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This project forked from dearlight/corruption-of-champions

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CoC source from fenoxo, modded by Kitteh6660

Shell 0.02% ActionScript 98.34% C# 0.01% Python 1.22% Batchfile 0.03% JavaScript 0.22% CSS 0.01% HTML 0.02% TypeScript 0.13%
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corruption-of-champions-mod's Issues

Code Commenting and Cleanup

Since this seems to be the main fork now, would you like assistance in commenting the code so others can understand what is happening?

Fighter starting gems

In fighter starting history it is written that you start with 50 gems. But you start with 0.

[Forest] Corrupt Jojo Slave -> 40% truffle encounter rate in forest and no tentacles

var chooser:Number = rand(5);
Possible states:
0: 20%
1: 20%
2: 20%
3: 20%
4: 20%

if (chooser == 3 && rand(2)) chooser = rand(3);
Possible states:
0: 23.3%
1: 23.3%
2: 23.3%
3: 10%
4: 20%

if (chooser == 1 && kGAMECLASS.monk >= 2) { /* blah, roll on 0, 2, 3, 3 */ }
States:
0: 29.1%
1: 0%
2: 29.1%
3: 21.6%
4: 20%

if ( /* Jojo isn't here */ ) { if (chooser >= 1) chooser++; }
States:
0: 29.1%
1: 0%
2: 0%
3: 29.1%
4: 21.6%
5: 20%

But 4 and 5 are both truffles, so:

Goblin/Imp: 29.1%
Jojo: 0% (expected)
Tentacles: 0% (!!!)
Bees: 29.1%
Truffle: 41.6% (!!!)

Personally, I think the forest encounter should default to bee-girls, but maybe that's just me.

Wrong function used in chooseEndowment

In CharCreation.as there is:
addButton(8, "Lots of Jizz", confirmEndowmentBigCock);
what should be:
addButton(8, "Lots of Jizz", confirmEndowmentMessyOrgasms);

dragonscore() doesn't count draconic horns

Not sure if this is intended behavior.

  • HORNS_DRACONIC_X2
  • HORNS_DRACONIC_X4_12_INCH_LONG
    These don't contribute to Player.dragonscore()

I think they should add +1 and +2, respectively.

Recaptuer to the Prison

Hey, notes when i get recapter to the prison by a random enconter the game gets stuck at that seen when Elly is gona speak to me, may also add that is says that first question that elly has giving you (that you need to fuck 5 monsters) its on the botton of the pages

Sand Witch

I just defeated a sand witch and there was no option available to me after her defeat

Android build crashes on mipad

Normal c.o.c runs fine if that is helpful, revamp immediately crashes on opening, the tablet in question does have an odd aspect ratio and native resolution for an android tab, if either of these details might be contributing, I did attempt running the game after altering the tablet's resolution to match something more standard, but it did not work for this app.

[Documentation] How to answer your own questions about the mod

Most of the stuff in the mod isn't documented at all anywhere I can find, other than in the source code itself.

My usual method of finding things is the following:

  1. Download the appropriate version of the source code
  2. Extract it
  3. Navigate to that new folder (top level
  4. grep -iR "some relevant string" *
  5. Look at the results, and figure out which ones seem most relevant
  6. Open those files
  7. Read through to figure out what's going on there
  8. Determine what I need to find next
  9. Go to 4 unless I've completely answered my question

The issue is:

  • Is there a better way?
  • Some way that is considered good should be clearly indicated somewhere.

Player can get re-captured inside the prison

When the player looses from lust/obedience fighting a guard inside the prison, it is possible for them to be recaptured, which does not make sense when you are already inside the prison.

Level up arrow when no level up available

Now arrow is displayed also when you have perk and stat up, but if you have maxed stats and/or all perks you want it is annoying. So better to only show it when actual level up is possible.

Or, maybe, gray arrow instead of green when only stat/perk is available (wouldn't catch attention).

Player forgets how to do unlockable training after escaping from prison

"function prisonescapefinalepart1 ()" does the following:

flags[kFLAGS.PRISON_STUDY_BREATHING_UNLOCKED] = 0;
flags[kFLAGS.PRISON_STUDY_MANNERS_UNLOCKED] = 0;
flags[kFLAGS.PRISON_TRAIN_ANAL_CAPACITY_UNLOCKED] = 0;
flags[kFLAGS.PRISON_TRAIN_SELF_CONTROL_UNLOCKED] = 0;
flags[kFLAGS.PRISON_TRAIN_PUPPY_TRICKS_UNLOCKED] = 0;

I don't think it should do this.

