Dev:SDK/Slave Girl - Plannings - Take a Walk

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SlaveMaker 3 SDK Take a Walk


Core Place Objects[edit]

All places you can walk to are instances of the following class.

class Place {
        public var CustomFlag:Number;

        // public methods only (private hidden)
        public function CheckBitFlag(flag:Number) : Boolean
        public function SetBitFlag(flag:Number)
        public function ClearBitFlag(flag:Number)
        public function IsEventDone(evno:Number) : Boolean
        public function IsEventRepeatable(evno:Number) : Boolean
        public function IsAccessible() : Boolean
        public function SetAccessible(seta:Boolean)
        public function IsVisited() : Boolean
        public function SetVisited()
        public function NoRepeatEvent(evno:Number)
        public function SetEventDone(evno:Number)
        public function SetEventCount(count:Number)
        public function GetEventCount() : Number
        public function GetEvent() : Number
        public function GetNextEvent() : Number
        public function MoveToNextEvent(nxt:Number) : Number
}

The actual instances are

var BeachSwim:Place;
var BeachWalk:Place;
var BeachPrivate:Place;
var BeachRocks:Place;
var DocksPort:Place;
var DocksSlavePens:Place;
var TownCenter:Place;
var Slums:Place;
var Farm:Place;
var Palace:Place;
var Forest:Place;
var Lake:Place;
var RuinedTemple:Place;
var DeepForest:Place;

eg

if (_root.Lake.IsVisited()) {
        _root.AddText("Once again she visits the Lake...");
}


________________________________________________________________


Core Place BitFlags[edit]

Each place has 64 bitflags for controlling various settings. Generally bits 0-29 are reserved

These are the defined bit flags for places

Slave Pens

30 = comfort route
31 = gave teddy bear

Slave Pens Secure

29 = escape attempt (note will probably change this to 30 in future)

Ruins

31 = evil mine cleansed
32 = searching for evil mine
33 = asked prostitute
34 = asked high class prostitute
35 = asked maid
36 = asked knight
37 = asked count
38 = asked lord
39 = asked barmaid
40 = asked merchant
41 = ruined mine cleansed
42 = asked pony mistress

Forest

30 = met dancer
31 = know dancer is faerie
32 = met dg maid
33 = dancer tells about faeries in hiding
34 = know location of Astrid

Lake

30 = met maid
31 = naked apron event
32 = took 'Nymph's Tears'
33 = Odd Teacher/Tutor supplies 'Nymph's Tears'

eg

_root.Forest.SetBitFlag(30);


________________________________________________________________


Variables while Walking[edit]

_root.Supervise
= true, you, the slave maker are taking her for a walk
= false, your assistant is
_root.Day
= true, daytime
= fase, nightime


________________________________________________________________


SlaveGirl Override Functions[edit]

These functions can be overridden for a slave girl to do various things

VisitAstrid - called each time she visits Astrid

function VisitAstrid() : Boolean

return true if you wish to override the standard events visiting Astrid


For all of the following
return true to handle the event and disable the standard event
eventno - event she encounters

Some events have random variants and will set OldNumEvent to reflect the actual variant. This can then be tested in the AfterWalk function. These values cannot be tested in DoWalkPalace and the like

Before the event happens this is called
TakeWalk
function TakeWalk(place:Number)

place

1 Forest
2 Lake
3 TownCenter
4 Slums
5 Palace
6 Docks
6.1 Port
6.2 SlavePens
6.3 SlavePens Secure
7 Farm
8 Ruins
9 Beach

Use this to insert an event when walking to a location


Then the following are called for each event


BeachActivities
function BeachActivities()

This is called when the questions for the beach are shown
Before this the game calls

AskHerQuestions(4300, 4301, 4302, 4303, "Swim", "Walk on the beach", "Private areas", "The Rocks", "Where will " + SupervisorName + " take " + SlaveName + "?");

eg You can add an additional question (there are a maximum of 5)

_root.AddQuestion(300, "Sunbathing");
_root.PositionQuestions();

eg replace the questions, just call AskHerQuestions/ResetQuestions/AddQuestion/ShowQuestions

_root.AskHerQuestions(300, 301, 302, 0, "Wade", "Sunbath", "Jog", "", "What will " + SlaveName + " do?");


DoWalkBeachSwim
function DoWalkBeachSwim(eventno:Number) : Boolean

eventno

Day
1 - Meet Tama. BeachSwim.CheckBitFlag(34) == true she is a dickgirl.
2 - Old Faith Offering
OldNumEvent
2.1 = dickgirl offering
2.2 = orgy (non dg) offering
3 - Aroused Encounter
3.1 = confused muscule dickgirl ,with new coc
3.2 = second meeting, she has accepted her cock
3.3 = lesbians wrestling
4 - Tiny Bikini
5 - Demon Girl
6 - Swim out far
7 - Lost Swimsuit (one off event)
8 - Dive deep
8.5 - Dive and see mermaid
Night
9 - Mermaid assault (one off event)
10 - Swimming girl 1
11 - Swimming girl 2
12
13
14 - pleasant swim

Note on first visit you are always met by Marine and given a tour, currently this is mandatory.


