original sections that were working, and since none of the other files in either directory reference these variables, it definitely feels like I'm missing a piece that needs to get accounted for elsewhere.

Also, I included the buttons.append line exactly as you quoted, in my "samples of my code" at the end of my first post there.  Just added it to here for completion.  Really wish the code formatting let me include line breaks, this wall of text stuff is killing me.

(3 edits)

I don't see any problems with the code as presented, including the commented out code. Probably due to itch.io formatting you are missing leading whitespace in the functions so I'll have to take your word that it is not an issue. You haven't specified if you are using the Debug mod or the editor, so I can't rule out the possibility of a tangentially related error somehow sabotaging you.

Itch.io code can be formatted but it doesn't play nice with copy and paste. Edit: seems extra lines really don't work, though adding a space to them works.

code
code after extra line break
    code after tab
 
code after extra line break with space


If we assume that there are no errors, then we will have to get creative in looking for the source of the problem. Please verify that you are not editing the files in the "backup" folder for Strive as those files are 100% copies but are not used except to replace the game's files whenever the mod system applies or resets mods. Note that any changes you have made to the non-backup files will be erased if you use the mod system, and the Debug mod doesn't actually use the mod system. Additionally if you have made your own copies of the files, make sure that the game is using files with your latest changes. Finally, I've had people report in some cases that editors like Notepad++ were somehow editing something like copies of files rather than the actual files so their edits had no effect, though I've never had this happen to me.

Using the Debug mod or editor it is possible to use print() to get direct feedback as to the state of the program in functions, which can be more useful than relying on the Game's GUI to behave as expected. The game also has a system designed for file based trace statements in globals.gd, but those are more helpful for dealing with crashes.

I figured out the backup files folder pretty early on; it's saved me from a recurring crash-on-load error, when I was able to just pull files from the backup and replace the entire directory, phew!

What I do now is, I copy all the files fresh from the backup folder into my own folder somewhere else, go through that personal folder and delete any files that look like they aren't going to be something I'm interested in and/or capable of editing, and then I split the files I do want to edit into different folders as separate "Mods" (since that seems likely to be less error-prone than my previous attempt to Do Everything All At Once).  E.g. one mod just to update the gendered language in that little exchanges-dictionary (all the $sir and $master and $brother stuff).  Once I've edited the files there, I go copy them into the Mods folder in my AppData/Roaming/Strive/Mods folder, so I'm not editing any of the backup files directly at any step (unless I seriously screw up my process and accidently save the wrong file, which I've done at least once but did recover from).  I could reload the entire game at some point if need be, make sure it's all fresh.  In fact that might be advisable.  Hmm.

I've never had any problems with Notepad++ -- aside from occasionally winding up forgetting which version of a file I've opened and thus editing the wrong one, but I've gotten better at being careful with that.  The code is definitely getting to the right StatsTab file (or it wouldn't come up with the extra button in the first place), and I'll check later to make sure that the other file is likewise properly updating.

On your advice, I went ahead and got that Godot engine editor (two copies -- the last stable full build (not the current dev/alpha build) and the highest final number on the one you recommended for this game particularly.  That's (checks) 4.3 and 3.3.4.  Being able to load up the game and look at the behind-the-scenes details was five or ten minutes of pure excitement-joy as I went through seeing all the screens.  It did kinda spoil a later plot point because that's the text on one screen, but eh, I knew I was gonna get spoilers due to messing with the code to begin with.

At this point, this feels like a "this step is beyond my skills" roadblock, which at least confirms I'm not missing something that would be obvious to veteran Godot coders.  When I first went to college (some 25 years ago), I signed up for Visual Basic because I couldn't make anything work, despite self-teaching myself from GW-BASIC through QBasic.  Turns out I'd missed the dot-operator (the object.property thing), and once I learned that, I could make everything work and basically didn't get all that much from the rest of the class (which was aimed at newbies, while I'd been coding since like 14).  Knowing that the block isn't something that basic is a relief.

I think what I'll do is step back slightly, content myself with figuring out how to mod the code that has been working, continue exploring as I go, and probably change the "call me Master" button to a slave name change button, since in fact I was able to make that much work (losing a function I don't really care to make use of anyway).  Or maybe I'll see if I can replace the "Release" button that I'm always afraid of pressing, since I don't really intend to use it.

