- Jul 22, 2019
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FarawayVision authored
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- Jul 17, 2019
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ReformCopyright authored
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ReformCopyright authored
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PivotalCog authored
This reverts commit dcbf6a0e, reversing changes made to 7df99af3.
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- Jul 12, 2019
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ReformCopyright authored
Note that the `HUMAN_PLAYER` (0) slot of `players` is only ever assigned to once.
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Make Clothing a class and change genericName/formalName (with genericName as the default) to just name and generic (with name as default). Includes suggested generics for the human player's clothing and changes the position of the belt to 'waist'. make_xml.py is changed such that if the first field of a `clothing` line starts with an lowercase letter, it interprets the line as name,generic,type,etc.; otherwise as the old format.
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- May 08, 2019
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ReformCopyright authored
When I changed the unlocked endings to be stored as an array per character I forgot to check if an ending was already unlocked before adding it again. We'll see if we need to add code to clean up duplicates.
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- May 05, 2019
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FarawayVision authored
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- May 04, 2019
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FarawayVision authored
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- May 03, 2019
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spnati_edit authored
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- Apr 26, 2019
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FarawayVision authored
I wasn't aware this was a syntax error, but apparently it may be?
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- Apr 24, 2019
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ReformCopyright authored
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ReformCopyright authored
Coalesce all JSON.parse(localStorage.getItem()) to { }, since a missing key will yield null which will not cause JSON.parse to throw an exception but to return null.
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- Apr 23, 2019
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ReformCopyright authored
1. localStorage is used instead of a cookie. Multiple entries are used, and keys have a prefix to avoid any collisions when hosted on other sites. 2. The existing cookie is converted so as not to lose unlocked endings in particular. This code can be dropped some time in the future. 3. Option values are handled and stored as-is intead of as opaque indices from 1 and up. For time values, this has the disadvantage that if we modify what e.g. "Slow" means, the old value will still be used until the user chooses a new option, but the advantages that we can later add more options or change the input elements to sliders without problems, plus the disadvantage can also be an advantage. Above all, there's no conversion back and forth and default values aren't specified in three or four places. 4. Option change event handles are attached with jQuery and the option values stored in attributes. 5. Backgrounds are renamed and moved to a subdirectory (that could have been done anyway; it's not a direct result of 3). 6. Clothes selections are stored as arrays of article names instead of 18 true/false values. 7. No separate askedUsageTracking flag. If no usageTracking value is in localStorage, then we haven't asked. Similarily, null is used for FORFEIT_DELAY and ENDING_DELAY to represent Disabled.
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FarawayVision authored
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- Apr 17, 2019
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FarawayVision authored
Collectibles can now have an optional <counter> subelement, specifying a counter value that must be reached before a collectible can be unlocked. Collectible counters work in exactly the same way as marker counters, and support roughly the same set of operations (increment, decrement, set, and unlock). To support this, <state> elements now have a `collectible-value` attribute in addition to a `collectible` attribute, to specify values for incrementing, decrementing, or setting collectible counters: - Numbers prefixed with '+' will be interpreted as 'increment counter' commands. (i.e. '+5' = increment by 5, '+1' = increment by 1) - Numbers prefixed with '-' will be interpreted as 'decrement counter' commands. (i.e. '-5' = decrement by 5, '-1' = decrement by 1) - Unprefixed numbers will be interpreted as 'set counter' commands. (i.e. '5' = set to 5, '1' = set to 1). Note that counter values are always >= 0. If a `collectible-value` attribute is not specified, the default action is to unlock the specified collectible, setting any attached counter to its maximum value.
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- Apr 16, 2019
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FarawayVision authored
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- Mar 02, 2019
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ReformCopyright authored
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ReformCopyright authored
Correct initial values and make sure that what we look for in the save class matches the actual delay option values.
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ReformCopyright authored
Change scale of ANIM_DELAY so that it's the delay between individual cards instead of between card positions. This makes the code easier to understand and we don't have to multiply and divide by 5.
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- Jan 28, 2019
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ReformCopyright authored
* Moves timers to the player objects. The initial timer value is now called "stamina" internally. * Activates the commented-out CANNOT_SPEAK mechanic; a character in heavy masturbation will not talk to others, only say heavy_masturbating lines. * If one or more characters are in heavy masturbation, the others (unless also heavily masturbating) will comment on one of them. * Optional male_heavy_masturbating and female_heavy_masturbating situations are added. If not used, the normal lines will play. * Fixes the problem that the moment a character goes into heavy masturbation, they immediately got a behaviour update, which was overwritten if the next phase was not Deal or Exchange. Since their heavy_masturbation lines will not always take priority, that update is no longer necessary (if it ever was).
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- Jan 08, 2019
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FarawayVision authored
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FarawayVision authored
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- Nov 24, 2018
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ReformCopyright authored
To make loading tag choices simpler, they are saved as an object, and only a singular value is saved per choice, with implicit tags added when proceeding to the game screen. Also make the form generation code easier to read with the help of DOM objects and jQuery. TODO: Save the precise input skin color slider value instead of the tag.
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ReformCopyright authored
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ReformCopyright authored
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- Nov 11, 2018
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Zeuses Swan Song authored
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- Oct 04, 2018
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ReformCopyright authored
It gets updated as the user types into the text box, so it always contains the correct value to save.
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- Sep 30, 2018
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FarawayVision authored
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- Sep 23, 2018
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- Aug 27, 2018
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ReformCopyright authored
Change Auto forfeit mode into two separate Auto-Advance options: During own forfeit, and afterwards or when the game is won. Always pause to "Cum". Also fix starting/stopping of auto-advance when closing the Options modal.
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- Mar 18, 2018
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ReformCopyright authored
Allow name, "size", and clothing selection to be saved separately for male and female player character. Done by storing those attributes in subobjects of the save object and loading the other subobject when switching gender. The mergeObjects function is made recursive in case a part of a subobject is missing for some reason. Only drawback is that an invalid selection (more than 8 items of clothing) can become saved in the cookie.
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- Feb 17, 2018
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Patrickisdom authored
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- Feb 09, 2018
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Patrickisdom authored
- Adds a new background: "Romantic"! - Adds an epilogue to Zone-tan! - Adds an alternate outfit to Zone-tan: "Zone-tan Valentine"! - Defaults Ruby and Weiss' V4 outfits The new background will be defaulted for the week, along with Ruby, Weiss, Zone-tan and D.Va's alternate outfits and their corresponding dialogue.
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- Jan 02, 2018
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Patrickisdom authored
It's January, folks. Back to the regular ol' background we go.
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- Dec 22, 2017
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Patrickisdom authored
Playing Strip Poker... only slightly more festive!
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- Nov 01, 2017
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Arndress authored
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- Oct 31, 2017
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Arndress authored
save.js was making this default to "1", but it's now temporarily "22".
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- Aug 07, 2017
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metodLD authored
I moved all the changes to a new clean fork. It's the same code as previously. Fixing error with displaying players name when loading ending from gallery, faster loading of gallery, saving clothing and ingame settings.
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- May 30, 2017
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metodLD authored
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