DoWalkBeachWalk
function DoWalkBeachWalk(eventno:Number) : Boolean

eventno

Day
1 - Meet Nun, kinky swimsuit
2 - Meet Lady Farun + Maid
3 - Meet Lady Okyanu
4 - Maid Sumi
5 - Meet Miss N
6 - Meet Barmaid
7 - Meet Lady Azure
8 - Meet Dark Elf
OldNumEvent
8.1 initial meeting
8.2 later meetings
9 - Topless
OldNumEvent 9.1 dickgirl
10 - Mermaid beads (one off event)
11 - Various People
12 - Meet Lord
Night
13 - Fireworks
14 - Private Couple
15 - Glowing being


DoWalkBeachRocks
function DoWalkBeachRocks(eventno:Number) : Boolean

eventno

Day
1 - Pleasant climb
2 - Furry
Night
3 -Too dangerous

- more to cum


DoWalkBeachPrivate
function DoWalkBeachPrivate(eventno:Number) : Boolean
Day
1 - Lesbian passion
2 - group sex in light woods
3 - cult noblewoman
4 - nothing
Night
5 - Lesbian pair
6 - nothing
7 - see a girl in tentacles
8 - slave is tentacle attacked


DoWalkPalace

walk in the Palace

function DoWalkPalace(eventno:Number) : Boolean

eventno

1 - meet the Lord and have brief chat
1.5 - meet the Lord and her salutes her
2 - meet Count
3 - meet Knight
3.5 - meet Knight and he gives her the Dragon Ring
4 - Meet Lady Okyanu (High Class Prostitute);
5 - Meet Private Tutor and she gives the Pony Tail
5.1 - Meet Private Tutor and she plays with the slaves Pony Tail
5.2 - Meet Private Tutor who is disappointed the slave is not wearing the Pony Tail
5.3 - Meet Private Tutor and pat her ass
6 - Meet nun
7 - Meet Refinement school teacher
8 - meet dancer
9 - meet xxx school owner
10 - furry meeting 1
11 - furry meeting 2
12 - furry meeting 3


DoWalkForest
function DoWalkForest(eventno:Number) : Boolean

eventno

-2 - Tentacles
-1 - Visit Astrid
1 - Meet Knight
after OldNumEvent is set to
1.1 - forest battles
1.2 - sword techniques
1.5 - Meet Knight but he ignores her
2 - Meet Astrid's shy maid
after OldNumEvent is set to
2.1 - talk on nature
2.2 - collecting herbs
2.5 - Meet Astrid's shy maid but she retreats timidly
3 - Lose 50GP by accident or fortune teller
after OldNumEvent is set to
3.1 - break heel
3.2 - fortune teller
4 - Meet teacher of refinement school
5 - Meet nun
6 - Meet Faerie dancer and discuss faeries
6.2 - meet faerie dancer
6.5 - meet faeire dancer and get faeries ring
7 - meet no-one (bitflag1(8) set) or see a catgirl


DoWalkLake
function DoWalkLake(eventno:Number) : Boolean

eventno

1 - meet maid and gets dirty (naked apron event)
1.5 - meet maid and is given apron
2 - lose 50GP, have a swim and give money to urchin
2.5 - robbed, lose 100GP+
3 - meet ferie dancer
4 -meet private tutor
4.5 - meet privat tutor and is offered Nymph's Tears (yes/no event 7)
5 - see angel and is blessed for wearing holy items
5.5 - see angel
6 - meet Count
6.5 - meet Count but is ignored