[Code] Prison Punishment Description/Status Restructuring.

I have whipped up a replacement for the initial cell description output found in the prisonRoom function
This is just a proof of concept and has not been tested, but would this be a good idea?

This:

outputText("You are in a dimly lit but spacious cell. However, the size of the room is little comfort to you as it is filled with all manner of restraints and torture devices. Eylets, metal rings, bars and hooks are scattered around the ceiling, floor and walls providing a near endless variety of ways to restrain a person. A wooden stockade is installed in the center of the room, a whipping post and a rack stand in one corner, and in another there is a large and ominous floor to ceiling stone box. "); 

Gets replaced with a function that does the same thing, but also includes other descriptions that should really be included as one. NOTE: I am a novice when it comes to Action-script, and to the CoC code, so the below code may not actually run at all, but I did my best.

//Calling the below function will output text describing the cell that the player is in, as well as any special devices the player is in. The intent is to provide a single point to display the "prison hub" text from, and to make it easier to include additional punishment descriptions.
{
    public function prisonRoomDescription():void
    {
        switch(flags[kFLAGS.PRISON_PUNISHMENT]) // Check the flags to see if the player is in a punishment scenario
            {
                case 0:
                    //No Punishment -- Default Cell Text
                    outputText("You are in a dimly lit but spacious cell. However, the size of the room is little comfort to you as it is filled with all manner of restraints and torture devices. Eyelets, metal rings, bars and hooks are scattered around the ceiling, floor and walls providing a near endless variety of ways to restrain a person. A wooden stockade is installed in the center of the room, a whipping post and a rack stand in one corner, and in another there is a large and ominous floor to ceiling stone box. "); 
                    break;
                case 1:
                    //Stockades
                    outputText("You are in a dimly lit but spacious cell. However, the size of the room is little comfort to you as it is filled with all manner of restraints and torture devices. Eyelets, metal rings, bars and hooks are scattered around the ceiling, floor and walls providing a near endless variety of ways to restrain a person.A whipping post and a rack stand in one corner, and in another there is a large and ominous floor to ceiling stone box. \n\n"); 
                    outputText("You are confined to the stockades as part of your lesson. A hollow plug has been forced into your ass, curving upward in a hook-like shape and attached to the ceiling. You are bound in such a way that should your [legs] go slack even the slightest bit, the entire weight of your torso would be suspended by your asshole.");
                    break;
                case 2:
                    //Confinement
                    outputText("You are confined in a dark stone box. You can't move more than an inch in either direction, but you can stand up or sit down. A collection of monstrous dildos extend from the horizontal bar directly underneath you, doing their best to demoralize you. A small slit in the panel allows you to see the cell. ");
                    outputText("\n\n");
                    // Tells How much the player is standing or resting
                    prison.prisonCaptorPunishmentConfinementDescribeStatus(true);
                    break;
                case 3:
                    //BJ Trainer
                    outputText("You are in a dimly lit but spacious cell. However, the size of the room is little comfort to you as it is filled with all manner of restraints and torture devices. Eyelets, metal rings, bars and hooks are scattered around the ceiling, floor and walls providing a near endless variety of ways to restrain a person. A wooden stockade is installed in the center of the room, a whipping post and a rack stand in one corner, and in another there is a large and ominous floor to ceiling stone box. "); 
                    outputText("\n\n");
                    //Call funtion to list the status of the BJ Trainer 'event' 
                    punishments.prisonCaptorPunishmentBJTrainerDescribeStatus(true);
                    outputText("\n\n");
                    break;
                case 4:
                    //Pet Crate
                    outputText("(Placeholder) Pet Crate Punishment.");
                    break;
                default:
                    outputText("<b>DEFAULT</b>.",false);
                    break;
    }

Somewhat game-breaking bug (rarely encountered)

Glad to hear you have a new hard drive!

This one has to do with maximum lust and the way you refactored the camp menus. [camp.as]

If the player has:

  1. No followers they can have sex with to reduce lust
  2. Either are numb because they drank minotaur blood or cannot masturbate because they're a centaur (and they don't have the centaur items from the farm to allow them to)

They're permanently stuck in camp. Game over.

