Dev:SDK/Slave Girl - Plannings - Common

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SlaveMaker 3 SDK Planning Actions


Each morning and evening your Slave Maker plans what trainings are to be done. These are queued and then acted in order.

Morning and Evening are very similar except

Morning

- Starts 6am
- No Sex Acts , except Naked and Lend Her. All Schools are fine.
- When your Slave Maker is not supervising her/she can do personal training. The training is a little less effective than version 15 or earlier as you can do more of them

Evening

- Starts 6pm
- Sex acts are available and take 1 hour to do
- No Slave Maker Trainings
- Schools and some jobs are closed

There are some events and functions limited to each of these times

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Start of the Morning[edit]

When the morning starts and the list of acts shown the game will call

StartDay

function StartDay()

To add a specific action call

AddDayNightAction

function AddDayNightAction(actnum:Number)

see below for the values of actnum

You can call this repeatedly to add multiple actions


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Start of the Evening[edit]

When the evening starts and the list of acts shown the game will call

StartNight

function StartNight()

To add a specific action call AddDayNightAction as above


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Selecting Actions[edit]

When you click on a button to select an action the following function is called for your SlaveGirl

NewPlanningAction

function NewPlanningAction(type:Number, available:Boolean) : Boolean

return true to disable standard prompting

type

1 Nothing
2 Touch
3 Lick
4 Fuck
5 Blowjob
6 TitFuck
7 Anal
8 Masturbate
9 Dildo
10 Plug
11 Lesbian
12 Bondage
13 Naked
14 Master
15 GangBang
16 LendHer
17 Ponygirl
18 Spank
19 Threesome
20 69
21 Group/Orgy
23 Kiss
24 StripTease
25 CumBath
26 Custom Sex Act 1
27 Custom Sex Act 2
1001 - Chore Cooking
1002 - Chore Cleaning
1003 - Chore Exercise (always Slave Maker supervised if she is a Pony Girl)
1004 - Chore Discuss (always Slave Maker supervised)
1005 - Chore MakeUp (always Slave Maker supervised if she is a Pony Girl)
1006 - School Sciences
1007 - School Theology
1008 - School Tea Ceremony/Refinement School
1009 - School Dance
1010 - School XXX
1011 - Chore Expose
1012 - Job Restaurant
1013 - Job Acolyte
1014 - Job Bar
1015 - Job SleazyBar
1016 - Job Brothel
1017 - Break
1018 - Custom Job 1
1019 - Chore Read Book
1020 - Custom Job 2
1021 - Custom Job 3
1022 - Job Library
1023 - Job Onsen
1024 - Custom School 1
1025 - Custom School 2
1026 - Custom School 3
1027 - Custom Chore 1
1028 - Custom Chore 2
1029 - Custom Chore 3
1030 - Take a Walk
1031 - Cock Milking (Slave and Slave Maker)
1032 - Singing Lesson
2001 - Shop in the Stables (always Slave Maker Supervised)
2002 - Shop in the Tailor (always Slave Maker Supervised)
2003 - Shop in the Merchant's Shop (always Slave Maker Supervised)
2004 - Shop in the Salon (always Slave Maker Supervised)
2005 - Visit a person (always Slave Maker Supervised), _root.LendPerson is the person visited
2501 - Slave Maker Martial Training
2502 - Slave Maker Pray/Meditate
2503 - Slave Maker Relax in Bar
2504 - Slave Maker Attend Court
2505 - Slave Maker visit Slave Market
2506 - Slave Maker visit Armoury
2507 - Slave Maker visit Dealer
2508 - Slave Maker visit Item Salesman
2509 - Cock Milking (Slave Maker only)
2510 - Slave Maker Relax in Sleazy Bar


available

- true if the act is available (ie not crossed out)

Set the variable _root.ActionChoice to the action done. By default it is set to the value of type above

eg from Ranma

function NewPlanningAction(type:Number, available:Boolean) : Boolean
{
        if (type == 8) {
                _root.ServantSpeak("The tea ceremony will help her serve at the Royal Court.\rThis lesson costs 50GP.\r\rDo you want her to study that?");
                _root.ActionChoice = type;
                _root.NoEvent._visible = true;
                _root.YesEvent._visible = true;
                return true;
        }
        return false;
}
AfterNewPlanningAction

function AfterNewPlanningAction(type:Number, available:Boolean)

return true to disable standard prompting

type - as above

available - true if the act is available (ie not crossed out)

Called after DoActions is called and the standard message is displayed. It is NOT called if you return true from DoActions

Generally use this to modify the standard text, say adding a girls comment. If you add text call PositionQuestions and/or PositionYesNo to reposition the buttons

GetActCost

function GetActCost(type:Number) : Number

returns the price of a daytime action
SetActCost

function SetActCost(type:Number, acost:Number)

Sets the cost of a daytime action in GP
GetActDuration

function GetActCost(type:Number) : Number

returns the estimated time to do the act in hours
SetActDuration

function SetActCost(type:Number, acost:Number)

Sets the approximate time for the act in hours
DoNewPlanningYes

function DoNewPlanningYes()

Called when the Yes button is clicked for an action
_root.ActionChoice is the action being done


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When the Act is Done[edit]

1) First the game engine will call the Slave Girl function (optional)

DoPlanningAction

function DoPlanningAction(Action:Number) : Boolean

Action as above

return true to totally replace chore/job and do no standard effects


2) If this does not return true, the game engine will call a function for the slave girl when an act is done. The function should display the graphic and optionally any girl specific text.

Remember the variables

_root.Naked , true if she is naked
_root.Lesbian, true if she is in lesbian training
_root.Aroused, true if she is aroused
_root.Gender, your gender
_root.StandardDGText defaults to true, change to false to suppress standard text for spontaneous dickgirl changes, or general cock references
_root.StandardPlugText defaults to true if your slave is wearing an anal plug, change to false to suppress standard text for wearing an anal plug
_root.LastActionDone = the type of the action being done (see above, and some acts vary it)

Also remember there are local copies of

Naked
Lesbian
SlaveName
CurrentPath
MaxPath
Aroused

See SlaveGirl - Plannings - General Actions.rtf and SlaveGirl - Plannings - Sex Actions.rtf for the specific functions for acts


3) If an action is refused by your slave the game calls

ShowRefusedAction
Show your slave refusing to do an act

function ShowRefusedAction(Action:Number, slave:String, servant:String, Charisma:Number, Sensibility:Number, Refinement:Number, Intelligence:Number, Morality:Number, Constitution:Number, Cooking:Number, Cleaning:Number, Conversation:Number, BlowJob:Number, Fuck:Number, Temperament:Number, Nymphomania:Number, Obedience:Number, Libido:Number, Reputation:Number, Fatigue:Number, Joy:Number, Love:Number, Special:Number) : Boolean

Action - act to do
slave - standard refusal text for slave
servant - speech by your assistant
the rest are the stat changes for refusing to do the act

return true to disable standard effects, stat changes and text and do your own

Show your slave refusing to do an act


4) After the action is done the game will call

AfterActionDone

function AfterActionDone(act:Number)

act - see NewPlanningAction values

Called after all effects, graphics and text for the action is done, useful to append text, or prepend with AddTextToStart

Jobs have their own functions and generally use those functions but you can still use this function


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