DoWalkTownCenter
function DoWalkTownCenter(eventno:Number) : Boolean

eventno

1 - Meet Merchant and gived advice
1.5 - Meet Merchant but is ignored
2 - Meet cute lesbian who gives her a strap-on
2.1 - Meet cute lesbian who gives cock dildo
2.2 - Meet cute lesbian who flirts, lesbian sex easier
3 - lose 200GP as nobleman requisitions her
4 - Talke to barman
5 - meet sleazy bar owner
6 - meet nun
7 - meet cook
7.5 - meet cook and catgirl
8 - meet puppy girl - progressive, see MeetPuppyGirl
9 - meet xxx school owner
10 - meet Idol, Meigura - progressive, see MeetIdol
11 - Meet contented ponygirl (one off event, and only if ponygirls are enabled). If the slave maker is present can become ponygirl aware and improve pony training skill
12 - Furry Bondage (does not happen randomly)


DoWalkSlums
function DoWalkSlums(eventno:Number) : Boolean

eventno

-1 - Tentacles
1 - Meet Prostitute
1.5 - Meet Prostitute and is interested
2 - Meet high class prostitute, advice on acting like a lady
2.5 - Meet high class prostitute, advice on beauty
3 - raped
3.5 - followed by strange guy
4 - robbed of 200GP+
5 - Meet knight in not advantageous situation and he bribes her
5.5 - Meet knight in not advantageous situation and he ignore her
6 - Meet pimp who compliments her, brothel easier
6.5 - Meet pimp who tries her out, brothel easier +150GP
7 - Meet Sleazy Bar Owner
8 - Meet XXX School Owner
9 - Meet Barmaid
9.5 - Meet Barmaid but did not talk
10 - Drug dealer visits
11 - Meet nun


DocksAreas
function DocksAreas(secure:Boolean)

This is called when the questions for the docks are shown. if secure is true then the secure slave pens option is shown
Before this the game calls

secure == true
AskHerQuestions(4000, 4003, 4004, 0, "Port area", "Main Slave Pens", "Secure Slave Pens", "", "Where will she visit?");
secure == false
AskHerQuestions(4000, 4003, 0, 0, "Port area", "Slave Pens", "", "", "Where will she visit?");


DoWalkDocksPort

walk in the Port part of the Docks

function DoWalkDocksPort(eventno:Number) : Boolean

eventno

-1 - Tentacles
1 - Meet merchant unloading a box, specific values
after OldNumEvent
1.1 - just unload box and get reward
1.2 - sailors troubling the merchant and she helps
1.3 - merchant lost box and she finds it
2 - Meet ponygirl Mistress, gives Bitgag if not already owned. Otherwise meet ponygirl
after OldNumEvent
2.1 - given bitgag
2.2 - meet ponygirl, discuss
2.3 - meet ponygirl discuss, rub breasts
2.4 - meet fearful ponygirl
3 - have an accident and lose 100GP
after OldNumEvent
3.1 - jumps away from wagon
3.2 - bumped by sailor
3.3 - tears dress
4 - Meet lesbian girl who propositions your slave
5 - meet Irina the bounty hunter
6 - meet nun
7 - meet cook and visits his ship. If she has bondage experience he can give her the silken ropes
after OldNumEvent
7.1 - talk about cooking, hear noise
7.2 - given silken ropes
7.3 - see assistant
8 - meet sailor and talk of the world
after OldNumEvent
8.1 - general
8.2 - shipboard life
8.3 - exotic lands
9 - help sailor and is propostioned for sex
9.5 - helps some sailors
10 - see slave pens (first event on visiting docks)


DoWalkDocksSlavePens
function DoWalkDocksSlavePens(eventno:Number) : Boolean

eventno

0 - random event
1 - Big Tit Slave
2 - Meet Sareth (happens twice), after OldNumEvent is set to
2.1 - first meeting
2.2 - second
3 - either of two events, after OldNumEvent is set to
3.1 Sisters tricked into lesbian training
3.2 two dickgirls 69 training as cock sluts
4 - either of two events, after OldNumEvent is set to
4.1 - large breasted slave giving blowjobs
4.2 - dickgirl slave who asks for a blowjob


DoWalkDocksSlavePensSecure
function DoWalkDocksSlavePensSecure(eventno:Number) : Boolean

eventno

1 - Demon girl meeting. _root.DemonChoice is the particular meeting
OldNumEvent = 11
2 - See Irina the bounty hunter delivering a slave
OldNumEvent = 12
3 - see creature in cage, after OldNumEvent is set to
3.1 - demon
3.2 - faerie
3.3 - tentacle
4 - see noblewoman enjoying a creature, after OldNumEvent is set to
4.1 - humaniods
4.2 - tentacles
4.3 - maid
5 - Lady Farun being attacked


