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Foxtalestimes > Fox Tales Games > Rpg Maker Mv Vs. Rpg Maker Vx Ace


Posted by: CS_Fox Oct 25 2015, 12:48 PM
Heyo Everyone,

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NEW: http://www.foxtalestimes.com/ABDL_Pack.rar

Sooo as of 10/24/2015 the new RPG Maker MV is out. Being brand new, its not cheap, and on http://store.steampowered.com/app/363890/ it is $79.99 (currently on sale at 10% off, ~$71.99). Historically the engine will go down in price within a year, and if you just want to test out the engine without buying it, you can get a 30-day free trial copy http://www.rpgmakerweb.com/download/free-trials/trial-rpg-maker-mv. At the moment its expensive, but I think its worth the buy if you're serious about making an RPG with this toolset (it goes without saying that I am >.> or at least like to think I am.)

The company is doing some fun things, they've opened a http://www.rpgmaker-mv.com/plugin-manager-javascript/ and even hired Yanfly as one of the tutorial writers and plugin makers. For those not familiar with him, he made scripts for free for RPG Maker VX Ace. Tons of them. Its awesome to see he got a job from it. He made the combat script, the menu script, the save script and most of the added functionality I was using in Momsterous.



IMPORTANT THINGS TO KNOW ABOUT RPG MAKER MV:

-The new engine can natively support Windows/EXE, MacOSX/APP, Android/APK, iOS/IPA and HTML 5 for Web Browsers. This is a big improvement from just Windows with their RTP required.

-There's a built in search button for events, and built in debugging. This is huge for anyone who's game grows big enough.

-There is a third map layer now. This is also a big deal because it gives you a lot more freedom when making maps that you didn't have in previous versions. Example:

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-RPG Maker VX Ace projects CAN be converted into RPG Maker MV... BUT the game is now based on a higher resolution.

user posted image

This means that all of your sprites from RPG Maker VX Ace will need to be upscaled to be usable in RPG Maker MV. I've tried doing it with the stuff I made for Momsterous and it comes out a little wonky and doesn't look as good or as crisp when held up next to the new sprites - Example:

user posted image

The game does come with a much improved character generator. The character in the left above was made in it within 3 minutes. The sprites are actually rather good, but unfortunately since the game is so new, there's a limit to what outfits and choices are available. I trust in short time this will improve as free resources become available.

Posted by: SSJ5Cloufiroth Oct 25 2015, 01:09 PM
Thank you very much for the short review! I'd love to bring these games to mobile platforms, now that that's mostly what I play on anymore. The lack of change in graphic style turned me away, but if it's a higher resolution that would help. I may actually look into this now.

Do you know if projects can be transferred in from VX, or just VXAce?

Posted by: crayola ray Oct 25 2015, 01:19 PM
Again, thank you CS. I purchased VX Ace and have played with it a lot....but eventually just ran out of goals and its fallen by the wayside. I will definitely be taking a look at the demo and playing with it....and if I find something that keeps my attention....maybe I can make something for these forums myself.

Posted by: KatKatastrophe Oct 25 2015, 07:14 PM
As i had said in the other thread, and will re-state for the sake of it being here, the updated version of FF4 on the DS vs the classic 8-bit sprites is basically the same as the difference here, and would probably be a good example to look at, and i think it looks great.

Posted by: CS_Fox Oct 29 2015, 08:17 AM
Couple of update notes:

RPG Maker MV has a lot more tools for debugging and working on BIGGER games.

http://www.rpgmaker-mv.com/beginner-tutorial-how-to-play-testing-like-a-pro/

And... here's a plugin -

http://forums.rpgmakerweb.com/index.php?/topic/46693-rmmv-external-text/

Both have been SUPER helpful. The playtesting tutorial helps you get errors out of the way, and the external text exports all the game dialogue out to a text file that you can then modify, check, edit... basically it makes proof-reading and script checking a breeze. Did I messpell a werd? Ctrl+F boom fixed.

Posted by: tromedlov87 Oct 29 2015, 10:02 AM
Sounds like MV has some pretty awesome features in it. Thanks for the rundown on some of this stuff, CS. I don't think I'll be getting it anytime soon, though, unless it goes on a decent sale. I've always thought the RPG Makers were too expensive, at least until they go on a good steam sale/humble sale or something.

Posted by: CS_Fox Oct 29 2015, 07:47 PM
http://www.foxtalestimes.com/ABDL_Pack.rar
www.foxtalestimes.com/ABDL_Pack.rar

I've finished a tileset pack for ABDL games. Has all the stuff from the old pack, and more, upscaled to the new resolution of RPG Maker MV.

If you want to use these in VX Ace, you'll need to scale everything down to 75% of the original.

Posted by: XenonVoid Oct 30 2015, 07:30 PM
I've got extra money to blow for once after selling something on eBay, so I'll probably get this or VX Ace on Monday. Right now I'm at an anime convention out of state with family, so I want to wait until I get home in order to buy one.

My question is: as a total novice coder who's only coded a few simple things before under supervision of others, should I go for VX Ace or MV? The promise of being able to make games for iPhone is a major draw for me as an IOS user who doesn't always have his laptop with him, but I'd like to know which one would be easier overall to code in before making my decision. I have no doubt that I'd pick it up quickly, I've always been an incredibly fast learner with everything I do, but I would also prefer to use the easier version to make the "figuring it out" phase as fast as possible.

Posted by: SSJ5Cloufiroth Oct 30 2015, 08:14 PM
For the most part, RPG Maker doesn't require a lot of actual coding to make a great game. If you're really fancy, you can use simple branches or loops using only the default event handlers, switches, and variables. If you genuinely want to learn to script things, I would suggest MV. As much as I like Ruby, RGSS(3)(What VX uses) is a very narrowly applicable variant of an already somewhat uncommon language. If you learn JavaScript(What MV uses(?)), it will more likely help you out a little more down the line.

Posted by: Dathias Oct 30 2015, 09:09 PM
The Javascript implementation in RPGMaker MV isn't very well documented. It is much harder to navigate the Code in this version than most. You're better off using an external code editor.

Posted by: XenonVoid Nov 1 2015, 03:48 PM
I have a rather difficult question. I've never seen it done before, but I thought I'd ask anyway, since I'll be home and purchasing RPGmaker MV in a couple hours.

Is it possible to have a weapon that levels up with the character in MV? As in, when the character levels up, the equipped weapon gets stronger by a percentage or fixed rate as well?

I ask because I have a game idea in mind where the main character gets a legendary sword right off the bat (first dungeon, anyway), but the sword itself is only as strong as the wielder. That way it isn't too overpowered, considering the characters are still at the start of the game's plot, not the end.

EDIT: another possibility I'd be okay with is if I could get the weapon itself to gain EXP separately from the player, but at the same rate. But I'm not sure if that option is any more possible than option one, so I dunno which one is more worth asking. I'd probably have seven separate weapons in this game that could do this, for anyone who's wondering.

Posted by: XenonVoid Nov 1 2015, 08:27 PM
Got MV about an hour ago, and I've created a few characters and messed around with the first map.

I have one question... where do you find door tiles? I looked all over and couldn't find any, but I'm probably doing something wrong.

Posted by: CS_Fox Nov 2 2015, 01:24 PM
First, found a master script call list for RPG Maker MV:

https://docs.google.com/spreadsheets/d/1-Oa0cRGpjC8L5JO8vdMwOaYMKO75dtfKDOetnvh7OHs/edit#gid=0

https://docs.google.com/spreadsheets/d/1-Oa0cRGpjC8L5JO8vdMwOaYMKO75dtfKDOetnvh7OHs/edit#gid=0

XenonVoid:

In the ABDL resource pack I posted above there are some doors. They fit into the character folder. The easiest way to add a door to your project is to go to the event layer of a map, right click and there's a simple 'add door' event you can generate. Double click the event to open it up and then in the graphic area you can set it to any one of the doors you want, if you've imported the ones I posted above you should be able to find them as a choice. The auto created event is usually just a 'move player part to location X,Y' play door sound, and rotate sprite to simulate the opening and closing of the door.

On your other question, there's a few ways to make a weapon level up with the player. For your first method you would make a common event that checks player level. Sooo conditional branch, is player level 1? Then weapon = level 1. Is player level 2? Then weapon = level 2. You would then make multiple weapons in the item list to show the stats you'd want for it at each level.

The other way you could make it happen would be one that's a little more dynamic. You'd make a variable that would represent the weapon's experience and you'd modify each battle win to give a set amount of that variable experience along character experience. You could then change the formula for how damage is calculated, so instead of just 'sword does 10 damage' you could set it at 'sword does 10 damage + % weapon experience' and you'd get a dynamically changing number based on the strength of the weapon.

