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Re: Pilgrim Quest [MODS & TUTORIALS]

Posted: Tue Aug 15, 2017 1:17 pm
by Ambossli
So I updated my last encounter

Now it is possible to have different Sets of pictures for each hostess
Also you can add Tags to each Hostess
And they have an Reward value

You get the Reward(energy) when a tag from the chosen Hostess matches a tag one from of your tags
but they have to be the same written
here example how it looks by me (in the 2.js) and an quest (in Quests.js) example that wouldn't fit
Spoiler: show
Name: "Summer",
Level: 3,
Sets: 2,
Tags: ["single dark haired beauty"],
Reward: 200

Set: "Core",
ID: 14,
Reward: 50,
Text: "mark visions with a <span class=\"tag\">blowjob</span> or a <span class=\"tag\">dark haired beauty</span> and edge for them",
Tags: ["blowjob", "dark haired beauty"]
The encounter checks each of their own tag with each of the quest tag, but since here is a word missing by the second tag it would be no match
you can give each hostess as many tags as you like but there have to be an exact match by the quest

this time the media data is more. But you can still change them. In the 2.js also are comments for the hostess, so you can add your own/change them easier.

What the encounter does look in the post before this one

And because I'm not sure if i mentioned it before. The "tutorial encounter" is still active!

The video encounter is also in there and I updated all previous links(v0.4.9)
And I say it again.

The zip will contain both encounters and you should load first version v0.6 and then the attachmend in this post this is update for v0.6 in the zip on mega is still version 0.4.9!!!! So you need both!!!
I don't have any data in the zip which I didn't change!!!
Download



Should someone want to contribute texts/teasing phrases. I*m open to this.
Would organize it in a "table" and then let randomly display them during the tease.
But I don't have the time for this kind of creativity.


update: For those who already loaded the encounters In the attachment is just the the changed xml js file for v0.6

Re: Pilgrim Quest [MODS & TUTORIALS]

Posted: Tue Aug 15, 2017 8:13 pm
by d3vi0n
Awesome to see how you make progress :w00t: Keep it coming! :lol: Looking forward to more custom encounters :wave:

Re: Pilgrim Quest [MODS & TUTORIALS]

Posted: Fri Aug 25, 2017 3:06 pm
by Xyanaris
Is it possible to write an encounter witch gives rewards without using javascript?

And how do you even use "fEarnEnergy(vBaseValue)" or "fLootItem(vName)" exactly?

Re: Pilgrim Quest [MODS & TUTORIALS]

Posted: Fri Aug 25, 2017 6:04 pm
by d3vi0n
To "give rewards" you need to add your reward to the existing (javascript) object for the user. So, no, it is not able to give a reward without javascript. You use the javascript functions like every other javascript function...

A very simple example would be:
Spoiler: show
<Page id="MySet10_Reward">
<Text>
<p class="story">Your got 50 energy and a village stone</p>
</Text>
(...)
<javascript>
<![CDATA[
function pageLoad() {
fEarnEnergy(50);
fLootItem("Village Stone");
}
]]>
</javascript>
</Page>
Look at "/scripts/global.js" if you want to learn what exactly fEarnEnergy() and fLootItem() do...

Re: Pilgrim Quest [MODS & TUTORIALS]

Posted: Fri Aug 25, 2017 7:25 pm
by Xyanaris
Thank you very much for the all the help, I think i now know everything I need to write my own encounters :w00t:

Still not anything worth publishing though :whistle:

Re: Pilgrim Quest [MODS & TUTORIALS]

Posted: Tue Oct 03, 2017 4:45 pm
by Ambossli
So as promised here is the add on. Please read the whole post before you start changing things!!!

When you already have the media from random mazes. You can just copy the image and audio folder in the pilgrim folder.
If not here is the Media.

This Link contains the zip which adds and makes every necessary changes to the Pilgrim files. (don't include my encounters)

When you already use my encounters then you should also load the attachment to this post. There I put the PilgrimQuest-v0.6.xml for the dungeon and my encounters. (You have to load my encounters first for this file if you haven't done it already)

So now what does the whole add on:
Simple it puts a shortened version of the random mazes tease into pilgrim quest. E.g. there is no end tease when you find the exit.

