kitteh6660 / corruption-of-champions-mod Goto Github PK
View Code? Open in Web Editor NEWThis project forked from dearlight/corruption-of-champions
CoC source from fenoxo, modded by Kitteh6660
This project forked from dearlight/corruption-of-champions
CoC source from fenoxo, modded by Kitteh6660
Since this seems to be the main fork now, would you like assistance in commenting the code so others can understand what is happening?
In fighter starting history it is written that you start with 50 gems. But you start with 0.
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.
In CharCreation.as there is:
addButton(8, "Lots of Jizz", confirmEndowmentBigCock);
what should be:
addButton(8, "Lots of Jizz", confirmEndowmentMessyOrgasms);
Not sure if this is intended behavior.
I think they should add +1 and +2, respectively.
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
I just defeated a sand witch and there was no option available to me after her defeat
The uniball status effect is exclusively obtained through the sand trap TF, so it should count towards that TF score.
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.
there is "else" where it shouldn't be, which prevents from getting nymphomaniac perk
else if(player.findPerk(PerkLib.CorruptedLibido) >= 0 && player.cor >= 75)
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:
The issue is:
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.
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).
"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.
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;
}
After leaving prison, my character has the inventory items obtained in prison, not the items from before prison.
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:
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);
}
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 {
Looks like it is supposed to have handler in PlayerEvents.timeChange(), like lethicite ring, but it have not.
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
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.
The variable is referenced in descriptions, but appears to only be affected by Trap Oil... except that Trap Oil only changes the variable if it's > 0
, which never happens, because it's uninitialized.
There is a note on your bedroll. It reads “Come see me at the lake. I’ve finished your spider-silk armorrobesbrapantiesloinclothrobes. -Rathazul”.
Apparently some people play this game on Android, and apparently that needs to be built specially.
Cotton.as: if(player.fatigue > 80) {
should be something mathematically equivalent to if( (player.maxfatigue() - player.fatigue) < 20 )
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)
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.
I want to hold onto more loot. 😢
I already have the +5 backpack, both strength perks, and the normal treasure chest...
Exactly what it says.
When your character escapes, he/she/it/ze should re-equip armor/weapons/shields rather than putting them in the backpack.
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.
Night spent outside of camp (forest kitsune mansion for example) doesn't propertly resets Jojo daily meditation benefits.
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.
"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."
If the player's maximum lust is over 100, this can result in orgasm denial scenes reducing lust
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.
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.
Some of Shouldra's events seem a bit out-of-place in the prison.
Like, dragging you out to the ocean, and then you winding up back inside.
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.
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!
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.
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.
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;
}
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.
Followers -> Rathazul -> Armor -> Dragonscale
How do I abort if I don't want to make any of those things yet?
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.
Function NagaScene.naggaSqueeze()
Also it does not round up, leading to fraction hp.
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