Posted by: CS_Fox Nov 2 2015, 01:35 PM
Quick question.... a while back KatelynG offered an ABDL toolkit here: http://z13.invisionfree.com/foxtalestimes/index.php?showtopic=495

Would anyone like it if I made a new one for RPG Maker MV with the new resource pack I've compiled? I could add in a simple potty script and annotate how it works.

Posted by: XenonVoid Nov 2 2015, 03:30 PM
QUOTE (CS_Fox @ Nov 2 2015, 01:24 PM)
First, found a master script call list for RPG Maker MV:

https://docs.google.com/spreadsheets/d/1-Oa0cRGpjC8L5JO8vdMwOaYMKO75dtfKDOetnvh7OHs/edit#gid=0

https://docs.google.com/spreadsheets/d/1-Oa0cRGpjC8L5JO8vdMwOaYMKO75dtfKDOetnvh7OHs/edit#gid=0

XenonVoid:

In the ABDL resource pack I posted above there are some doors. They fit into the character folder. The easiest way to add a door to your project is to go to the event layer of a map, right click and there's a simple 'add door' event you can generate. Double click the event to open it up and then in the graphic area you can set it to any one of the doors you want, if you've imported the ones I posted above you should be able to find them as a choice. The auto created event is usually just a 'move player part to location X,Y' play door sound, and rotate sprite to simulate the opening and closing of the door.

On your other question, there's a few ways to make a weapon level up with the player. For your first method you would make a common event that checks player level. Sooo conditional branch, is player level 1? Then weapon = level 1. Is player level 2? Then weapon = level 2. You would then make multiple weapons in the item list to show the stats you'd want for it at each level.

The other way you could make it happen would be one that's a little more dynamic. You'd make a variable that would represent the weapon's experience and you'd modify each battle win to give a set amount of that variable experience along character experience. You could then change the formula for how damage is calculated, so instead of just 'sword does 10 damage' you could set it at 'sword does 10 damage + % weapon experience' and you'd get a dynamically changing number based on the strength of the weapon.

Actually, I figured out how to create doors about a half hour after I asked, through looking at a tutorial on YouTube. Thanks for telling me how to change the graphics, though; I think I'll fiddle around with that next.

As for the growing weapon thing, I think I'll go with the second one. Now to figure out how to do that... hmm...

Also, in regards to the toolkit with possible potty script... yes! I personally would be very grateful for something like that!

Posted by: XenonVoid Nov 3 2015, 01:23 AM
A question: how do I set up a common event to check the player's level? I decided to go with that version, but only have a new weapon every five or so levels.

So I need help (possibly step by step guidelines) setting up a common event to check the player's level, specifically one that would check whether it's in a specific range.

Posted by: CS_Fox Nov 3 2015, 10:05 AM
QUOTE (XenonVoid @ Nov 3 2015, 01:23 AM)
A question: how do I set up a common event to check the player's level? I decided to go with that version, but only have a new weapon every five or so levels.

So I need help (possibly step by step guidelines) setting up a common event to check the player's level, specifically one that would check whether it's in a specific range.

Okay this is going to be very basic to get you started. Some of this is how potty systems work, so its a good intro.

First a common event is an event run in the database that can be accessed from any map or point in the game (even in battles).

To get to common events: Tools > Database > Common Events

Make a new common event, give it a name, whatever name you want since its only for your reference. I name mine by character, variable and a few other things to keep track when I start getting like 400 common events.

Add a conditional branch. Set the conditional branch to Variable, and then make a new variable (just name it, like Sword EXP or something). Then change the parameter to less then or equal too... and then set a number (like say 99). Click 'include ELSE' then click okay. This makes an IF THEN statement, right now, it says IF SWORD EXP is 99 or less, then _____ and if not, then _____. Now you fill in those _____.

This will be the level 1 part, so you can actually leave the first part _____ blank, as you don't want it to change your weapon from level 1 till they've hit level 2. So you'd make another event inside the ELSE portion just like the first, but now make it 199 or less. This means that when the event start it looks at SWORD EXP and says 'is this less then 99? Yes? Then I don't need to do anything. Is it more then 99? But not more then 199? Then we'll move on to level 2!

Sooo for the IF the SWORD EXP is more then 100, add 'Change Weapon' and choose a sword (in this case you'll need to make a copy of your LEVEL 1 sword in your item list, so for all intents and purposes, you'll have multiple swords named the same but with leveled up stats). So Change Weapon, and choose the level 2 sword, and increase the number by 1. Then change equipment, change to the Level 2 sword, then change weapon level 1 sword decrease by 1. Sooo this would give you a new sword, equip it, and then remove the old sword, without the player noticing.

That's basically it. The only thing beyond this would be how to increase SWORD EXP and trigger the event. I'd personally do it after battle. So at the end of a battle just add the line "call common event:" and whatever you named this common event. It would check sword exp and replace your sword if needed after every battle. You could set new levels by just making high brackets on the conditional branch to like 299, 399, 499, and creating new items to match.

You can add sword experience after each battle by just doing a control variable: SWORD EXP + whatever number.

Again this is all just a rough overview, but that's how I'd do it.

Posted by: XenonVoid Nov 3 2015, 04:24 PM
How would I add an event specifically after a battle? I can't seem to figure out how to do that. And specifically, how to do it only after the sword gets equipped?

Posted by: XenonVoid Nov 3 2015, 08:35 PM
Just did something similar, but also kind of different. I set up two common events with parallel triggers.

Basically, I set up the conditional branches just like you said, but I made the sword EXP variable much lower, with the first part being less than or equal to 5, and the second part being less than or equal to 11. Then I set up a third part for less than or equal to 18, for the sword's third form. I set up the change weapons and change equipment commands just like you said.

Then, I set up another common event to control the sword EXP variable. I set it to equal the level of Sept, the main character.

So, would this work? I'm pretty sure it would, but I wanted to check before doing the same thing with another sword.

EDIT: also, I need help figuring out how to make a boss that looks like the main character. I haven't been able to find any useful results around the web, so I figured I'd ask here.

EDIT EDIT: I actually figured out that last part. The sprite still has a white background, however.

Posted by: XenonVoid Nov 4 2015, 02:40 AM
Hey, CS... I don't mean to rush you, since I know you have less free time than I do, but... will that ABDL toolkit be coming out anytime soon? If you decided to make it, I mean. See, I'm almost done with the demo of my game (just a few small details left to put in, really), and I'll probably end up waiting on the toolkit so I can incorporate a potty script if it doesn't come out in the next few days.

Sorry if it seems like I'm rushing you, I promise it's not my intention.

Posted by: CS_Fox Nov 4 2015, 07:38 AM
QUOTE (XenonVoid @ Nov 4 2015, 02:40 AM)
Hey, CS... I don't mean to rush you, since I know you have less free time than I do, but... will that ABDL toolkit be coming out anytime soon? If you decided to make it, I mean. See, I'm almost done with the demo of my game (just a few small details left to put in, really), and I'll probably end up waiting on the toolkit so I can incorporate a potty script if it doesn't come out in the next few days.

Sorry if it seems like I'm rushing you, I promise it's not my intention.

I'm working on it now, but I have to travel tomorrow and won't be back till Sunday, so I'm not sure how long it will take me to finish. I've also been tinkering with a few other proof of concept things I've wanted to mess about with (as usual) so it'll probably be more then just the potty script.

Posted by: XenonVoid Nov 4 2015, 04:56 PM
Then, if I may ask, would you mind pointing me in the direction of a potty script/system that would work for MV, if there is one? And if there isn't one, would you mind giving me instructions on how to set one up? My demo is literally done with at this point other than setting up/implementing a potty script/system and incorporating toilets.

Posted by: KatelynG Nov 5 2015, 01:17 AM
QUOTE (XenonVoid @ Nov 4 2015, 04:56 PM)
Then, if I may ask, would you mind pointing me in the direction of a potty script/system that would work for MV, if there is one? And if there isn't one, would you mind giving me instructions on how to set one up? My demo is literally done with at this point other than setting up/implementing a potty script/system and incorporating toilets.

I'd happily convert mine, but that would require me to buy MV. Not sure if the existing project file for my stuff would help.

Posted by: XenonVoid Nov 5 2015, 01:34 AM
QUOTE (KatelynG @ Nov 5 2015, 01:17 AM)
QUOTE (XenonVoid @ Nov 4 2015, 04:56 PM)
Then, if I may ask, would you mind pointing me in the direction of a potty script/system that would work for MV, if there is one? And if there isn't one, would you mind giving me instructions on how to set one up? My demo is literally done with at this point other than setting up/implementing a potty script/system and incorporating toilets.

I'd happily convert mine, but that would require me to buy MV. Not sure if the existing project file for my stuff would help.

Actually, maybe not. The creation of plugins for MV is done in Javascript, separate from the engine itself. So if you know how (and have the necessary software) to convert the code in the current version into Javascript, then you could effectively create plugins for MV without actually having to buy it.