When you switched from the old method (function pointers/string variables) to control what buttons are on the menu you left the flavor text with all the conditions but didn't re-add those checks to your button removal code.

    if (player.lust >= 100) {
        removeButton(0);
        removeButton(1);
    }

Presumably you're fiddling with this code already since you mentioned increasing maximum lust on the forums. I just did this to quick fix it in my own mirror:

    var canFap:Boolean = player.findStatusAffect(StatusAffects.Dysfunction) < 0  && (flags[kFLAGS.UNABLE_TO_MASTURBATE_BECAUSE_CENTAUR] == 0 && !player.isTaur());

    if (player.lust >= 100 && canFap) {
        removeButton(0);
        removeButton(1);
    }

Missing back button in Rathazul's armor menu

This is more likely Feature request as this issue occurs also in original CoC.

When asked Rathazul to make an armor, new menu is shown with selection of possible crafts. As there's no back button, player can't change mind.

Index: Rathazul.as
===================================================================
--- Rathazul.as (revision 2169)
+++ Rathazul.as (working copy)
@@ -550,6 +550,7 @@
    if (player.hasKeyItem("Divine Bark Plates") >= 0) {
        addButton(6, "D.Bark Armor", craftMaraeArmor, true);
    }
+   addButton(14,"Back",rathazulWorkOffer);
 }

 private function craftSilkArmor():void {

Bad ends

Whenever I get a bad end. The continue option Goes to a black screen
coc

Purity Ring is not working

Looks like it is supposed to have handler in PlayerEvents.timeChange(), like lethicite ring, but it have not.

I'm not sure, but...

I don't know if this is a bug, but you should check if currently wearing the red bodysuit w/ the proper appearance does anything.
Cause I haven't noticed Raphael visiting me.
I have the proper appearance and the red bodysuit worn, but also had the scene of him hiding in the barrel.
So I'm not sure if there's a bug. But since this is a bug fixing thread, I'll just leave a link to another bug report that I accidently posted in the vanilla coc issues page.
https://github.com/herp-a-derp/Corruption-of-Champions/issues/752

[Feature Request] Advanced Character Generation ("New Game =")

Sometimes I feel like starting over (e.g., because I missed/lost a bunch of things, or because a new build added new content or something), but I am discouraged from doing so by the inconvenience of redoing my character's appearance, ability to not completely fail at seduction, etc., or of facing off against level 40 opponents in NG+.

I would like some method of improving "NG=", such as a text-field for copy-pasting a "chargen code" using a standardized, human-legible syntax, that I can customize in a text editor.

This might be unlocked by default, or by some sort of "clear data" file that allows you to select from among the things you've unlocked in previous playthroughs.

Rathazul note about finished work

There is a note on your bedroll. It reads “Come see me at the lake. I’ve finished your spider-silk armorrobesbrapantiesloinclothrobes. -Rathazul”.

Re entering prison

Hey again, notes when you try to re enter the prison from the back ally at bazaar the game kind got stuck you cant prees next or nothing, nether text or any other button can or are visible exept for the next button, may also add it when i done a question to Elly (the one that you need to get fuck by 5 monster)

Naba bite attack takes no account of constriction

It looks like when you bite enemy when he is constricted you release him first. Constricted enemy should have hard time avoiding bite.

Also, anemone hair should have good synergy with constriction, for obvious reasons.

Kiha - description at camp

When you have her as lover, camp description can mention her with her kids even if she have none.

This is because condition

  else if (flags[kFLAGS.KIHA_CHILD_MATURITY_COUNTER] <= 80 && (flags[kFLAGS.KIHA_CHILD_MATURITY_COUNTER] % 3 == 0 || model.time.hours == 20))

does not actually check if she have any.

Grammatical error in cabin building code

I built the cabin frame with only Jojo in my camp. The message was "Various people of your camp come to see what you've built so far. Most of them are even impressed." With only one person in the camp, this is a grammar error.

Perhaps something like, "Your lone camp follower comes to see what you've been working on. They nod in approval, impressed by your handiwork."

Also, it should be "Various people in your camp..."

The code is on line 295 in CabinProgress.as.

[Camp] Cannot masturbate in cabin

"There is no way you could get away with masturbating in a place like this! You’d better find your way back to camp if you want to take care of that."

