Thanks your changes seem to have fixed it. Only nitpick I have is, when returning to the hub either from a game over or exiting the gallery scene, would be nice if it then reset the device position to some kind of home. 0 is pretty common.
That said, boy do I need to vent about this game lol. It is so frustrating because of how close to perfect it is for me
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The game is basically a roguelite with replay-ability and gorgeous art, and really is my ideal kind of game for modding with stroker devices. That is, EXCEPT for the fact that you can only get the NSFW scenes on a game over. If that one mechanic could be changed, then it would be great! And I believe it is possible to modify it to be changed that way:
Like @pjp40003 said, this game was made in GZDoom which is basically a game engine used for modding DOOM 1 and 2. But as we see here, you can also just make a standalone game out of it if you make all the assets. The scripting language it uses is ZScript, which is similar to Java or C#. The archive Nk.ipk3 can be directly edited using Slade, or unpacked with 7-Zip and directly edited.
So, Iād like to call on anyone familiar with ZScript, Java/C#, or just scripting in general to take a look (@to4st youāre also welcome to take a crack at this if you have time!). While I have not done proper Java in over 10 years, I am trying to comb through and learn ZScript to figure out what I would need to change to mod this game. It looks like the scripts that would need to be focused on are
player.zsc
monsters folder of scripts
sex folder of scripts
possibly the HSceneHandler.zsc as well
Here is specifically what Iād like to have changed:
When the player is hit by a melee attack from a monster girl (I donāt think it should apply to other ranged attacks like the arachne webshoot), in addition to losing a heart of health, the sex scene for that monster girl should play.
If player total health is above 50%, play āFuckStage1ā
If player total health is below 50%, play āFuckStage2ā
Then when the animation plays, the player has to mash F to escape. This logic already exists with the Prisoner enemy, so I feel that code could be repurposed. If the player does not escape by the time the animation ends, I think it should loop and another heart of health gets taken away (transitioning to āFuckStage2ā if the loop causes the player to fall below 50% health).
If the player just decides to stay in the animation until they lose all health, then it proceeds to āFuckStage3ā and then āEjacā and so on like the normal game over, and then loops back to āFuckStage1ā and goes through all the normal stages also like a game over, and the player can hit F to return to hub.
I think we can leave the behavior of getting killed the same, though maybe it starts at āFuckStage3ā instead. Unsure about this.
In addition, some monsters should potentially have unique mechanisms for this. For example, I like the idea of when getting hit by the Direwolf, it still follows the same logic as above, but will randomly select one of itās many scenes with the prisoners to play. It would then use the scene with the actual player on a game over (though maybe this could be made configurable).
The tricky part will be how this interacts with buffs. For example, there is a buff you get that auto-kills the monsters around you on first hit. Would need to decide whether to let that buff act like normal (and thus not get a scene for that hit), OR you still get a scene but no damage is taken and the monsters still all die when you exit the scene. Personally I am for the former.
Anyway, sorry for the long rant but I feel motivated to share my thoughts in the hopes that we can make this happen. I will continue to read through and learn at my own pace, but I want to work with anyone who may have the skills to make this happen, so hit me up!