And while I have your attention, do you know how to edit the text below the topic title in topics you've created? I said my demo wouldn't be out for a month, but I grossly overestimated the time it would take if I worked on it ten hours a day. The demo is literally just waiting on a potty script, and I'll be able to release it.

Posted by: CS_Fox Nov 5 2015, 09:37 AM
Should have a basic potty script out this weekend. I got a little carried away and also made a character and sprite creator in game... >.>

Posted by: XenonVoid Nov 5 2015, 06:55 PM
QUOTE (CS_Fox @ Nov 5 2015, 09:37 AM)
Should have a basic potty script out this weekend. I got a little carried away and also made a character and sprite creator in game... >.>

Okay. Does weekend mean Friday night, sometime Saturday, or sometime Sunday?

Anyway, I think I'll start working on the second demo of my game while I wait.

EDIT: Also, how do you change the text right below the topic title? I can't figure out how to do it.

Posted by: XenonVoid Nov 6 2015, 06:20 AM
I'm pleased to announce that I actually created my own potty system for MV! I did it using two common events, one for the potty events and variable requirements, and another to set the variable (named potty level) to increase every 60 frames, or every second.

So yeah, I actually pulled it off. This one actually works, too - I tested it myself for about an hour to fine tune everything.

So I guess this means I don't need the potty script after all... but when you release it, if it's better than mine, I'll probably switch mine out for yours.

Posted by: CS_Fox Nov 6 2015, 05:40 PM
user posted image

I got a little carried away... and since your patience is short, I'm posting what I have done, although its not finished. I'll try and update it and have more done soon, but I can't make anything small or basic and can't help the need to make it complex.

This has 6 plugins built into it. Three for timers by the scripter Orange (so that the timer is hidden), and three from Yanfly which do things like add Dynamic message boxes and lock certain equipment (like preventing your underwear from being removed).

I made two things of note.. first, there's a 'make your own character' option. You can choose male/female, one of three skin colors, and one of three hair colors. It even stores your name and picture. This still needs a little work since right now it just stays with one face and doesn't dynamically switch to other faces for different emotions (like surprise and shock) when you're having accidents. The event is on the doll in the nursery if anyone wants to look.

Second, the potty script basics are there. Check the common events. I've only finished guys right now and only for wetting. You can click the tamberine in the nursery to increase your need to pee by 5 and to see what the current need is. I left comments in the common events to explain what's happening. If you want a complete script, you'll have to wait till I finish it or use what I started and fill in the rest.

Things I did't add but need too:

-Girls accident script.
-A negative effect for each accident (potty ability goes down).
-A value for each underwear type (panties can hold 20wet, while a diaper can hold 90. Go over the value = leak).
-Leaks = Puddle on the ground.
-A skill to feel if you need to go to potty.
-A skill to just let it go.
-A skill to check underwear.
-A toilet / training potty you can use to decrease your need to go.
-A positive effect for successfully using the potty (potty ability goes up).
-Being able to change your underwear to something other then diaper at the dresser.
-An NPC who periodically checks your pants or invites you to try going potty in the bathroom.
-Crinkle noise when you walk and your diapered.

http://www.foxtalestimes.com/ABDL_Toolset_MV.rar

The current version of the momsterous script is like this, but more complex and specifically for Mira (as in her faces, vocal patterns and emotions). It includes another variable (WetHold, MessHold) that makes it so not only does she have a stat on how well she can tell she needs to go she has a stat on how well she can hold it. And it also includes varieties of different 'accident' texts so its not just always 'Mira wet her diaper'. And it also offers the option to give up on trying to hold it if you need to go.

Another thing not in this toolset demo is my Momsterous Sprites. I have sprites of Mira doing a potty dance, or suddenly having an accident and her dress gets wet, or getting changed lying on the changing table or mat. Pics of her on the toilet or potty. Etc etc.

Posted by: XenonVoid Nov 7 2015, 12:57 AM
Yeah... I think my first update to my demo, which will be in a few weeks, is definitely going to include this instead of my own script. This is just looking way too good. Mine is child's play compared to this. Admittedly, I am still a total newb with RPG Maker.

Posted by: CS_Fox Nov 10 2015, 03:23 PM
Group question...

What assets would you like to see in the new sprite generator? The biggest thing about the new generator is that it builds everything at once, a face sprite, a walking sprite and a battler sprite. This also means that each outfit requires roughly 57 frames to fill out properly.

What sort of outfits and things would work well for an ABDL game?

Overalls? (Normal or puffy midsection.)
Short dress with diaper peaking out?
T-shirt and diapers?
One piece footed sleeper?
Accessory pacifier?

Any other clothing? I know some pixel artists and I don't mind commissioning some of this stuff, especially if its for group use. I'm just trying to think what would go well in the sprite generator.

Posted by: pembroke Nov 10 2015, 05:05 PM
something I have noticed a lack of is one piece bathing suits on these sprites, I know it isnt dl related or anything, but I am kinda curious if no stock sprite pack has them

I dont have rpg maker, wish I did, I would love to look in to these things.

Posted by: XenonVoid Nov 10 2015, 05:51 PM
QUOTE (CS_Fox @ Nov 10 2015, 03:23 PM)
Group question...

What assets would you like to see in the new sprite generator? The biggest thing about the new generator is that it builds everything at once, a face sprite, a walking sprite and a battler sprite. This also means that each outfit requires roughly 57 frames to fill out properly.

What sort of outfits and things would work well for an ABDL game?

Overalls? (Normal or puffy midsection.)
Short dress with diaper peaking out?
T-shirt and diapers?
One piece footed sleeper?
Accessory pacifier?

Any other clothing? I know some pixel artists and I don't mind commissioning some of this stuff, especially if its for group use. I'm just trying to think what would go well in the sprite generator.

This is mainly for my own game, but... armor. Lots of it. I mean, like, six or seven sets of armor, varying types, but each one a different color.

I need white plate armor, black/purple plate armor, silver lightweight-looking armor, brown heavy armor, blue heavy armor, light green lightweight-looking armor, and red lightweight-looking armor.

I can't really say why without giving major plot spoilers, but that's the kind of stuff I need in the sprite generator.

And I know I'm not really being helpful because my suggestions are mainly for my own game, not just any game, but I still thought I'd share.

Posted by: mato Nov 10 2015, 08:12 PM
I think gym clothes would be cute, and maybe a school uniform with a diaper sticking out a little bit from the bottom

and my last idea is maybe a few different types of diapers

Posted by: pembroke Nov 10 2015, 09:44 PM
QUOTE (mato @ Nov 10 2015, 08:12 PM)
I think gym clothes would be cute, and maybe a school uniform with a diaper sticking out a little bit from the bottom

and my last idea is maybe a few different types of diapers

to expand on that, there's a distinct lack of "poof" dangit. There needs to be poof options XD

Posted by: DiaperedChristy Nov 10 2015, 10:53 PM
QUOTE (CS_Fox @ Nov 10 2015, 03:23 PM)
Group question...

What assets would you like to see in the new sprite generator? The biggest thing about the new generator is that it builds everything at once, a face sprite, a walking sprite and a battler sprite. This also means that each outfit requires roughly 57 frames to fill out properly.

What sort of outfits and things would work well for an ABDL game?

Overalls? (Normal or puffy midsection.)
Short dress with diaper peaking out?
T-shirt and diapers?
One piece footed sleeper?
Accessory pacifier?

Any other clothing? I know some pixel artists and I don't mind commissioning some of this stuff, especially if its for group use. I'm just trying to think what would go well in the sprite generator.

I think you hit a lot of the big ones there. Some additions from my personal taste would be maybe shortalls alongside the overalls (so just shorter legs, if that's possible to really differentiate) and a onesie. Would also agree with the above suggestion for different types of diapers, even if it's only so far as a printed variant just to further go into the ABDL theme a bit.

Regardless, it's awesome to see these kinds of assets and such being looked at. I know stuff like sprite work was one of my biggest walls when I was looking into making a game as I'm horrible with the art aspect, so having a base to start from like this would be great. I don't know if I'll end up getting MV but I'm sure it'd help others in that way as well so it's a great thing to see.

Posted by: pembroke Nov 11 2015, 01:18 PM
Im just so excited for the new possibilities this brings. I can't wait to see some of the resulting projects!

Posted by: XenonVoid Nov 12 2015, 01:00 AM
By the way, I thought I'd check on the progress of the potty script, specifically the one for girls. I've been writing the plot of my game in my head, but I figured it's been a good several days, so I may as well check. Sorry if it still seems like I'm rushing you, I admittedly have a hard time with showing patience.

