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[Mod]Sellable Action Points for [XCL] .18


SleepyGo

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Posted

Sellable Action Points for [XCL] .18

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Allows you to sell your maximum action points at Mutatio for a large amount of essence ...but is it really worth it?

 

Directly edits ':: Potion Shop sell stats options' so it will conflict with any other mods that do the same.


 

Posted

Excellent idea! I've been hoping for something like this. Action points feel a little gimmicky on their own and tends to make the game too easy. At least this provides a lore-friendly way of integrating it now that Mutatio has become part of core functionality... 

 

One suggestion though: perhaps include the option to sell more than one AP at a time, instead of having to come back to the Mall two more days?

 

Not sure if this is possible mod-side or if the game's inherent code will need to be adjusted to allow for this...

Posted
18 hours ago, QiNaga said:

One suggestion though: perhaps include the option to sell more than one AP at a time, instead of having to come back to the Mall two more days?

 

Not sure if this is possible mod-side or if the game's inherent code will need to be adjusted to allow for this...

I didn't even consider it because the game doesn't let you do that with your stats when selling them. The quick and dirty way to implement what you want for all stats would be removing the if clause about '$potion_shop_last_subtraction' from the ':: Potion Shop options' passage but that would conflict with anything that edits that passage which it would be better to avoid doing if possible. A more elegant solution would be to allow the player to select how much they'd like to sell but then you'd need to account for the diminishing returns if you want to maintain that mechanic.

 

Posted
14 hours ago, SleepyGo said:

I didn't even consider it because the game doesn't let you do that with your stats when selling them. The quick and dirty way to implement what you want for all stats would be removing the if clause about '$potion_shop_last_subtraction' from the ':: Potion Shop options' passage but that would conflict with anything that edits that passage which it would be better to avoid doing if possible. A more elegant solution would be to allow the player to select how much they'd like to sell but then you'd need to account for the diminishing returns if you want to maintain that mechanic.

 

Okay, this marks the official first time ever that I've dabbled into modding any game, all thanks to your little mod!

 

I've gone ahead and looked to tweak your mod's twee file, and I think I've landed upon a result I'm happy with for my games. I'm adding the tweaked version of the file here for you to peruse, your benefit, and possibly anyone else who might be interested. 

 

Thinking about the lore behind Mutatio, and how Action Points work in the game, I've come to realize that one can view "an action point" as something akin to a "miracle", or a "prayer to the gods" - to obtain miraculous willpower/strength/charm/wit in a critical moment when all other avenues have failed the character (player skill and character stats). And since the theme of the Mutatio shop seems very much magic/occult oriented, I thought about relabeling the "sell your action points", to an action where the character would effectively "denounce their faith". 

 

Story-wise: with a single action, the PC sacrifices their ability to "call for a miracle", in exchange for a large essence extraction, along with a load of cash. 

In practice: Max AP's are simply set to 0 immediately, for the reward of 350 essence (in male form) and $1000 in cash. I didn't want to go crazy with the amount of essence extracted since even 500 seems too much for me. Too tempting to boost stats unrealistically...

 

What this effectively allows is a substantial reshaping of the character's in-game stats without becoming ridiculously OP (thanks to the scaling mechanic), or all three of the "masculinification" treatments that is provided through the "Pregmod & SWP Side-effects" mod, plus some cock enhancement, along with enough cash to buy a computer and all the available porn disks, or have several benders at the Electric Pickle or Broken Drum to impress the girls... Whatever. Losers and Nerds can now have "hidden talents" that can help them get ahead with life in Summer City, even without the safety net of their faith (action points).

 

But of course, no more action points (miracles) for the rest of the game unless you can save up enough essence again to "restore your faith" (assuming this will still be possible with the way I've implemented this tweak).

 

Anyway, this is a long-winded way of saying that, with this tweak, I've managed to rationalize the existence of action points in the game in a way that actually makes sense from a story perspective (and perhaps a public admission that I might be a bit of a masochist in this game, lol).

 

Feel free to integrate this into updates to your mod if you want, but if the small changes I made could cause unforeseen issues with my game later on that you know of, I'd appreciate if you could let me know?

 

Anyways, thank you, and enjoy!

SellableActionPoints_0.4-QiNaga.twee

Posted
8 hours ago, QiNaga said:

Feel free to integrate this into updates to your mod if you want, but if the small changes I made could cause unforeseen issues with my game later on that you know of, I'd appreciate if you could let me know?

Your changes shouldn't cause any problems independent of my own choice to directly edit the passage due to there not being a passage tag for it yet. I do think there might be some minor gameplay impact of not stretching things across several days but that's a thing about mods; they let you choose that sort of thing for yourself.

 

In terms of flavor though Mutatio was originally magic themed when it was a mod but as I understand it it's moving towards a more sciency fluff now that it's in the main game. The 'potion' passage names are a hold over.

 

It's always good to see someone else getting into modding. Particularly when they like making the game harder like I do.

Posted
2 hours ago, SleepyGo said:

Your changes shouldn't cause any problems independent of my own choice to directly edit the passage due to there not being a passage tag for it yet. I do think there might be some minor gameplay impact of not stretching things across several days but that's a thing about mods; they let you choose that sort of thing for yourself.

 

In terms of flavor though Mutatio was originally magic themed when it was a mod but as I understand it it's moving towards a more sciency fluff now that it's in the main game. The 'potion' passage names are a hold over.

 

It's always good to see someone else getting into modding. Particularly when they like making the game harder like I do.

Oh, right on. The move toward a more sciency-theme still fits in my rationale at least. Hehe.

 

As for the gameplay impact you mentioned, I guess I'll just play it like this and test it out. So far there doesn't seem to be any major impact.

 

Yea, I've got a few other ideas for the game, but I need to dive into the modding tutorials properly if I'm going to be devoting more time to this. Will see. 

 

Thanks anyway for your quick responses. It's refreshing. :)

  • 2 weeks later...
Posted

Hey! Original mod dev here, and I hope you'll be happy to know that there are passage tags for the potion shop options being added soon. The next patch for the game should allow you to use passage tags to preserve mod compatibility rather than editing base game passages.

 

Glad to see people are enjoying these additions to the game and tweaking them to their preferences :)

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