DoWalkFarm
function DoWalkFarm(eventno:Number) : Boolean

eventno

1 - See ponygirl working
1.5 - See girl being mlked , if your slave is under the influence of the milk drug then she gets milked
2 - meet farmer
3 - lose 50GP, either buying diary poducts or falling in mud (naked apron event), after OldNumEvent is set to
3.1 - dairy
3.2 - mud/naked apron
4 - Meet Count, you know he is the owner of the farm
4.5 - Meet Count, who ignores your slave
5 - meets a chef buying goods
6 - if con > 30 then offered milk drug
if under influence of drug she is milked
else walks avoiding barn
6.5 - wanders studying the buildings
7 - Faerie rescue events, _root.FairyMeeting is the stage

Note eventno is always set to 6 the first time she walks in the farm after her constitution exceeds 30, and she is milkable


DoWalkRuins
function DoWalkRuins(eventno:Number) : Boolean

eventno

-1 - Tentacles
0 - see plateau
1 - see destroyed path
2 - see mine
3 - see crack in wall


Force an encounter[edit]

You can change NumEvent to force a particular encounter

eg to force a tentacle scene 20% of the time

function DoWalkRuins(eventno:Number) : Boolean
{
        if (int(Math.random()*5) == 0) _root.NumEvent = -1;
        return false;
}

eg to force a faerie meeting

function DoWalkFarm(eventno:Number) : Boolean
{
        if (_root.CheckBitFlag2(32)) _root.NumEvent = 7;
        return false;
}


After the Walk is Done[edit]

AfterWalk
function AfterWalk(place:Number)

called after a walk event, for instance to add text or add prompts to the encoutner place as for TakeWalk except

0 = visited your house
-1000 = visited custom house

Check _root.OldNumEvent for the exact event, see locations above (eg Farm, 7 is faerie rescue)

_root.NumEvent may differ to this if yes/no question is asked or other buttons have changed


________________________________________________________________


Meeting People when walking[edit]

When walking and it notes you meet say a Nun there are specific functions you can override to customise those meetings.
Not all people have an override function.


MeetNun
function MeetNun(Description:String) : Boolean
Description - standard text intro for the meeting

return true to disable the standard meeting

Called when she meets a nun when walking, use this and return true to totally customise the meeting


AfterMeetNun
function AfterMeetNun(Description:String, meet:Number)
Description - standard text intro for the meeting
meet - the actual meeting that happened
0 = Angel's Tear/Torun's Chalice given
1 = Demonic Pendant given
2 = given scripture to read
3 = pray/angelic vision
-1 = nun busy praying morality 20-/or standard text

Called after meeting a nun when walking, normally use this to still have the standard meeting and effects, but to replace/personalise the text


MeetSleazyBarOwner
function MeetSleazyBarOwner(meet:Number) : Boolean

meet

0 - if Nymphomania < 50 complineted, otherwise blowjob and pill given
1 - give bra or compliment

Called when she meets a sleazy bar owner when walking
return true to disable the standard meeting


AfterMeetSleazyBarOwner
function AfterMeetSleazyBarOwner(meet:Number)

meet

0 = complimented
0.1 = gives blowjob to dickgirl sleazy bar owner, pill given
0.2 = gives blowjob to male sleazy bar owner, pill given
1 = complimented
2 = given demonic bra

Called after meeting a sleazy bar owner when walking, normally use this the still have the standard meeting and effects, but to replace/personalise the text


AfterMeetBountyHunter
function AfterMeetBountyHunter(place:Number, meet:Number)

place

6 = docks

meet

stage of progression of friendship, 1-6

Note place is a bit redundant and may be removed in future


AfterMeetMeetOddTeacher
function AfterMeetMeetOddTeacher(place:Number, meet:Number)

place

2 - lake
3 - town center
5 - palace

meet

0 - negotiate supply of 'Nymph's Tears' for Lady Farun
1 - pay price for supply
2 - generic meeting


MeetPuppyGirl
function MeetPuppyGirl() : Boolean
variable _root.PuppyGirlFlag (0-4) indicates state of meeting
return true to disable the standard meeting


AfterMeetPuppyGirl
function AfterMeetPuppyGirl()

variable _root.PuppyGirlFlag (0-4) indicates state of meeting


MeetIdol

Meet Meigura

function MeetIdol() : Boolean
variable _root.VarIdol (0-4) indicates state of meeting

return true to disable the standard meeting


AfterMeetIdol
function AfterMeetIdol()

variable _root.VarIdol (0-4) indicates state of meeting


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