I appreciate you taking the time to work through the troubleshooting with me; that has reduced my frustration back to a much more manageable level.  And hey, getting me over the hump to actually downloading the editor might wind up with me getting back into hobbyist game design, who knows?  Maybe that'll go somewhere interesting.

Using the mod system to apply your changes introduces a whole new set of potential problems, but also likely explains the gap between what is shown and the results you get. Here's a mod that correctly though crudely implements your changes, plus 1 line to update the GUI after changing the name.

https://mega.nz/file/aFpSGKyD#Kt8X026t4Bo8QkecY3hL1ierERvHrwNW2DW-C9JySVo

Oooh, thanks!  Downloading.

And yeah, I noticed that the name didn't update directly after changing (I had to switch screens to get that to work), but that was a minor inconvenience I could figure out later if it bugged me.

(1 edit)

It's working fine!  The only thing I noticed is that the immediate update changes the name in the left (personal) panel, but not in the slave list (until I change screens).  I presume there's a "rebuild slave list" call or something that'd do that, just like your last line there.

I went ahead and updated the logic to include the effect on the slave:

func _on_namechangeconfirm_pressed():
get_node("namechange").visible = false
var text = "Yes, $master."
 
if person.obed >= 70:  ## Highly obedient
    if person.loyal >= 50:
        text = "— Of course, $master.  It's my pleasure to mold myself to your desire."
        person.loyal += 10  ## They're pleased with the personal attention and "gift" of a new name
        person.stress -= 5
    else:  ## They're not yet broken in, but have been forced to high obedience
        text = "— Of course, $master.  Your will is all that matters."
        person.loyal += 5  ## They have mixed feelings about the personal attention
        person.stress += 5
elif person.obed < 35:  ## Not yet broken
    if person.conf > 30:
        text = "— You can't just take my name away!"
    else:
        text = "— Are you really going to take away even my name??"
    person.stress += 15  ## Highly stressed at having their individuality taken from them
else:  ## Moderate, compelled obedience
    if person.conf > 60:
        text = "— I guess I don't have much choice, do I?"
    else:
        text = "— Yes... $master."
    person.stress += 5  ## Kinda used to it by this point, but it's still a negative
 
person.name = get_node("namechange/LineEdit").get_text()
get_tree().get_current_scene().close_dialogue()
get_tree().get_current_scene().popup(person.dictionary(text))
get_parent().slavetabopen() # Ankmairdor - add this to update GUI and show new name immediately

So basically, if you name them right away it helps to break them; if you've already done some work before naming them it's a little stressful; if you wait until they're well trained then it's still a little stressful but bonds them more to you; and if you hold off until you're sure of their loyalty then it's a wonderful gift.

I mean you could totally abuse the function to just repeatedly stress them out (or increase their loyalty a bunch), but I don't intend to use it that way and thus don't care to code around it.

P.S. Forgot to include support for Mute characters, but now have a similar section with reactions ranging from outrage to resignation to joy.  There's so much that can be done with body language, even without access to words!

Yes, "get_tree().get_current_scene().rebuild_slave_list()" will do exactly as you expect.

To prevent spamming the name change, I'd probably add a member variable to person.gd to track which day the name was changed and then essentially put the stat effects on cooldown. Though the simpler method might be to simply subtract some energy from the player as a minor cost and require sufficient energy to enable the button, which doesn't fit quite as well intuitively but works okay as a game mechanic.

"Mute" gets attention because it's obvious, but there's always room for slaves to be more expressive in terms of their traits.

Sweet.  So now the only other major roadblock I've hit (that hasn't cleared up with some troubleshooting) is how to add an extra .gd file of my own, because I couldn't make that work at all.  I presume that has to do with something outside the basic scripts folder?

Anyway.

Yeah, if I were thinking to make a mod for more than just my own private use, I'd probably try to work out a nice integrated restriction like those you mentioned.  Or if it turns out that I wind up using it too much, I guess, but I doubt that'll be an issue.

