Hi! May I ask how the software detects which game is running? How should I name the game-specific folder under \FunscriptPlayer v1.2\scripts\ ?
Asking so because I’m working on integration on another game. I found that it will work if I just leave all scripts in the script folder, but probably better to group them together for better organisation… There is a LOT.
I think you should be able to name it anything. The player uses the folder to group the scripts together in memory.
When a game calls the software it uses a path like this
The GameName is the name of the folder to let the software know which group of scripts to look at for galleryName.
Hope that makes sense. Let me know if you need help with anything.
I don’t have a Handy so I never really know how my changes affect the playback on it. If you have any feedback I would appreciate it.
Thanks. If I understand correctly… The path name it will use is determined by the code used in the modded game file, is that correct?
So far it has been working pretty well on the Handy though there are significant delay which becomes very noticeable on high speed actions. (it’d feel like the actions are inverted)
That’s right. The idea is that the game announces itself to the app and it uses that to map it to a selection of scripts. This was just in case there are ever scripts across games that I modded that might end with the same names, as unlikely as that is. Plus it added some organization to the scripts folder, which is nice.
Regarding the delay, is there a specific script where you find it the most apparent? I might not have a Handy, but I do have a Keon. I can try to look into the delay using it. Can you estimate how much the delay is? Does it stay fixed or does it seem to increase as the script plays?
so I am potentially dumb, and/or potentially getting a weird issue, even after reinstalling/ trying the new linked player. I have SOME integration working, (so far just the opening scene, as I haven’t gone too far, but it does work the whole way through/load all scripts) and after that, no scripts have loaded in two “trash fights” so to speak, the pollen/pixie girl, and the harpy girl. are they not meant to load there? am I doing something wrong? let me know, and thanks for the hard work
dong
That sounds about right. In the currently released version, only the animated fights are scripted. There are some filler settings you can enable in the script-config.json file, but this is just simple up-down movement based on the character’s hp and lust.
alrighty, thats also kinda what I was wondering about, as far was the filler settings, wasnt even sure where to look. big thanks! and I found what you meant, and now the game is as I had dreamed haha(esp, as I finally got my handsfree setup going). its actually a ptretty solid game, too
Where can I find the second mermaid enemy encounter?
I’ve beaten countless of them in different chapters, but I only have one encounter in the recollection room.
I suspect that it might do something with two unreachable mermaids swimming in bodies of water. Did anyone find a way to walk on water?
By other funscripts, do you mean modifying the existing ones? It depends on the game. For Succubus Academia and Lilith, you can find the video files in the www/movies folder of the game. For Afterschool Tag, I had to record the gameplay manually and use that for scripting. If you’d like I could try uploading the recordings I made if you want to make changes to the scripts.
You’ll notice my scripts were labeled separately for left and right. This was only done for multi axis where some angles would change depending on the direction the player was facing when the animation started.
If you’re just scripting linear motion, then you can just script for left and make copies for right when you’re done as the linear movement wouldn’t be different. I probably should have incorporated logic into the mod so this wasn’t neccessary for linear devices, but I was in a rush and it didn’t seem that important. Sorry for that extra bit of inconvenience.