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Ideas for modding "Loversescaperape"


detroitmechworks

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Posted

Personally, I love the idea of being able to fight back at least a little... but the way that escaperape works right now is very random to me...

 

took a look at the script, and from what I gather from my limited C++ programming ability, it's essentially a random number which is generated which determines whether you escape or not...

 

Not sure how I could script this, but this is how I'd like it to work: (Essentially, this is my "Work it out" thought process.")

 

For Joburg and other mods (Especially if you're using realistic fatigue) your fatigue is already set to zero... now, this already will affect your melee damage, so perhaps a way to tie that to how you escape...)

 

I would go with every time you "escape attempt" you do your unarmed melee damage against a target number for each creature/rapist. This number is low for monsters it should be easy to escape from... I.E. wolves, mudcrabs, etc... (With a minor exception made for "Lover's Bitch" If you've just gotten knotted...) and MUCH higher for creatures/characters with higher strength/endurance. Seeing as your melee damage is already pretty low for fatigue in many cases, this means that fighting back will not work very often... of course, if you've just had an unlucky stumble and your fatigue is still very high your odds of escaping go up considerably.

 

Which means that Monks and other unarmed specialists will be much harder to rape, while mages and other ranged combatants will want to stay out of the hands/claws/tentacles of horny assailants at all costs.

 

I like this idea a bit better than the random number generator, and I THINK at least the basic would be fairly easy to implement with a few calls to melee damage functions and a semi-random formula to implement a "Target Number" generated to escape...

 

Those more experienced in scripting, lemme know what you think, and if you can point me to the functions I would have to use for this, I'll take a whack at it. (No guarantees on success, and if you have any ideas for either streamlining the script or writing it, I'd appreciate it.)

 

Script basic Idea:

 

1. Rape Starts.

2. Random "Target Number" Generated based off

A. Creature/Character Type

B. Strength of Attacker

C. Endurance of Attacker.

 

Basic Formula I'm thinking is STR/5 + END/5 * (Set Number for creature type. Humanoid Base= 1.0)

EDIT: Needs a RND number here too. I'm thinking just a number that multiplies the final result by .1 to 10... essentially there are some times you can EASILY get away, and some times... no matter what, you're getting fucked.)

 

3. Each "R-click" does value of unarmed damage attack against Target Number. Set as value "escape Damage" (Modified by fatigue, I.E. Doing CURRENT unarmed Damage.)(This creates an interesting scenario BTW where a Character might want to WAIT to attempt to escape until their fatigue has built up to the point where they would have a chance to actually escape.)

 

4. Each "R-click" does Fatigue damage equal to a base unarmed attack... (Struggling tires you out...)

 

5. IF "escape damage" done >= Target Number

 

ABORT Sex in Lovers...

 

6. Else... rape continues...

 

Whaddya think? Fairly simple, IMHO (And would need to add a modification for EACH creature ideally, but that can be added AFTER base mod is done.)

Posted

Ok... been looking it over... and it's a LOT more complex than I was aiming for.

There's a lot of dependencies that I was hoping to do without. Ideally I'd want this to be able to work with Shadowrunner's RaperS, which IMHO is more fun...

 

The additional animations aren't really that necessary for what I was planning... but it's gonna be interesting trying to figure it out... Wish me luck.

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