How it works:
I added a new exploration event in the config.js under the script folder called "Ruins". So when you're exploring it might be possible that you find now also Ruins. When this happens you're forced(at least for the moment) to Investigate the ruins and this brings you in a random maze. If you get out of it alive you earn energy. How much depends on different factors I put them in spoilers if you want to spoil yourself
Spoiler: show
Edges in the maze * encounters in the maze * difficultly of the maze * 5
In the moment there are two different themes for mazes with different size.
If you want to spoil the sizes here you go
Spoiler: show
1. is 5*5 Hedge theme
2. is 6*6 forest theme
So now to customization:
You can customize the themes of the mazes by the following:
there is a folder named maze_themes in the pilgrim folder. There are a dungeontheme.js and themes.xml
In the themes.xml you can add mazes with different themes or change how big a maze and some other stuff there is an readme_themes.txt which explain this file further.
In the dungeontheme.js is an "array" it looks like this
Spoiler: show
{
// Name of folder/theme
Name: "Hedge Maze",
// Level makes the Dungeon harder the higher the number is but also it influences the Energy earned
Level: 1,
},
{
Name: "forest",
Level: 2,
},]
There you can change the Level of an maze or put the new mazes from the themes.xml in so they can be randomly selected.

Encounters of the maze:
I used the already existing encounters from random mazes so it works identical to random mazes.( PilgrimQuest\scripts\random_encounters) for further information look here
If you're missing some of the encounters from random mazes that's no accident.
These failed a short debug test with guideme 3.1 so don't put them in there again until they are fixed for guidme 3.1!!!
In this folder is also an encounter I wrote my self which can involve ball busting(50% chance) if you don't like it delete this encounter: Vanessa_H.scr

I hope there are not more bugs with the encounters if you encounter a bug use alt+d and go to the page exploring or village this will at least save you game!!!

If you found any bugs please report them here or per pm

The chance to find a ruin is in the moment the same like for encounters but you can change that in the config.js

In the moment the maze will automatically mapped for you. This is easily to transfer to an item if this is the wish.
I don't know how much such an item should cost and should it be permanent?
I'm open for more ideas.

If you didn't read these and all above words then changed things which broke the game read again!!!

Re: Pilgrim Quest [MODS & TUTORIALS]

Posted: Thu Oct 26, 2017 10:56 pm
by flash1338
Just wanted to thank you for your work Ambossli!

I have my own version of 'pilgrim quest' by now and after some fiddling around with the scripts, I managed to implement the 'ruins'. I'd love to share my version, but with all the images & gifs I'm at 14GB atm :-D

Re: Pilgrim Quest [MODS & TUTORIALS]

Posted: Sat Oct 28, 2017 2:58 pm
by bobhill
flash1338 wrote: Thu Oct 26, 2017 10:56 pm I have my own version of 'pilgrim quest' by now and after some fiddling around with the scripts, I managed to implement the 'ruins'. I'd love to share my version, but with all the images & gifs I'm at 14GB atm :-D
Perhaps you could post the modified program files and scripts - without the media? It may even inspire additional mods. :wave:

Re: Pilgrim Quest [MODS & TUTORIALS]

Posted: Thu Nov 09, 2017 10:06 pm
by flash1338
@ambossli

Sadly there is a problem with the 'Lilii' encounter. It just said something like 'script error' a few minutes into the tease right after an edge :-( Can i just delete the script file for now or do I have to delete more files, to stop this from happening?

Re: Pilgrim Quest [MODS & TUTORIALS]

Posted: Fri Nov 10, 2017 11:18 am
by Ambossli
Yes you can delete the Lilii.scr and the encounter doesn't show up again

I hope the update for the script engine will fix problems like that in the future

Re: Pilgrim Quest [MODS & TUTORIALS]

Posted: Sun Nov 12, 2017 4:31 pm
by bobhill
I have taken some of the maze encounters I wrote and added them as direct PQ encounters. It also is a template if others want to use the scripting engine to write simple PQ encounters. There are 10 encounters and #4 is the "Random Slideshow". I had wanted to work on improving them with 1.5, but I don't have time and did want to share them. Thanks to PlayfulGuy for the update and also, I used Ambossli's encounters to help me implement these. Of course, big thanks to D3vi0n!

With the Scripting Engine update to 1.5, the scripts seem to be working in GM. I have tested these and they are working, but I have not had time to completely test every permutation, so apologies if something shows up. Also, I was getting a random jscript error from the dungeon.xml which I could not debug, so I removed the Ruins mod. It may be possible that it would work on a fresh install, I haven't had time to test. Note that there are many improvements available in 1.5 Scripting Engine that I have not had time to implement. Also, the energy earned for the scripts are static and tuning this will be the first change I make - if I get time.

