RPGM Lewd Battles mechanics

przpriv

Newbie
Sep 5, 2017
19
11
Hello! I got some free time, and I'm never really satisfied with the content of games, soooo I’m trying to make my own "pearl." I don't have any prior experience with any game engine or programming, but RPGM looks easy to understand and has all the functionality that I want to implement into my game. Maybe I'm too lazy or really bad at searching, but I can't find any data on NSFW battle systems—specifically, restraint mechanics, and all the bad things that could happen to a heroine when she can't move.

To summarize, I'm looking for some guides or samples on how to create lewd fights with actions that can be triggered at any time, restraint mechanics, and other actions that can only happen after the heroine is restrained. When the heroine's status is changed to "restrained," the enemy should only be able to perform specified actions.

All my attempts are pretty bad. When the heroine is restrained, the enemy still performs all the actions on the list, even trying to restrain her again. The worst part is that the enemy isn't using the actions specified for when the "restrained" status is active.
 

osanaiko

Engaged Member
Modder
Jul 4, 2017
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Speaking specifically to your problem: searching for "nsfw battle" is probably not going to help - it's more a question of finding how and where to add conditions to the actions an enemy can take in RPGM, and referencing the target character state in making that decision.

anti rpgm rant follows:
RPGM is simple only if you stick to the core built-in functionality - items, map navigation, JRPG style battles. But as soon as you start adding your own systems on top of that it becomes a programming task. Unfortunately RPGM is a very weird environment to "program" in - lots of stuff can only be accomplished by configuring triggers and events via the Developer GUI application. It can be extended by writing Javascript but then it becomes hassle of finding other people's existing modules, understanding how they are supposed to work, and the integrating that to the core game platform.
 

przpriv

Newbie
Sep 5, 2017
19
11
Thanks for your response! I'm slowly getting the hang of this engine and expanding my database of plugins for different elements. Contrary to my expectations, I see that I need to learn some basic JavaScript to better customize these plugins. I think I'm learning quickly by introducing one function at a time so that I can calmly understand how variables and switches work. As for battles, I've decided to leave them for later when I have a better grasp of the basics.

However, another question comes to mind—can you recommend a good AI generator for creating scenes? The main concern is consistency in generating characters so that they look identical but differ only in pose. If my project takes shape and gains interest, I’ll probably hire an artist to collaborate with, but for now, it makes sense to keep my expenses to a minimum. :)
 
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osanaiko

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However, another question comes to mind—can you recommend a good AI generator for creating scenes? The main concern is consistency in generating characters so that they look identical but differ only in pose. If my project takes shape and gains interest, I’ll probably hire an artist to collaborate with, but for now, it makes sense to keep my expenses to a minimum. :)
Well, this is something that I *am* qualified to talk about, because I'm currently making a game using AI image generators.

I use "Stability Matrix" to do a local install of StableDiffusion, specifically the Automatic1111 webUI.

For the specific "look" that I want for my game, I'm using the "PonyDiffusionXL_v6" model with a specific LORA for the art style I want (mimicking the Summertime Saga game artwork style)

I've found that it takes a LOT of manual work to get specific image setups (poses / scenes), and a lot of manual image editor work to get character's looks and clothing to stay consistent. And I really do mean A LOT LOT! Stuff like "frankestein" combining lots of different source images, then using IMG2IMG to blend them together and convert into the desired art style. Doing dozens to 100s of generations to find the ones that look the best. Then again frankensteining the best ones together to fix anatomy or clothing problems. Finally, detailed photo editing of clothes/facial features, followed by a final IMG2IMG pass at a low (like 0.2) Denoising strength setting to smooth out the edits.

I might be a bit excessive in the amount of perfectionism I am putting into it.

If you want to read more about what I'm doing come checkout my Dev thread, linked in my signature.
 

XforU

Of Horingar
Game Developer
Nov 2, 2017
191
273
I haven't made a system like that, but I assume it will work something like this.

Req: gif/video plug-in.

Ability calls common event the runs your animation on screen. Attach effects and variable to said common event to track progress (cumming, state of undress and such). In case you need to interact with the scene, you'll need to set the common event to run parallel and be able to complete a task (cum, end, progress) to exit processing. Troops will also need to run a parallel event that tracks the progress var.