For the traits, I'm definitely putting a lot of work into expanding the dialogue based on various traits and trait combinations.  First step is just working on the basic Talk Mode thing -- just trying to make sure I grasp the flow enough to make things work without breaking things (the first major step! spent way too long troubleshooting just to realize I'd forgotten a colon and a quote somewhere).  I've been having way too much fun making up randomized dialogue options for Foul Mouth (and I don't usually like things with swearing! but it feels weird to have slave characters with such a pronounced trait who talk just the same as everyone else even when being outraged at their captor).

Next step will be to change the character descriptions again (I did this in a previous attempt, but I want to start from scratch), making them more condensed and flowy and less gamified.  Bits I've thought of include, let's see... logic for when the sizes for two things are equal, nearly equal, or very unequal, then making the sentence combine them ("small X and Y"), use a basic "and" ("small X and average Y"), or contrast ("small X but huge Y" or "huge X but small Y").  Combining longer hair with description of chest ("her long hair flows down and around her large breasts", "his long hair contrasts his muscular chest"), depending on hairstyle.  Describing the clothing they're wearing, once I figure out how to reference items/gear (butler suit, geisha outfit, but also handcuffs or slave collar, etc.).

My first attempt was mostly to get rid of the genital description because I'm not the kind of "master" who wants to see penises every time I enter a room (I initially changed them to how far apart they spread their legs).  And even the way they stand or the way they look at me could be switched up based on traits and/or stats.

Later on I'll be trying to revamp the sex scenes a bit, see what I can do without breaking everything.  I definitely want the Dominant/Submissive stuff to work more like Omegaverse, and the non-human cocks to actually matter.  And the thing that actually got me into modding was being halfway through a scene when the term "rectum" was used, and then "shit hole", and I'm like "......well, someone doesn't have a firm grasp on reasonable sex-scene terminology" (or possibly just English registers -- the idea that certain terminology works in doctor's offices and not in the bedroom) and then I went "hmm, wonder how hard it would be to change this stuff..." and down the rabbit hole I went.

The core of the modding system uses .gd files in the mod as though the mod folder was the "files" folder to apply changes to matching .gd files in the game folder. To do anything outside of that core you need to use either the "patch" folder or the dynamic mod folder functions, both of which are explained in the modding guild found in-game in the Mod menu's "Help". Note that you need to use the BugFix mod if you want to use the patch system to add new folders for the new files.

English is not Mav's first language, so he missed some of the subtle parts of the language.

Yeah, I'd guessed as much.  In the moment, I was irritated, but afterwards I was just amused -- I'm a language buff, and it's always interesting to run across signs that someone isn't a native speaker (though I do have to wonder about "shit hole" since most of the languages I've studied have "shit" as a base obvious swear with roughly equivalent meaning).  It also explained a lot of odd phrasings in the rest of the program (another detail I'm focused on while modding, just to increase immersion).

As far as the modding, guess for now I'll stick to the existing files and see how far I can go with just that.

Latest roadblock: What is the distinction between these two formats?

## First Format:
var rules = {'silence':false, 'pet':false, 'contraception':false}
## Second Format:
var gear = {costume = null, underwear = null, accessory = null}
var itemlist = {clothmiko = {code = "clothmiko", type = "gear", subtype = "costume"}}
## List of possible costumes:
#costume: clothmaid, clothkimono, clothmiko, clothbutler...
 
## This line works:
if person.rules["nudity"] != true:  ## Nope!
    text += "Not naked!"
## This line doesn't:
if person.gear[costume] != null:
    text += "In costume!"
 
## But the code gets REALLY SUPER WEIRD for that second format???
## These are things I found that seem to reference it:
for i in globals.itemdict.values():
    if !i.type in ['gear','dummy']:
        i.amount += 10
 
var handcuffs = false
for i in person.gear.values():
    if i != null && globals.state.unstackables.has(i):
        var tempitem = globals.state.unstackables[i]
        if tempitem.code in ['acchandcuffs']:
            handcuffs = true
for i in ['clothkimono','underwearlacy','accamuletemerald']:
    var tmpitem = globals.items.createunstackable(i)
    globals.state.unstackables[str(tmpitem.id)] = tmpitem
    globals.items.enchantrand(tmpitem)

What the heck is going on here?  It seems like the first format (dictionary?) allows for a super easy reference to keyed codes ("Does he have this specific rule? Y/N"), while the second format -- which I think I tried to look up soon after dipping into this language, and could not find -- seems to either require several more steps, or require you to manually hunt through every entry to locate the thing in question.

