Salutations everyone,
I’ve always been curious as to how stroker support could work in text based games like this one, so I’ve created this mod that executes different patterns/scripts based on certain conditions that happen in the game rather than animations:
When certain words are being said in text boxes
Relative when arousal damage is taken
If the MC is in a Stance (such as being bound, kissing, paizuri etc)
All these situations trigger movement at appropriate times, which in my opinion should increase the immersion of the game! If you end up trying it out please let me know what you think!
In addition to the mod and game itself, you will also need to download EDI: GitHub - NoGRo/Edi: Easy Device Integrator · GitHub
Having alot of fun with this so far! But there’s a big problem atleast with my stroker, is that anytime combat ends or some kind of event, the stroker goes full tilt at maximum until the next event/combat. There’s no way to make it stop, even if Restart the EDI, it goes right back to full tilt.
I figured it might have been triggering based on certain words appearing, but even returning to town doesn’t make it stop
(By the way, I use an Oscillating stroker connecting via Bluetooth)
After some further gameplay, I believe that that there is likely a trigger missing to stop the stroker from moving after certain words are no longer on screen, and events/attacks are over, Not even resting during an adventure stops it, when nothing should be triggering it.
Thanks for Replying! I’m using the Joyhub Marcela, It’s an oscillating Stroker with Vibration. I’m running it with Bluetooth.
The sequences during combat and keywords seem to play fine, although it gets hard to tell if they are stopping on their own, or if they just keep playing until the next trigger happens. I might just be an isolated case because of my device, not sure
This is quite good and an interesting implementation.
The one hangup I have though: During a scene (victory/loss or any other “non-combat” instance) it seems like EDI plays the correct script based on whats on screen, however, these scripts aren’t set to loop, so the “nothing” script gets played after a couple of seconds
Yes, the reason why the scripts end during dialogue is basically because I’ve simply triggered the “damage” scripts to happen when certain words appear out of combat. This was partially intentional, but also a bit of laziness on my part.
What I could do is to have them loop out of combat until the next textbox is triggered…
If that’s something you think is worth added I can do it ^^
I would prefer it to keep on looping forever till another one is prompted. When you mix both the text and the funscript, it’s as if half of the fun is taken away from you, when the script ends, even if there is text to be enjoyed.
Fantastic! I am so excited for this, a huge fan of monster girl dreams but really did wish there was some in-game ‘encouragement’ like what you made <3