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Deploy Defeat into main work branch#165

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ErinaSugino wants to merge 34 commits intoDungeons_Updatefrom
Defeat_Rework
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Deploy Defeat into main work branch#165
ErinaSugino wants to merge 34 commits intoDungeons_Updatefrom
Defeat_Rework

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Defeat Rework changes to be merged into main "Dungeon Update" work branch, which will be the baseline for the Dungeons & Defeat Update.

notlexander and others added 30 commits September 29, 2024 16:29
>enabled defeated status detection for sexbound
    >disables UI based on config setting
    >enables NPC auto position and auto climax against defeated players
    >increased climax speed on defeat nodes

>updated transform code
    >scans a wider area (default was a single block)
    >removed "occupied" detection as it was redundant and innaccurate
>Defeat nodes are no longer interactable when a second actor joins
    >players defeated by other players maybe still can interact before
    their attacker joins
>Transform code further stabilized and updated to move players to
the placed node.
>New config option allowing players to bail from defeat nodes with ESC.
>Custom regen buff added to remove regen particles during defeat scene.
>NPCs and Monsters that defeat the player now handle node placement to
allow tile protection to be turned off/on in protected areas.
>Defeat no longer relies on damage source entity
    >Instead checks for nearest tracked hostile
    >Fixes death by DoT or other means
>Fixed transform bug from last commit
-moved message sending for the defeat entity tracker to behaviors instead of overriding or hooking notification.lua
-added on/off switches for defeat functionality using customizer
-momentary invincibility buff after defeat so you don't get auto smacked. (1.5 seconds)
-disabled normal dialog on defeat nodes
-added code to bail out of defeat sexnodes when no valid positions exist
-ensured old transform functionality remains for other mods that use transform code (tested EB's whips, works fine)
-removed starve prevention status for players during transform success
-renamed the status for enabling ui when defeated for consistency
-removed update loop prevention during defeat status and tested, appears to work fine
-merged player_primary.lua, npc_primary.lua, and monster_primary.lua to their respective main paths
-fixed "floating" bug when sexnodes are destroyed by removing the new stun status
Merge Defeat rework changes into main repo
Sync main to alt work branch
Cause there is no point in patching our own files.
Renamed the sexbound defeat config in line with other plugins.
Added priority check for the entity that dealt the finishing blow as "defeater" target.
Cleaned up comments and logging.
Remove old, commented out code.
Renamed local `storage` variable to eliminate possible overrides.
Made transformation nodes not have seat nodes. These will be eventually removed entirely from all sexnodes but are necessary to be removed for defeat.
Made transformation nodes not pre-set a shadow actor but instead forcibly teleport and lounge the target entity. (Does break monster support)
Made transformation code more widespreadly compatible with remote transformation - defeat's unique code to try let the defeater do the node spawning for defeated players in an attempt to let the potential NPC do the dungeon protection changes.
Fixed sexnode query and filter process; the list of excluded sexnodes is now actually accounted for. Furthermore, the "is not occupied" has been made an initial call to the supposed sexnode on query level.
Made data sorting async; instead of triggering a million "entity is not master" errors, the preference data is fetched asynchronously on a 1 second timeout. Any partially fetched data will be used for further behavior.
Made runtime "is occupied" check an infinite loop of async calls to the sexnode; this accounts for the new multi seat approach with the same non-master safety as mentioned above.
Added corresponding endpoints to the seat node (for temporary backwards compatibility) and main sexnode logic.
Changed the NPC aroused behavior to use new lounging logic that accounts for the amount of possible seats on the target object. This is needed because you *have* to define which lounge anchor to target with `world.lounge()`.
Seat count information is read from the object's config first orientation, cause objects with both orientations should never have differing amounts of seats.
Changed it so players also use the centered transformation node like NPCs - cause why not?
Added a custom `sexbound_defeat_node` to be used by defeat, to allow defeat-specific positions to be loaded.
Changed the transformation logic to allow overriding the node to spawn; used by defeat.
Added defeat-specific versions of all main positions, which attempts to load defeat-specific sextalk dialog files.

**Dialog files do not yet exist! Sextalk will be broken!**
Added reputation system for players. Joining a sexnode with a defeated character will add 15 bad reputation points globally and for the target's species. This value decays slowly. Only defeated NPCs currently increase this value.
Added NPC reputation responses. merchant NPCs make their prices worse with bad reputation and NPCs will ultimately stop allowing interactions altogether with too bad reputation.
Made it so kid NPCs forcibly ignore defeat damage logic.
Added option for `scriptConfig.reputationResponse` option to npctype file to allow changing the response text for denying interaction per species.
Fixed several syntax errors.
Added more detailed logging to the defeat process.
Fixed defeat config loading to... actually load the config.
Fixed damage request handler to properly exclude kids, not only handle kids...
Did you know statusController scripts have no fkn clue what an entity type is? Now you know! And the message handlers are in the right context!
Fixed the dialog to be incorrectly placed with just one potential talker.
Fixed and actor potentially self-referencing with penetrator dialog in positions that support 2 AND 3 actors.

Fixes #181
Added liquid interactions with all logical vanilla liquids; most liquids now dilute (remove) semen and ejaculant on contact. Addons may patch this to add different interactions.
Fixed Entity UUID never being correctly transmitted - incest calculations always false.
Cleanup and additional debug logging for pregnancy calculations.

Fixes #182
XspeedPL and others added 4 commits October 9, 2025 02:06
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3 participants