Posted by: martin Nov 12 2015, 05:41 AM
QUOTE (XenonVoid @ Nov 12 2015, 01:00 AM)
By the way, I thought I'd check on the progress of the potty script, specifically the one for girls. I've been writing the plot of my game in my head, but I figured it's been a good several days, so I may as well check. Sorry if it still seems like I'm rushing you, I admittedly have a hard time with showing patience.

I was bored and have been playing around with the js plugins options provided (btw takes a while to find all the info needed to start one of them) and have a good foundation of one (gender-neutral). It's missing the actual events/logic atm but it's a good start.

Mainly functions using the plugin commands and the timing is reliable. Let me know if you want my work in progress but it still needs at least a day's work.

Posted by: martin Nov 12 2015, 08:55 PM
QUOTE (martin @ Nov 12 2015, 05:41 AM)
QUOTE (XenonVoid @ Nov 12 2015, 01:00 AM)
By the way, I thought I'd check on the progress of the potty script, specifically the one for girls. I've been writing the plot of my game in my head, but I figured it's been a good several days, so I may as well check. Sorry if it still seems like I'm rushing you, I admittedly have a hard time with showing patience.

I was bored and have been playing around with the js plugins options provided (btw takes a while to find all the info needed to start one of them) and have a good foundation of one (gender-neutral). It's missing the actual events/logic atm but it's a good start.

Mainly functions using the plugin commands and the timing is reliable. Let me know if you want my work in progress but it still needs at least a day's work.

state as of this evening is a bit further, certainly not done yet. I'll let the plugin jsdoc header explain what there is now but basically:
  • Bladder and bowel are tracked.
  • Underwear state is tracked.
  • Notifications that you have to go to the bathroom appear based on how well you are potty trained and semi-random
  • Accidents happen
  • Armor items are changed depending on underwear type, state and gender.
  • All parameters are tweakable (but probably not intuitive)
  • States are preserved across saves

Todo:
  • Changing gender currently breaks the armor swap system
  • Refine the messages, current system tracks the state but doesn't tell the player much
  • leaks

Let me know if people are interested:
If you are inclined to read the jsdoc header it's here and contains first the parameters, then some explanation and finally all currently available commands:


CODE
//===============================================================================
/*:
* @plugindesc Potty System
* @author Martin
*
* @param defaultWear
* @desc What you start out wearing:
* 0 = Undies, 1 = pullups, 2 = diapers
* @default 0
*
* @param wetSwitch
* @desc Switch that is kept up to date with the current wetness
* state, 0 is off.
* @default 0
*
* @param messySwitch
* @desc Switch that is kept up to date with the current messyness
* state, 0 is off.
* @default 0
*
* @param underwearVar
* @desc Var that is kept up to date with the current underwear
* type, 0 is off.
* @default 0
*
* @param timer
* @desc How often the main loops needs to be repeated. Seconds
* between loops.
* @default 10
*
* @param startRunning
* @desc Start the game with the timer runnung
* @default true
*
* @param holdW
* @desc how much pee can be held by default. Will only be used at
* the start of the game after that use commands to change it
* @default 200
*
* @param holdM
* @desc how much poop can be held by default. Will only be used at
* the start of the game after that use commands to change it
* @default 300
*
* @param trainW
* @desc How well the player can hold their pee. 0-100
* @default 40
*
* @param trainM
* @desc How well the player can hold their poop. 0-100
* @default 40
*
* @param wetInc
* @desc how much max (random number between 0 and this number) to
* add each loop to the need to pee.
* @default 15
*
* @param messInc
* @desc how much max (random number between 0 and this number) to
* add each loop to the need to poop.
* @default 15
*
* @param equimentId
* @desc Number of the first underwear (Clean Undies) See help.
* @default 0
*
* @param idOffsetFemale
* @desc Offset for the first female armor items from the default
* equipment id.
* @defalut 0
*
* @param idOffsetGeneric
* @desc Offset for the first generic armor items from the default
* equipment id.
* @default 0
*
* @param underwearSlot
* @desc Number of the underwear slot, found in Database->Types
* ->Equipment Types, if it doesn't exist create one.
* @default 5
*
* @param defaultGender
* @desc Default gender used unless set elsewhere via commands.
* 0 = male, 1 = female, 2 = generic
* @default 0
*
* @help
* Autorun Event:
*
* Every map a player can load on and the first map loaded in a game must have
* an event with the plugin command 'PottySystem autorun' which is set to
* autorun and priority above players. The plugin will deal with the event to
* prevent the game locking.
*
* Equipment:
*
* This plugin can swap out armor to indicate the type of underwear and
* status currently appropriate. If so you will have to provide the appropriate
* armor items equipment slot (defaulted to the values needed from the demo).
* Also you will have to change what is being worn using this script rather than
* the default rpg-maker commands as otherwise the plugin won't know.
*
* The order of items is: Undies - Pullups - Diapers and within each item the
* order is: clean - Wet - Messy - Wet and Messy.
*
* Also it is possible to set diffent equipment slots for different genders.
* Those start by defalut at 0 which means they will use the same items. If you
* want to change this change it how much higher the itemid is. (if you add them
* right after eachother it will be 12 and 24, they are set this way in the demo)
*  
* Commands:
*
* PottySystem is case sensitive but the rest of the command isn't.
*
* <> is mandatory input
* [] is optional input
*
* PottySystem autorun
* Makes sure the PottySystem runs, needs to be called at least once after
* starting and each savegame load. (Easiest way to do that is add an event
* as described above.)
*
* PottySystem start
* Starts the main loop at the set time interval.
*
* PottySystem stop
* Stops the main loop. All commands will still work but bladder won't fill, it
* won't trigger automaticlly feeling the need to go and having accidents.
*
* PottySystem wet
* manually triggers wetting event;
*
* PottySystem mess
* Manually triggers messing event
*
* PottySystem setWear <type>
* Set current type of underwear:
* 0 = undies, 1 = pullups, 2 = diapers
*
* PottySystem setNeedWet <need>
* Set or change the current need to pee.
* To set enter a number, to change use + or - as the first character.
*
* PottySystem setNeedMess <need>
* Set or change the current need to poop.
* To set enter a number, to change use + or - as the first character.
*
* PottySystem setWet [boolean]
* Change the current state of the underwear to be or no longer be wet
* If no value is provided true is assumed. valid values: true,false,0,1
*
* PottySystem setMessy [boolean]
* Change the current state of the underwear to be or no longer be messy
* If no value is provided true is assumed. valid values: true,false,0,1
*
* PottySystem setClean
* Change the current state of the underwear to be clean (not wet ond not messy)
*
* PottySystem isWet <switch>
* Sets the provided switch number to the current wetness state.
*
* PottySystem isMessy <switch>
* Sets the provided switch number to the current messyness state.
*/
//===============================================================================

Posted by: XenonVoid Nov 12 2015, 09:00 PM
@martin: I'm interested in this for sure, though if you could make it specifically for girls, I'd really appreciate it. I'm not a fan of male ABDL, honestly, and I'd prefer not to have that in my game.

Posted by: martin Nov 13 2015, 04:59 AM
QUOTE (XenonVoid @ Nov 12 2015, 09:00 PM)
@martin: I'm interested in this for sure, though if you could make it specifically for girls, I'd really appreciate it. I'm not a fan of male ABDL, honestly, and I'd prefer not to have that in my game.

I think you are misunderstanding me when I say gender can be set and changed. What I mean is you, the creator of the game, can set and change the gender used (only affects what armor slots to use and what pronouns to use in the messages). The only way for players to change the gender would be if you, the creator, specifically put in events that changed it for them.

To "disable" this all that has to be set is defaultGender to 1 and equipmentId to the first number of the first equipment you want to use (It says male but if you are using only one set which it does by default then this doesn't matter). This means all players start out being set as female, will use the 1 and only set of armor equipment that you provide, it uses female pronouns and players can't set it otherwise.

Question, having a bit more of a look around (this will show just how little I do with rpgmaker) I see there are states, would it be useful for me to set those regarding wet/messy and if so should it have 2 states wet and messy where both can be on or off depending (clean is neither, wet AND messy is both and either is the corresponding one) OR 4 states (clean, wet, messy, both). I could do it generically and put it in the options but it's already too complicated due to making it generic. (obviously you will have the option not to use it and not provide the states in the database).

Posted by: XenonVoid Nov 13 2015, 05:08 AM
QUOTE (martin @ Nov 13 2015, 04:59 AM)
I think you are misunderstanding me when I say gender can be set and changed. What I mean is you, the creator of the game, can set and change the gender used (only affects what armor slots to use and what pronouns to use in the messages). The only way for players to change the gender would be if you, the creator, specifically put in events that changed it for them.

To "disable" this all that has to be set is defaultGender to 1 and equipmentId to the first number of the first equipment you want to use (It says male but if you are using only one set which it does by default then this doesn't matter). This means all players start out being set as female, will use the 1 and only set of armor equipment that you provide, it uses female pronouns and players can't set it otherwise.