What I want is to be able to see if a person is wearing a specific costume, underwear, or accessory, and then give description based on that.  How to reference these values?

(2 edits)

Something to note is that the game randomly switches between American English and British English for spelling and grammar, which likely reflects the fact that the game was proofread by players from around the world. With all the inconsistencies in how the language is handled there are some places where if it sort of fits and it isn't clearly wrong then it gets a pass.

Documentation: https://docs.godotengine.org/en/3.3/classes/class_dictionary.html?highlight=dict...

The first format is a Python styled dictionary creation, the advantages being that it is more obvious that the keys are string values and the keys aren't as limited, for instance including a space between words.

The second format is a Lua styled dictionary creation, the advantage is it's simplicity with less quotation marks to type and read. The downsides are that it can sometimes be confusing to read and it's limited in terms of functionality.

var gold = 5
var formatPython1 = { gold : gold }  # creates { 5 : 5}
var formatPython2 = { 'gold' : gold }  # creates { 'gold' : 5}
var formatLua = { gold = gold }  # creates { 'gold' : 5}
var emptyDict = {}
emptyDict[gold] = gold  # creates { 5 : 5}

Both formats are only relevant when creating the dictionaries, afterwards they have no impact on how the data behaves. This seems to be the source of most of your confusion as you seem to have assumed that the formats used to create the dictionaries impact how they look up keys. Therefore the weirdness you are experiencing is the result of you not properly attributing the data types used as keys and comparisons. For reference, GDScript has the function typeof() that can be used to return the integer that corresponds to https://docs.godotengine.org/en/stable/classes/class_@globalscope.html#enum-glob...

You can use a simple line such as this to learn more about what a referenced value currently contains:

print("value: ", value, "  type: ", typeof(value) )

This line probably doesn't work because there is no variable within the context named "costume":

if person.gear[costume] != null:

This should be quite obvious if you were to read the error messages from the Debug mod. The editor will also show the error message, but it can sometimes get lost among the other things it likes to complain about.

Finally, the "gear" data for persons is a simple dictionary with string keys and the values are either null or string typed item IDs. The string values need to be used in the dictionary "globals.state.unstackables" to find the dictionary typed item data for that specific item. The process for checking for items is usually over-complicated by programmers that don't fully understand the gear system nor power of GDScript.

var temp = globals.state.unstackables.get( person.gear.accessory )
var handcuffs = temp && temp.code == 'acchandcuffs'
(1 edit)

I knew my code was definitely not right, I just had absolutely no clue what the next step would be or how to look it up (as I had tried, some time ago, to find any example in the Godot/GDScript documentation that matched what I was seeing there, and came up blank).

var gold = 5
var formatPython1 = { gold : gold }  # creates { 5 : 5}
var formatPython2 = { 'gold' : gold }  # creates { 'gold' : 5}
var formatLua = { gold = gold }  # creates { 'gold' : 5}
var emptyDict = {}
emptyDict[gold] = gold  # creates { 5 : 5}

*tearing my hair out*

okay so

let me get this straight:

the Lua format lets you make a string without using quotes, that becomes a string in the code and gets referenced as a string???

never in a million years would I have made that leap on my own

this is my "dot operator" moment for this language

(actually it's more like... this language has broken one of the Core Concepts of every language I have studied thus far (aside from perhaps HTML), which is that strings go inside quotes and non-strings stay outside quotes and never the twain shall meet)


Thank you so much for laying it out so succinctly so I can compare the formats.  That helps a hell of a lot, and I much appreciate it.

Okay I think I got to the right stuff where I can easily check what I want

but en route I ran across a weird output formatting?  I'm gonna scrap this code, it was just to pin down the right details, but I am baffled as to how this produces the output.  This isn't even a question really, just a "wtf??"

