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[Mod][XCL] Cold-Calling Interruptions [for v0.19]


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[XCL] Cold-Calling Interruptions [for v0.19]


Cold-calling no longer ends the work day or prevents coworkers from interacting with you.

 

Author: usagitriplesix

 

Cold-Calling Interruptions

This is a quick-and-dirty mod with the main intention of preventing the player from being able to block coworker interactions by selecting cold-calling.

 

Find yourself on a Breeder pill for some reason, and you're stuck at 10 arousal at work? Don't want to be hit on by one of your coworkers, since there's a high chance you might do something stupid? Just select "cold-calling" and end your work day with no problems!

 

...well, that's what you could do if you don't have this mod installed.

 

Cold-Calling Interruptions simply makes cold-calling an hour-long activity, at which point you'll be returned to your work typical options. Coworkers can interact with you just as they normally would between sales, and you can always chose to continue cold-calling for another hour, or go change your mind and pursue a lead.

 

 

Downsides:

While not the most elegant solution to the problem, it was the easiest one I could implement. The biggest down-side is that cold-calling no longer functions as the "auto-end workday" it was intended to be. You can still finish your day through cold-calling, but depending on the number of hours you have left, you'll need to select the option a few times to get through them.

 

I've tried this in my own game and mostly enjoyed the change. Perhaps a more intrepid modder will be able to create a version that only requires you to select the option again if you actually are interrupted, but, until that day, my mod will at least be an option.


 

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I'm glad you implemented my suggestion. Now to help you.

 

Right now you have it where every time you cold-call you jump each hour.

 

In order to make it a one press action you will need a loop. (Never mind, HTML can't loops.)

You will need to "simulate a loop". {I know this method works, because when editing a mod a while back I caused an infinite loop}

 

Trigger SLOOP1

 

:: SLOOP1

{

    (if:$sales_job's "hours left" <= 0){

          (set:$sales_job's "hours left" to it -1)

          If (random){

               Trigger Interruption

          }

          Else{

              Trigger SLOOP2

          }

     }

     Else{

        End work day.

     }

 

}

 

:: SLOOP2

{

     (if:$sales_job's "hours left" <= 0){

          (set:$sales_job's "hours left" to it -1)

          If (random){

               Trigger Interruption

          }

          Else{

              Trigger SLOOP1

          }

     }

     Else{

        End work day.

     }

 

}

 

:: Interruption

{

     "insert event"

 

     (set:$sales_job's "hours left" to it -1)

     Trigger SLOOP1

}

Edited by ravenger6660
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4 hours ago, ravenger6660 said:

I'm glad you implemented my suggestion. Now to help you.

 

Right now you have it where every time you cold-call you jump each hour.

 

In order to make it a one press action you will need a loop. (Never mind, HTML can't loops.)

You will need to "simulate a loop". {I know this method works, because when editing a mod a while back I caused an infinite loop}

 

I considered doing something like this, but ran into the problem of the way the game handles "location events."

 

I believe the location events passage will check for an event, based on the settings in that passage, and will either play an event, or dump you back into the options for that location. There's no easy way, that I could find, to check whether or not an event will fire, so I couldn't easily test whether or not to break out of the loop to show the event.

 

So, easiest solution in the meantime was just to drop you back at your desk after an hour, so the location events could fire the way they normally would.

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