Some mods I made to PilgrimQuest.xml for my gameplay are included. I added a 'cum check' after accidentally hitting the cum button a couple times when 2 hours into a game :blush:. Also, I changed the "Free Edge" rewards based on the amount of energy - just found it more interesting to use it that way.

Here's the zip, it includes all my media for the slideshow, which is why it's large.
https://mega.nz/#!ZSRS3SRD!tyvt7IGQS8mW ... CcX95sBxeA :wave:

Edit - I don't know if it makes any difference, but in addition to running ScriptEngine 1.5, I am running GM version 0.3.1, not the more recent release.

Re: Pilgrim Quest [MODS & TUTORIALS]

Posted: Fri Dec 08, 2017 5:30 pm
by Ambossli
So for same strange reason I decided today to modify my dungeon ad-don/pilgrim quest.

What I did:
When you find a Ruin now you can decide to investigate or ignore the Ruin. If you Investigate an encounter appears or you get stuck in a maze (50/50 chance).
Then I added in a new Item called "the Orb" which you can use only in the maze to summon a succubi which than offers you the integrated map. (so the map isn't activated from start but you get 1 Orb as a start bonus)
And the succubi wants a "payment" for the map.

The "payment" is a randomized tease so it should be every time a little different.

If you haven't downloaded the dungeon ad-don you have to do first what I wrote here


Here is the download for the dungeon update

I had to add things to the config file so when you have modified the config.js it's back to vanilla except for my addon a loot table for the ruins so I can add new events for the ruins especially some kind reward so it makes more sense to investigate the ruins.

Next I will have a look how much work it is to rewrite all the maze encounters so I can get rid of the script engine which should make it much more stable

Re: Pilgrim Quest [MODS & TUTORIALS]

Posted: Tue Jan 23, 2018 12:39 am
by flash1338
Hi there :wave: ,
I'd love to contribute by creating new maze encounters. I'm capable of creating teases in the nyx editor, but I have no idea how to create teases for the maze. I've spent some time lurking around in our forum, but noone is really explaining how new teases can be made in the 'maze'-thread (I probably overlooked it).

Can anyone enlighten me, or post a link to a tutorial?

Thanks for adding new features to this awesome tease!

Edit: I also found 'Amberleigh' and eventually 'Foyx Di' to cause errors, so it'd be best to delete the files.

Re: Pilgrim Quest [MODS & TUTORIALS]

Posted: Tue Jan 23, 2018 7:02 am
by d3vi0n
Writing teases for GuideMe is very similar to flash teases with the nyx editor. For GuideMe you need a text editor (i strongly recommend Notepad++) and some basic knowledge about xml (for more advanced teases also about javascript). The documentation for GuideMe is here. I also wrote a simple "Hello World" tease for GuideMe as starting point. We had a tutorial tease for GuideMe at some point, but it is completely outdated now.

Re: Pilgrim Quest [MODS & TUTORIALS]

Posted: Tue Jan 23, 2018 10:10 am
by Ambossli
flash1338 wrote: Tue Jan 23, 2018 12:39 am Hi there :wave: ,
I'd love to contribute by creating new maze encounters. I'm capable of creating teases in the nyx editor, but I have no idea how to create teases for the maze. I've spent some time lurking around in our forum, but noone is really explaining how new teases can be made in the 'maze'-thread (I probably overlooked it).

Can anyone enlighten me, or post a link to a tutorial?

Thanks for adding new features to this awesome tease!

Edit: I also found 'Amberleigh' and eventually 'Foyx Di' to cause errors, so it'd be best to delete the files.
In the moment for the maze they use the script engine (I can read it but find it exhausting). I will change that for pilgrim quest in the future but so far I only converted(rewrote) 8 from 30 or so encounters.
When I have done that it should be possible to use the nyx editor to create more. Because then it's just download them and add or change 2 or 3 lines.
Also it should run more stable. But I'm not sure when I have more time for that.

Lately I invested more time in The Casino Tease by avatarbr to get it in an older maze tease. I plan to add that to my succubus but how it works in the moment I feel it doesn't fit right or I'm not sure before I get an better idea of My Succubus and how much overwork it will be to fit

But I can help to implement a flash tease as an encounter during exploring. if you want to write one or more for that purpose.
That shouldn't take much time so I gladly assist there
Spoiler: show
so now back to adding a metronome for the newest house of edging