Question, having a bit more of a look around (this will show just how little I do with rpgmaker) I see there are states, would it be useful for me to set those regarding wet/messy and if so should it have 2 states wet and messy where both can be on or off depending (clean is neither, wet AND messy is both and either is the corresponding one) OR 4 states (clean, wet, messy, both). I could do it generically and put it in the options but it's already too complicated due to making it generic. (obviously you will have the option not to use it and not provide the states in the database).

Well, that's pretty much over my head. I think I get it enough to be able to use it, but... wow, it's really hitting me just how much of a total newb I am with this whole field.

As for the states, I'd think having four states might be better, because it seems more specific. But don't take what I say as legitimate advice, I'm a total newb at all this.

My opinion of my expertise level aside, if you have a download link, that'd be nice. I'm definitely liking what I've seen so far.

Posted by: martin Nov 13 2015, 05:29 AM
QUOTE (XenonVoid @ Nov 13 2015, 05:08 AM)
My opinion of my expertise level aside, if you have a download link, that'd be nice. I'm definitely liking what I've seen so far.

I will probably this evening (morning here now), what I have now works... mostly... but needs some more polishing to avoid confusion from people who can't read through the code and figure out why it's doing something weird. (step one was that long documentation which shows up in the plugin screen in rpgmaker)

But if this makes things more clear in the mean time:

Plugin have parameters, basically settings, just like any other system. To make it generic and usable for as many people. One of the settings is equipmentId, which is the number in your database-> armors where the underwear equipment starts. if you keep the other equipment setting default it will use the same set for any gender. Another setting is defaultGender which sets the gender at the start of a new game.

The way you interact with the plugin in events is using "plugin commands" (tab 3 in when making a new line in an event) these are small 1 line commands as listed in the documentation and i'll try to improve that for example "PottySystem wet" will the user to wet themselves. In rpgmaker you will be able to see a list of these commands in plugin->PottySystem->help.

When I put it up I'll add the testing environment I've been using and add some examples which might make things more clear.

Thanks for highlighting the fact that I really need to make it more user friendly.

Posted by: martin Nov 13 2015, 06:24 AM
If you want it now it's here: https://raw.githubusercontent.com/mar-tin/rpgmaker-bathroomscript/master/PottySystem.js

This link will always contain the newest available version.

Posted by: lunarrush Nov 13 2015, 07:58 AM
Hey there martin, just thought I'd let you know that I got a bit of an error when trying to call the plugin. I have an autorun event in my current map that runs once at game start and when I tried to make it work it gave me the following error:
"PottySytem autorun is an unknown command"

In addition, I tried loading the console and got a verbose statement stating that it loaded with a line item referenced: PottySystem.js: 763 and then a separate log stating: 1, with PottySystem.js:443 referenced. I have not modified the script yet though I do intend to do so to add in a 4th type of underwear eventually. I'm not sure what the problem could be but I hope this helps to find it :)

Posted by: martin Nov 13 2015, 10:15 AM
QUOTE (lunarrush @ Nov 13 2015, 07:58 AM)
Hey there martin, just thought I'd let you know that I got a bit of an error when trying to call the plugin. I have an autorun event in my current map that runs once at game start and when I tried to make it work it gave me the following error:
"PottySytem autorun is an unknown command"

In addition, I tried loading the console and got a verbose statement stating that it loaded with a line item referenced: PottySystem.js: 763 and then a separate log stating: 1, with PottySystem.js:443 referenced. I have not modified the script yet though I do intend to do so to add in a 4th type of underwear eventually. I'm not sure what the problem could be but I hope this helps to find it :)

Correct, the autorun command was removed as I found a way to automatically do that without needing the events on each map.

The console statements are still there while I'm making stuff work in this case 443 is the linenumber and it's just telling me what about the changing underwear type (1 being wet underwear but that's not to the point).

I'm purposefully making it such that extra types of underwear (and even states) should be relatively easy to implement. Only problem currently is making that usable with minimal code editing.

Once the new version is up (and probably some minor bugs fixed as I have not tested it) it would probably just mean setting the type to a number above 2, following the same rules as the other underwear in terms of clean,wet,messy,both. There is nothing that limits it to 3 types, I just haven't tested it with more (the WEAR_* variables are actually currently fully unused, just there for testing).

Posted by: lunarrush Nov 13 2015, 04:34 PM
If I may make a suggestion: Inside the code I found your wet, mess, and feel functions. Since these seem to be the way of providing player feedback it may be best to make the text inside the $gameMessage code a variable that can be turned into one of the plugin parameters. That way the user has control over the potty messages without having to edit the script directly.

Posted by: martin Nov 13 2015, 07:17 PM
Ok, last update for tonight. Merged a lot of functions and commands to make the system cleaner (or as it's actually called https://en.wikipedia.org/wiki/Don't_repeat_yourself'er pardon the pun) and more extendable. The link is still the same: https://raw.githubusercontent.com/mar-tin/rpgmaker-bathroomscript/master/PottySystem.js

I have also put up the files that have been changed from CS_fox's toolkit in debugging this: https://github.com/mar-tin/rpgmaker-bathroomscript/blob/master/Toolset%20Overrides.zip?raw=true

Lastly as has been noted the autoload system changed from the first iteration posted earlier. Now all you have to do is call PottySystem init once after a new game has started and the script will deal with it from there, this does not have to be done again when a savegame file is loaded, only on creation of a new game.

QUOTE (lunarrush @ Nov 13 2015, 04:34 PM)
If I may make a suggestion:  Inside the code I found your wet, mess, and feel functions. Since these seem to be the way of providing player feedback it may be best to make the text inside the $gameMessage code a variable that can be turned into one of the plugin parameters.  That way the user has control over the potty messages without having to edit the script directly.


Yes, That's one reason why I've been leaving that bit for last because I'm not quite sure how I want to do that yet I'll keep that in mind.

Posted by: lunarrush Nov 13 2015, 07:38 PM
It gave me an error upon running PottySystem init, it seems to have been about a missing set of parenthesis around the or block of lines 197 and 198 as once I added that in it corrected it. Thank you for your hard work on the plugin, I like what I'm seeing so far and can hardly wait for everything to be in place from your todo list.

In addition, I have found that calling PottySystem setwear, PottySystem wet, and even modifying the defaultWear parameter do not modify my underwear which I have set as slot 6. I'm using yanfly's equip core script as well to allow me to modify my equip screen, do you have any suggestions for compatibility?

Edit: I've figured something interesting out after messing around with it for quite some time to see what had happened and why it wasn't properly changing out the equipment. After checking the variables being pulled by the plugin in the console I figured out that by reorganizing the slots using the equipment plugin it actually changed which number needed to be set as the underwear slot. In my case even though the equipment type was 6 it needed to be set to 4 because it was the fourth slot in line. Here's hoping that helps anyone else who may run into that.

Edit 2: After a bit more searching I found another way that wetting/messing messages and whatnot could be handled. If you get the plugin Orange Custom Event Creation and make sure to list it as a dependency of the PottySystem plugin it can be used to create a parallel process event that erases after it completes, thus allowing the content creator full control over what happens during a wetting/messing, potentially even during the "feel" section of the plugin depending on how you want to implement it, with only the need to add a few parameters to give the id of the common events in question. Just thought I'd throw that out there as a possibility as it seems like a nice way to ensure the creator has the most control over what happens.

Posted by: a3766399 Nov 14 2015, 08:50 AM
QUOTE (PottySystem.js)
return (need < 0.10446 || need > 1) ? 1 : 5.755 * Math.pow(need, 4) -10.619 * Math.pow(need, 3) +4.984 * Math.pow(need, 2) -1.091 * need +1.071;


Are you a wizard? Because that's a lot of magic numbers.

Posted by: martin Nov 14 2015, 12:08 PM
QUOTE (lunarrush @ Nov 13 2015, 07:38 PM)
It gave me an error upon running PottySystem init, it seems to have been about a missing set of parenthesis around the or block of lines 197 and 198 as once I added that in it corrected it.  Thank you for your hard work on the plugin, I like what I'm seeing so far and can hardly wait for everything to be in place from your todo list.

In addition, I have found that calling PottySystem setwear, PottySystem wet, and even modifying the defaultWear parameter do not modify my underwear which I have set as slot 6.  I'm using yanfly's equip core script as well to allow me to modify my equip screen, do you have any suggestions for compatibility?

Edit: I've figured something interesting out after messing around with it for quite some time to see what had happened and why it wasn't properly changing out the equipment.  After checking the variables being pulled by the plugin in the console I figured out that by reorganizing the slots using the equipment plugin it actually changed which number needed to be set as the underwear slot.  In my case even though the equipment type was 6 it needed to be set to 4 because it was the fourth slot in line.  Here's hoping that helps anyone else who may run into that.