LizanRogueScene pregnancy dead end

It uses oviposition elixir pregnancy using call:

  player.knockUp(PregnancyStore.PREGNANCY_OVIELIXIR_EGGS, PregnancyStore.INCUBATION_OVIELIXIR_EGGS);

but it lacks

  game.player.createStatusAffect(StatusAffects.Eggs, Utils.rand(6), 0, Utils.rand(3) + 5, 0);

from elixir. It leads to null pointer exception in eventParser, string

  [player.statusAffect(player.findStatusAffect(StatusAffects.Eggs)).value2 || 0][player.statusAffect(player.findStatusAffect(StatusAffects.Eggs)).value1 || 0] ||

where it trying to check StatusAffects.Eggs being sure it is present.

How do give Kiha panties?

I can't seem to figure out how to do it for the life of me, what am I missing here? Also unrelated could you at some point integrate the "Helspawn Quality Time" scene? Thanks in advance.

Dragon scale armor - no condition check

Rathazul have no checks for quantity of scales you have. It will take up to 5, but you can make armor having only one.

Does it make any sense when making full suit of armor and just underwear require same amount of matherial? For spider silk also — 500 gems and 5 silk for full heavy armor suit or loincloth/bra.

Mod 1.1.10: Minotaur Lord fight bug

While fighting a Minotaur Lord and he ties the PC up in his chain, I chose to not struggle and receive this message:
"The minotaur lord tugs on the end of the chain, pulling you toward him, making you spin round and round so many times that you’re dazed and dizzy. You can feel the links coming free of your fur..." "Your embarrassment gives you the strength to re-adopt your fighting pose, but it’s hard with how rigid your cock has become."
My PC does not have fur or a penis so the message is wrong.
P.S. This Mod is so AWESOME!

PhoukaScene dead end

Requirements: win by lust wit own lust < 33 and no drop rolled.

No buttons displayed and only way to continue is by reloading whole game and loading last save.

[Prison-Feature Request?] Punishments Descriptions

When you are in the Stone Box (one of the hard punishments) you are give a list of generic bonage descriptions,

Your arms are bound behind your back.

But the description say nothing about being in that particular setup, save for when you are initially placed in the device. The same is true for the Stockades.

In addition, the base prison paragraph at the top of the page seems oddly worded when you are in either the stone box. It is written if you are _outside_ of the device, but seems odd to leave it in if you are _in_ one of the devices,

...A wooden stockade is installed in the center of the room, a whipping post and a rack stand in one corner, and in another there is a large and ominous floor to ceiling stone box.

I was wondering if this could be made more dynamic or something.

Dog-Morph and Fox-Morph max stats are wrong

In description +int -tou:

Dog-Morph and Fox-Morph
Speed: +10
Intelligence: +10
Toughness: -10

In code -int no tou:

        if (dogScore() >= 4 || foxScore() >= 4) {
            maxSpe += 10;
            maxInt -= 10;
        }

trainingPet.prisonCaptorPetLickCumBowl appears to be inaccessible

output of grep -iR "lickcumbowl" *

classes/classes/Scenes/Places/Prison/TrainingPet.as:        public function prisonCaptorPetLickCumBowl(branchChoice:String, previousEvent:Function = null):void
classes/classes/Scenes/Places/Prison/TrainingPet.as:                addButton(0, "Lick", prisonCaptorPetLickCumBowl, "lick");
classes/classes/Scenes/Places/Prison.as:                trainingPet.prisonCaptorPetLickCumBowl("choose", previousEvent);
classes/classes/Scenes/Places/Prison.as:                trainingPet.prisonCaptorPetLickCumBowl("afterlick");

output of grep -iR "prisonitemspecialevent" *

classes/classes/Scenes/Places/Prison.as:        public function prisonItemSpecialEvent(item:Useable, previousEvent:Function):Boolean

This appears to be a necessary step to progress from trainingpet.prisoncaptorpettier() == 1 to trainingpet.prisoncaptorpettier() == 2 , in addition to being an interesting scene variation.

NG+ perks inconsistency

Nine Tails perk is removed after reincarnation, but tails retain. Since meditation on kitsune shrine (or mystic jewel) can grant perk only when you have 8 tails, only way to get it again is by removing all tails.

Cleansing Palm and Enlightened retain, Controlled Breath not. Should be somehow be consistent.

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