(NOTE: the line break in the one text line is for readability here and not in the actual code)

CODE:
text += "Not naked!  "
var clothes = globals.state.unstackables.get(person.gear.costume)
var accessory = globals.state.unstackables.get(person.gear.accessory)
 
text += "clothes: " + clothes + ", type: " + typeof(clothes)
    + "; accessory: " + accessory + ", type: " + typeof(accessory)
text += "\nClothes Code: " + clothes.code + "\n Accessory Code: " + accessory.code
 
RESULTS:
1393, type: ; accessory:, type: 1393, type: ; accessory:, type:
Accessory Code: acchandcuffs

So it did spit out the right details, so now I know how to get it.  And I need some error-catching to make sure I'm handling actual variables and not making messy code when they're not wearing anything.  And the actual variables there translate to numbers hence the need for a thing to look them up and all (and 1393 appears to be the null entry? I guess?).

but... why did "clothes: " disappear? why did "Clothes Code: " disappear?  Do mishandled null entries actually erase part of existing strings???

The string values need to be used in the dictionary "globals.state.unstackables" to find the dictionary typed item data for that specific item.
GDScript does not allow you to add/concatenate non-string values to strings. The only reason you are getting anything at all is because in non-debug mode minor errors will be effectively omitted from execution, which is causing data corruption in your "text" variable. I recommended the print() function because it will automatically convert each argument into a string and then concatenate those strings. If you want to create your own string, then you must convert the dictionary to a string using str( clothes ) before you concatenate it.

P.S. Next "hmm, wonder if I can...?": Port my favorite slaves of my current game into a fresh game via manipulating save files.  I've put a lot of work into a handful and would prefer not to just abandon them...

Yes, it is possible to move slaves between progresses, but there are a few data points to be careful of duplicates. Newly generated persons are simply assigned an ID number from a the counter "globals.state.slavecounter", which then increments. Some functions search for slaves by ID, which would only be capable of finding the first slave in the list with that ID. There is also the 'unique' data which identifies starting slaves and quest slaves, which could have similar problems. Finally, any relations data or data involving interactions with other slaves would be incorrect.

Hmm, interesting.

So the fact that the ID is so high is because I caught and sold a bunch of slaves in between finding ones I liked.

Does the unique ID stay with sold slaves (until they presumably vanish from the market), or are they given a new ID when you buy them back?  I've been using a sell-and-buyback strategy to get Mansion Upgrade points and a brand.

If selling slaves gets them out of the pool but maintains a higher slave counter, would it be possible to change my preferred slaves to the IDs e.g. 12, 13, 14, 15?  I could either ignore the relations/interactions data, or figure out how to swap a few numbers around.

I wouldn't be messing with the unique/quest slaves, yeah.  I pretty much always use the same starting slave specs anyway (I found a nice setup that works with my overall story concept, and gives me a neat pun, so it'll be a while before I tire of that specific character).

The ID increments any time a person is generated, so every step of your exploration that generates an encounter with persons in it increases the counter even if you choose to ignore or evade the encounter. The ID and 'unique' data stay the same for a person for their entire existence until they are deleted. This means that even if you sell and re-buy someone they maintain all their relations and relatives data with other persons. I mention the 'unique' data entry because some people like the idea of having multiple custom starting slaves.

A safe approach is to change a transferring slave's ID to be the current value of "globals.state.slavecounter" and then increment that value manually. It may also be safe to change IDs to be negative for transfers, though I haven't checked this thoroughly. However, if you are moving multiple slaves and want them to maintain a friendship, rivalry, or family status, then the corresponding ID values have to be changed to match the new IDs. The rest of that data should be deleted or not transferred to the new progress otherwise a transferring slave may have some preconceptions about slaves they have never met before.

Hmmm.  Sounds like suboptimal code, the idea that characters get created before the game knows whether they even matter (whether the player will in any way get to see the details).  It would make more sense to say "There's two bandits over there, do you want to engage?" and then, if you engage, generating characters.  This problem would be even worse for those giant packs of bandits I've seen (but not yet engaged with).

Actually, optimal code would likely generate a full character only upon capture, and generate a partial (necessary stats only) character for combat, then generate the next partial bit at the end of combat (when you get to see a few new stats), and finally transferring the partial character into a fresh full character if you capture them.

It's good to know that the uniqueness sticks around even if you sell them, though.  That does avoid some issues.

Indeed, fortunately these sorts of sub-optimal code are rarely a significant problem in a game without real time events.

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