Edit 2: After a bit more searching I found another way that wetting/messing messages and whatnot could be handled.  If you get the plugin Orange Custom Event Creation and make sure to list it as a dependency of the PottySystem plugin it can be used to create a parallel process event that erases after it completes, thus allowing the content creator full control over what happens during a wetting/messing, potentially even during the "feel" section of the plugin depending on how you want to implement it, with only the need to add a few parameters to give the id of the common events in question.  Just thought I'd throw that out there as a possibility as it seems like a nice way to ensure the creator has the most control over what happens.


I added some brackets there, it was trying to compare something with an unexisting variable. (hadn't tested that bit at 2am).

4 is the default and it should only grab that if it can't work out what you entered, I'll change the default to 0 and warn you instead. I'll also play around and make sure that is working for any number. Yanfly's system shouldn't have any effect on it unless it completely changes how the game handles equipment internally.

Yes, it doesn't even need the Orange Custom Event Creation plugin to call common events so that might be a good idea. Will think about it some more.

QUOTE (a3766399 @ Nov 14 2015, 08:50 AM)
QUOTE (PottySystem.js)
return (need < 0.10446 || need > 1) ? 1 : 5.755 * Math.pow(need, 4) -10.619 * Math.pow(need, 3) +4.984 * Math.pow(need, 2) -1.091 * need +1.071;


Are you a wizard? Because that's a lot of magic numbers.


Yea, that's one of the reasons I wanted to do this it's a fun statistics challenge. Took me a day to work out the functions getFeelReq, getFeelRnd and feel though that was easy once it the other two are done

Basically getFeelReq as the function name implies slightly (get feel requiremnt) gets the number (between 0 and 1) that needs to be exceeded to successfully feel the need to go, this is dependant on how badly they need to go.
This is simply a http://www.wolframalpha.com/input/?i=f%28x%29+%3D+5.755x4-10.619x3%2B4.984x2-1.091x%2B1.071+for+x%3D+0+to+1 which I got by putting in some numbers in excell and telling it to give me the function for it. The further to the right of the chart the more someone needs to go. Higher numbers returned mean they are less likely to feel it. (for the curios who didn't click the link the curve is f(x) = 5.755x4 - 10.619x3 + 4.984x2 - 1.091x +1.041 where x is need/capacity (just click the http://www.wolframalpha.com/input/?i=f%28x%29+%3D+5.755x4-10.619x3%2B4.984x2-1.091x%2B1.071+for+x%3D+0+to+1))

getFeelRnd (get feel random number) gets a random number (between 0 and 1) regarding how successful you are in feeling the need to go, this is dependant on how trained you are. This uses random number so is slightly less easy to show a graph of but the average should be http://www.wolframalpha.com/input/?i=f%28x%29+%3D+0.5^%281.5*%281-x^2%29%2B0.5%29+*+%280.9+*+x+%2B+0.1%29+and+f%28x%29+%3D+1^%281.5*%281-x^2%29%2B0.5%29+*+%280.9+*+x+%2B+0.1%29+for+x%3D+0+to+1 (for the max replace the first 0.5 with 1) this combines 2 things. The easiest bit of it is the last bit 0.9*t+0.1: this changes a random number between 0 and 1 to a random number between 0 and 0.9*t+0.1 (min 0.1, max 1). So how better trained you are the bigger the random number can be. This is the top line of the http://www.wolframalpha.com/input/?i=f%28x%29+%3D+0.5^%281.5*%281-x^2%29%2B0.5%29+*+%280.9+*+x+%2B+0.1%29+and+f%28x%29+%3D+1^%281.5*%281-x^2%29%2B0.5%29+*+%280.9+*+x+%2B+0.1%29+for+x%3D+0+to+1.
The other bit skews the random numbers. RND1.5*(1-t^2)+0.5. By raising a random number (which will be between 0 and 1) a power above 1 it will make lower values more likely and if you raise it to a power below 1 it will make higher values more likely. The values used here end up going from 2 to 0.5. The bit 1-t2 just makes it so that it decreases slowly at first and fast at the end. Which causes better control with the the value of how trained you are.

Once you have these 2 you just check if required is less than the random number and if so they feel the need to go, if not then they don't. the likelyhood of it being successful is more complicated to solve so I did it the lazy way and had a program calculate it for me which are 10000 calculations. resulting in:
user posted image
Here the axis 0-100 on the front represents training and the 0.0 to 1.0 is need/capacity.

So the curve the player deals with in game are determined by:
  • inc, how much it is increased in each step
  • capacity, how much you can hold before you have an accident. these 2 together determine how quickly you go up the need/capacity line. faster means less chance you'll get a warning.
  • training, the better you are trained the more likely you are to feel it.
  • Slightly timer too, it may not affect how likely you are to feel it but once you feel it and the timer is fast you will have less time to make it to the bathroom.
I will have a tool that you can enter those settings into and it'll tell you the average time a player gets before an accident, how often % a player doesn't get a warning at all and will be able to do this for all training levels so you can choose the training level based on what it shows you. example:
user posted image
shows training (0-60 that's where it's interesting) and likelyhood of an accident without warning in %.

TLDR; https://www.youtube.com/watch?v=8iO5-ic0Ug4

Posted by: a3766399 Nov 14 2015, 03:20 PM
QUOTE (martin @ Nov 14 2015, 12:08 PM)
Yea, that's one of the reasons I wanted to do this it's a fun statistics challenge. Took me a day to work out the functions getFeelReq, getFeelRnd and feel though that was easy once it the other two are done

Okay, I can see where you're coming from, but it seems needlessly complicated. Where did you get those coefficients from?

And "magic numbers" means that you're just dropping literals in the middle of your code with no explanation, which is considered bad form.

Posted by: martin Nov 14 2015, 03:45 PM
QUOTE (a3766399 @ Nov 14 2015, 03:20 PM)
QUOTE (martin @ Nov 14 2015, 12:08 PM)
Yea, that's one of the reasons I wanted to do this it's a fun statistics challenge. Took me a day to work out the functions getFeelReq, getFeelRnd and feel though that was easy once it the other two are done

Okay, I can see where you're coming from, but it seems needlessly complicated. Where did you get those coefficients from?

And "magic numbers" means that you're just dropping literals in the middle of your code with no explanation, which is considered bad form.

It's just a function I'm using for the curve it was made using google sheets and making it make me a trendline of a few numbers I put in to get a curve I drew, then tweaked. Probably could use a comment or two. The rest of the code can too tbh. And yes it's certainly needlessly complicated I just felt like dusting off some of the statistics I haven't used in a while.

Posted by: XenonVoid Nov 21 2015, 06:47 AM
@martin: Is the plugin supposed to add common events? Because it doesn't for me. I literally just started working on my game again yesterday, and I tried adding your plugin, but absolutely nothing happened even after I turned it on and playtested it.

Posted by: lunarrush Nov 22 2015, 09:40 AM
QUOTE (XenonVoid @ Nov 21 2015, 06:47 AM)
@martin: Is the plugin supposed to add common events? Because it doesn't for me. I literally just started working on my game again yesterday, and I tried adding your plugin, but absolutely nothing happened even after I turned it on and playtested it.

That was one of the methods that can be implemented, however you would have to build the common events that this would call if it were to be set up like that. As it stands right now, this plugin is a timer. It counts down to when a wet/mess event happens and then changes the underwear in the slot you specified in the plugin config's "underwearSlot" parameter. Based on the condition of the underwear it can be changed to one of four conditions. That means that in order to set this up you have to go into the plugin configuration, set the "equipmentId" to the equipment slot of your first set of underwear, and make sure that your equipment is set up as follows:

underwear
wet underwear
messy underwear
wet & messy underwear

And so on for each type of 'underwear' you would like to allow (IE: Panties, Diapers, Etc)

After you've done this a couple important things are noted in the help file, these can be called from within the game to do as they say:

CODE
PottySystem init
Initialize the pottysystem the first time, needs to be run once when a new
game is started

PottySystem start
Starts the main loop at the set time interval.

PottySystem stop
Stops the main loop. All commands will still work but bladder won't fill, it
won't trigger automaticlly feeling the need to go and having accidents.

PottySystem accident <wet/messy>
Trigger a wet or messy accident.

PottySystem setWear <type>
Set current type of underwear:
0 = undies, 1 = pullups, 2 = diapers

PottySystem setNeed <wet/messy> <need>
Set or change the current need to pee or poop.
To set enter a number, to change use + or - as the first character.

PottySystem setState <wet/messy/clean> [boolean]
Change the current state of the underwear to be or no longer be wet or messy
If no value is provided true is assumed. valid values: true,false,0,1

PottySystem isState <wet/messy> <switch>
Sets the provided switch number to the current state.


Keep in mind that setWear can accept numbers bigger than 2 and that 0, 1, and 2 do not have to be the types listed but those are suggestions. Any of these commands can be ran via the "Plugin Command" event in the game. Oh, and remember, the very first thing you need to do in order to make this work is to call PottySystem init at the start of the game, I'd suggest making it your very first call in a setter event that erases itself.

In addition, those same wet/mess events it can be made to call a common event. I've actually modified the plugin, and the version I'm running does, however my current version is dependent on a few other plugins to allow me to easily run a common event and is not comparable with Yanfly's Save Event Locations plugin. If you would like me to post my modification let me know, though really I'm betting there is probably another solution that I've just not spotted yet as I'm only a beginner at JavaScript.

Hope that helped, let me know if you'd like my version for the common event call functionality.

Posted by: XenonVoid Nov 23 2015, 06:39 AM
@lunarrush: Sorry for the delayed response, I spent most of yesterday completing maps adjusting the database and the like.

As for the modded version, would there be a way to create separate accident messages for different characters? Because that's what I was hoping to do, since there are three girls in the party and the whole potty thing is female only in this game.

Posted by: XenonVoid Nov 29 2015, 04:59 AM
@martin:

If you're still paying attention to this thread, is there a way to create separate accident messages for different characters? It would be next to impossible to depersonalize the accident messages enough to make them work on every character, and my game has three females in the party by endgame. I need to figure out how to make separate accident messages for separate characters before I release my next update.

Posted by: martin Dec 2 2015, 10:26 AM
Sorry, real life got in the way for a bit.

I'll have a look at making it a bit more usable without understanding code and answer some questions posed here. (today or more likely tomorrow)

Currently it only works for the party leader. I'll have a look how hard it is to expand to multiple characters.

Posted by: secretaccount122 Dec 2 2015, 12:58 PM
Hey! There he is! laugh.gif I've been trying to understand your code. I thought you left. By the way, I absolutely love your graph. You think just like I do. Looking at your graph, I don't think it would make any noticeable difference in gameplay if you straightened out the lines. It would be easier on the processor too, maybe.

I was going to basically replace your parameters with arrays in code and use a method to add characters to the arrays, increment the parameter stating how many party members there are, and add a for loop in the increment functions. This way, each characters can have their own set of stats within an index of each array, such as an MCapacity array and a WCapacity array, etc...

I still don't understand your code nearly as well as you do so if you figured out how to change it that would certainly be helpful for our project. (Well, his project. I'm just involving myself more or less.)

Posted by: CS_Fox Dec 3 2015, 11:03 AM
Quick note, I updated the graphic pack here:

www.foxtalestimes.com/ABDL_Pack.rar

It mainly fixes some of the graphical errors and cleans up some of the sprites. Also added a few more small things.

Posted by: martin Dec 4 2015, 06:15 PM
Current build is not working still playing around with multiple users not sure about it.

secretaccount122, the problem which I was facing and which is making it hard is to keep data saved across saves. To do this I am using the in-game variables for everything I can not calculate based in it. If you (or anyone else) know how I can attach a js object to a savegame that would make life a lot easier. My next thing I'll try is see if I can detect (somehow) when a game is saved and save it to file with a unique number which can be stored as variable to grab the file on load. However this will be a leak as I won't be able to delete the file on a savegame being overwritten...

That is what is preventing me from doing multiple characters really. Or I could just take for granted I need around 10 vars per character and just save them in the vars available.

Posted by: XenonVoid Dec 5 2015, 05:03 AM
QUOTE (martin @ Dec 4 2015, 06:15 PM)
Current build is not working still playing around with multiple users not sure about it.

secretaccount122, the problem which I was facing and which is making it hard is to keep data saved across saves. To do this I am using the in-game variables for everything I can not calculate based in it. If you (or anyone else) know how I can attach a js object to a savegame that would make life a lot easier. My next thing I'll try is see if I can detect (somehow) when a game is saved and save it to file with a unique number which can be stored as variable to grab the file on load. However this will be a leak as I won't be able to delete the file on a savegame being overwritten...

That is what is preventing me from doing multiple characters really. Or I could just take for granted I need around 10 vars per character and just save them in the vars available.

This reminds me of a bug I've repeatedly encountered when playtesting with your plugin.

If I save my game during a playtest, close out, make a single change and then try to playtest again, it gives me a type error when I try to load the save I just made. I'm not sure if this is a bug specifically with the plugin or not, because I've never tried to load a save with the plugin off. But I do know that it said something about being unable to read something called 'inc' in the error message.

Posted by: martin Dec 5 2015, 08:11 AM
Ok, thanks for letting me know I'll try and debug save restore a bit more too and probably bring out a patch for that before continuing with the multi-characters.

Posted by: martin Dec 7 2015, 06:26 PM
First of all, found the bug regarding the unknown inc. Should have found that while testing but obviously didn't test the loading after I changed that.

Secondly found a way to attach the variables directly to the actors which will mean a lot cleaner code and should be very easy to extend the code to more than one actor in the party.

no new code now, will rewrite a lot tomorrow seeing as it's well past midnight.

Posted by: secretaccount122 Dec 7 2015, 09:08 PM
Awesome! Sounds like your script is coming along. I was peaking in the object class and found the actor's class. I'm sure there's a menu class too. Do you think you'd be able to display the under wear type and state in the menu screen next to the party member's status bar in the future, and maybe some text describing their state like in classic omo and omutsu rpg's?

At one point I said I was going to attempt to come up with my own script but I've never worked with RPG maker MV in my life, nor have I ever used javascript so I'm in way over my head. I'm glad you're able to do it.

I'll just go back to learning c programming and SDL2 and stick with my own expertise: which is learning complicated programming languages, including complicated third party resources, and supplying my own badly drawn sprites. :)

Posted by: XenonVoid Dec 8 2015, 08:10 AM
QUOTE (martin @ Dec 7 2015, 06:26 PM)
First of all, found the bug regarding the unknown inc. Should have found that while testing but obviously didn't test the loading after I changed that.

Secondly found a way to attach the variables directly to the actors which will mean a lot cleaner code and should be very easy to extend the code to more than one actor in the party.

no new code now, will rewrite a lot tomorrow seeing as it's well past midnight.

Glad you found it. Hopefully my saves are salvageable.

I couldn't help but do time zone math to figure out where you live... so you're either in the UK or somewhere close to it, right? For me, the time of your post was 6:26 pm, and the UK is six hours ahead of me, so it would have been 12:26 am for you if you live there.

Posted by: secretaccount122 Dec 8 2015, 03:00 PM
If you're going to track me down to test your math skills could you at least do it in my pm? >.< For one thing, I think the "time" that's posted per user is relative to the users location. Do you live in or near the UK?

Posted by: XenonVoid Dec 8 2015, 03:08 PM
QUOTE (secretaccount122 @ Dec 8 2015, 03:00 PM)
If you're going to track me down to test your math skills could you at least do it in my pm? >.< For one thing, I think the "time" that's posted per user is relative to the users location. Do you live in or near the UK?

That... that doesn't even make sense. I was talking about martin, not you. He mentioned his last post was well after twelve, and the time of the post for me was 6 pm. The difference between six and twelve is six, so he had to be at minimum six hours ahead of me. Therefore he's probably in the UK or another part of Europe.

Posted by: secretaccount122 Dec 8 2015, 03:16 PM
All this talk of time zones is overstimulating my own math brain. Now I know where everybody lives. >_<

Posted by: martin Dec 8 2015, 06:35 PM
Your save will be fine. Hotfix has been released at the usual place: https://raw.githubusercontent.com/mar-tin/rpgmaker-bathroomscript/master/PottySystem.js

Untested but as it's one change I'm quite sure it'll fix the problem.

Western Europe yes.

After lots of fiddling and playing around with rpgmaker (I actually don't use rpgmaker on the side just wanted a fun project so had to learn some basics) I am now thinking I will be able to make it such that.

Each actor can have it's own settings for all the different things.
These will be tracked independantly.
These can be turned off independantly.

I'm thinking it'll automatically turn off when the actor is not in the party. (because while I can update the actor while it's not in the party I don't think it will be useful, any scripted event/conversation will be better suited by using the appropriate commands to force an action through the script rather than random)

Another thing I'm keeping in mind but as of yet do not know how to do is pause the timer while the in the gamemenu. But that might be a good thing. The next release will be when I finish this overhaul which is taking longer than planned as rpgmaker is new to me, and the plugin system is new in general and badly documented.

First bit of the rewrite is in the rewrite branch on github. If people are curious, if you don't know what that means don't worry you aren't missing anything, not even sure if everything works in that yet as it's fiddling with a lot of different things all over the script.

Secretaccount122, If you are used to doing C, js is quite easy, just slightly different syntax. Nothing I am using is non-blocking. A lot of the functions I have written don't necessarily have to be split out as much as I have done it just makes reading and expanding easier.

Posted by: secretaccount122 Dec 8 2015, 07:11 PM
Well, I actually don't have any trouble with javascript now. I learned java script for html5 in just twelve minutes watching a video. It's RPG maker I'm confused about, more than anything. js does post a little bit of a learning curve for me though seeing as it does have a bit of a different infrastructure.

I read the js code in the game files and I only understand half of it. What the heck is this.function.prototype.apply(this.function.prototype.apply(this.function.prototype.apply(this.function.prototype.apply)))))))))?!?

I'm just exaggerating but the code is still foreign to me, so I actually haven't really learned it. I just tapped into it a little.

I decided to focus on using c and SDL2 for game making. With SDL2, you can make what ever kind of game you can imagine. It's just short of raw code.

Posted by: martin Dec 8 2015, 07:42 PM
QUOTE (secretaccount122 @ Dec 8 2015, 07:11 PM)
Well, I actually don't have any trouble with javascript now. I learned java script for html5 in just twelve minutes watching a video. It's RPG maker I'm confused about, more than anything. js does post a little bit of a learning curve for me though seeing as it does have a bit of a different infrastructure.

I read the js code in the game files and I only understand half of it. What the heck is this.function.prototype.apply(this.function.prototype.apply(this.function.prototype.apply(this.function.prototype.apply)))))))))?!?

I'm just exaggerating but the code is still foreign to me, so I actually haven't really learned it. I just tapped into it a little.

I decided to focus on using c and SDL2 for game making. With SDL2, you can make what ever kind of game you can imagine. It's just short of raw code.

I can't argue with that at all the plug in system for rpgmaker is terribly documented (read: not at all) and that is what is taking me most of the time learning rpgmaker in general and it's way of dealing with js (advantage is because it's running a quite reagent version of the v8 engine I can use ecma script 6 partially)

Prototype is how js implements class inheritance (very oversimplified). rndObj.prototype.apply() is a way to statically access the apply function of rndObj. http://www.w3schools.com/js/js_object_prototypes.asp

Posted by: martin Dec 12 2015, 10:57 AM
Don't worry, I have not forgotten just need a few days to sort some things out.

Posted by: XenonVoid Dec 19 2015, 11:31 AM
QUOTE (martin @ Dec 12 2015, 10:57 AM)
Don't worry, I have not forgotten just need a few days to sort some things out.

How's it coming, if you don't mind my asking?

Posted by: XenonVoid Jan 5 2016, 02:39 AM
martin, if you ever read this, I have a suggestion for the script.

Make there be multiple levels of wetness, please (possibly for messy-ness as well, but I won't push that one). As in, with the pull-ups, have there be like "wet" and "leaking", with the second being when you've wet twice, and for diapers, have there be "damp", "wet", "soaked", and then "leaking", for wetting once, twice, thrice and four times respectively. Because right now they can go like an infinite amount of times in the same garment with no negative repercussions, which detracts from the enjoyability for me and probably others because there's less realism.

I would reeeeeeaaally appreciate it if whenever you come back to working on the script, you could implement this type of thing in. It doesn't have to be exactly like mine (it'd be better to see originality because it's your script, not mine), but something along those lines would be great.

Posted by: martin Jan 18 2016, 12:33 PM
Ok, I'm not going to certainly say that delays won't happen again but that came out of left field and for now solved I think.

Once I've figured out where the fix stopped and finished that I will look at levels. That makes sense and should be done.

Again sorry for the delay but personal life has to have priority but I probably should have said rather than just leaving. Working on it now will update later.

Posted by: XenonVoid Jan 18 2016, 12:48 PM
QUOTE (martin @ Jan 18 2016, 12:33 PM)
Ok, I'm not going to certainly say that delays won't happen again but that came out of left field and for now solved I think.

Once I've figured out where the fix stopped and finished that I will look at levels. That makes sense and should be done.

Again sorry for the delay but personal life has to have priority but I probably should have said rather than just leaving. Working on it now will update later.

I don't think anyone here would ask you to put this site or your script before your personal life. We would however prefer to at least be in the know, or I know I would. If you're experiencing things IRL that take priority, that's fine, but I for one would like to at least know that so I can know not to hold the long time between updates against you.

Posted by: martin Jan 18 2016, 01:42 PM
I know, and as I said my bad for that.

Posted by: XenonVoid Jan 18 2016, 03:39 PM
QUOTE (martin @ Jan 18 2016, 01:42 PM)
I know, and as I said my bad for that.

I figured you already knew. I just wanted to make my own position, as one of the users of your script, clearer. Since we're on the same page now, you don't need to apologize or feel bad anymore. It's time to move past that and focus on the future instead of the past.

Posted by: martin Jan 18 2016, 05:07 PM
Ok, new update marks the finish of the rewrite I was talking about. It is now saved safely without the need to clutter the game variables. Outward there is basically no change yet but it should be less buggy.

todo:
  • Per-actor tracking rather than only the main actor
  • Multiple states (probably to be accomplished with a capacity)
Both of these should be a lot easier now it's been rewritten. Probably do the multiple states first as it's relatively easy.

Warning, All things tracked by the system will be reset with this update. (need, current underwear, etc.) and it'll expect the character to be wearing a clean diaper which means the first time it changes states it will not properly remove what the character is currently wearing from the inventory. This will happen again when I get the per-actor thingy working.

Edit: link where it's always been: https://raw.githubusercontent.com/mar-tin/rpgmaker-bathroomscript/master/PottySystem.js

for those curious link to everything changed in this update: https://github.com/mar-tin/rpgmaker-bathroomscript/commit/0a0cb786044d44fe14baa4656e31950805b9a1d1?diff=unified

Posted by: XenonVoid Jan 18 2016, 06:40 PM
I'm glad you understand it man, because I took one look at the changes list and it went several meters over my head. I can't code for crap, no pun intended. It's actually kind of amazing I can even work RPG Maker MV with my abilities. Before that the only program I regularly used to create stuff was Microsoft Word 13.

Posted by: XenonVoid Jan 18 2016, 08:29 PM
You know, it occurred to me that the original purpose of this thread has long been lost. I wonder if perhaps we (and by we I mean martin) should start our own thread for the script so that this thread can be left to go back to the original discussions? Not that they're very active in the first place... but I still think martin's script deserves its own thread.

Posted by: AngelBabie Jan 24 2016, 05:09 AM
Not Sure if you covered this somewhere, nut I downloaded the graphic pack and I can't seem to figure out how to get it to work. Completely new to RPG maker and Programming altogether, any help would be appreciated

Posted by: XenonVoid Jan 25 2016, 03:37 AM
QUOTE (AngelBabie @ Jan 24 2016, 05:09 AM)
Not Sure if you covered this somewhere, nut I downloaded the graphic pack and I can't seem to figure out how to get it to work.  Completely new to RPG maker and Programming altogether, any help would be appreciated

If I remember correctly, you put the graphics in your project's directory for tilesets. Unless you moved it, the directory is as follows:

libraries/documents/games/[project folder]/img/tilesets

And then you have to go to the database and manually add the graphics to the already-existing tilesets that you have. I suggest adding them to the corresponding ones, like adding ABDL inside to the "inside" tileset.

Posted by: AngelBabie Jan 25 2016, 08:46 AM
Thanks for the help
figured it out myself about 3 hours ago or so just playing around with the system. Guess I should just keep playing with it for now....

Posted by: XenonVoid Jan 25 2016, 08:49 AM
QUOTE (AngelBabie @ Jan 25 2016, 08:46 AM)
Thanks for the help
figured it out myself about 3 hours ago or so just playing around with the system. Guess I should just keep playing with it for now....

Yeah, with this engine it's largely trial and error. You can't make mistakes so bad that they doom your game very easily, so as long as you keep experimenting, you're only going to get better.

If you don't mind my asking, are you going to be making an ABDL game with the engine? I'm assuming yes, but I wonder if that's a bit too hopeful.

Posted by: AngelBabie Jan 25 2016, 11:40 PM
Short answer... eventually.

Long answer, I'm going to mostly start with a standard RPG to understand the software. Like I said I have never worked with RPG Maker before. ANd the only programming exp I have was with Game Maker about 8ish years ago in an intro to game dev course before I enlisted. Sooo... It will be awhile before I can make a siutable ABDL game. I do have one in mind though

Posted by: XenonVoid Apr 16 2016, 05:22 PM
I realize it's a long shot, but... would anyone happen to have a working potty system MV plugin that has capacity, multiple states or both? I was hoping to use such a plugin for my new game, but unfortunately, the only one who seemed to be working towards that was martin, who I'm sure has once again left the forum.

Also, if anybody reading this has the capability of making such a plugin and is looking to make some cash, I would be willing to talk compensation for a working model. The exact amount can be worked out if and when you decide to do it. Just putting it out there now.

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