For abilities that only work when character is restrained you'll need to add a few conditions to abilities that work only when "restrained" state is active. You have to make sure the state gets removed at some point or make is purely visual to avoid the problem that you're having (enemy does 10 things at once)

It's not hard to do, but it will be time consuming. This isn't the best way to do it nor is it the most efficient... It's the easiest.
 
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przpriv

Newbie
Sep 5, 2017
19
11
After reading osanaiko suggestions. I've come to the conclusion that one way or another I need to do some edditing, so
I think I'll just create an actor in Koikatsu(for example), set the pose, take a screenshot and draw the exact pose and actor in a graphics program using layers.(why not just with koikatsu? There's something wrong there, I can't say what but it doesn't fit my concept, maybe unnecessary "depth"?) The art style I want is something like Star Knightess Aura or Samurai Vandalism you know, typical anime style, simple but pretty neat. It's been a few years since I last drew something, I've never been good at drawing people, but I'm pretty good at redrawing, so I think I'm up for the challenge. For obvious reasons i think at first i just draw one or two images and fill the rest with raw koikatsu :ROFLMAO: . This game is meant to be a "proof of concept" at this stage, not a full-fledged 0.1 release.

XforU regarding your post, I have already partially figured out such a solution (at least in my mind, I still have to apply it in practice), but the biggest problem I see is that in some battles there will be two actors, one female with whom I want the enemies to interact, the other male, where it is an absolute no-no. For now, my only idea is to introduce a rule that the male actor is immune to the "restrained" status, but I think that there may be stupid situations when "enemy x" uses restrain on "actor Male"
I guess ican't have everything without a solid understanding of javascript :p
 
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XforU

Of Horingar
Game Developer
Nov 2, 2017
191
273
After reading osanaiko suggestions. I've come to the conclusion that one way or another I need to do some edditing, so
I think I'll just create an actor in Koikatsu(for example), set the pose, take a screenshot and draw the exact pose and actor in a graphics program using layers.(why not just with koikatsu? There's something wrong there, I can't say what but it doesn't fit my concept, maybe unnecessary "depth"?) The art style I want is something like Star Knightess Aura or Samurai Vandalism you know, typical anime style, simple but pretty neat. It's been a few years since I last drew something, I've never been good at drawing people, but I'm pretty good at redrawing, so I think I'm up for the challenge.

XforU regarding your post, I have already partially figured out such a solution (at least in my mind, I still have to apply it in practice), but the biggest problem I see is that in some battles there will be two actors, one female with whom I want the enemies to interact, the other male, where it is an absolute no-no. For now, my only idea is to introduce a rule that the male actor is immune to the "restrained" status, but I think that there may be stupid situations when "enemy x" uses restrain on "actor Male"
I guess ican't have everything without a solid understanding of javascript :p
That's pretty doable without coding. Make restrain attack aoe with multiple effects and only the female will get the state since the male is immune. This is a workaround that will work while you figure something out.
 

przpriv

Newbie
Sep 5, 2017
19
11
Good tip! But I should probably start addressing all the weird temporary solutions, but when I spend two hours trying to do one thing, I get mad and put "another weird switch No. X" and go on to do something else XD
 

przpriv

Newbie
Sep 5, 2017
19
11
Fucking hell... I literally throw up with graphic processing, I absolutely have to consider outsourcing in terms of art. Below is about 20h of work on one pose... I have everything in layers so, individual appearance modifications are a smaller problem but I am still not satisfied with either the face or the hair....
You don't have permission to view the spoiler content. Log in or register now.

Any opinions?
 

przpriv

Newbie
Sep 5, 2017
19
11
So, back to the topic. A piece of information for posterity and those interested ;)
Maybe not the simplest, but a solution that can be applied without dedicated plugins:

When using a skill, e.g., "pussy grab" a common event is triggered, which turns on a specific switch.
The "Troops" section has several battle event tabs that activate when the corresponding switch is turned ON in the "moment" span. This then triggers the sequence of actions in that tab.

If I want an event to be multi-stage, as in the case of skill pussy penetration (in my setup), a common event runs with multiple conditional branches. These branches, depending on the value of a variable, activate different switches, which in turn trigger different battle event tabs.

It is crucial that at the end of each sequence, the given switch is turned off again. In the final step of the sequence, all relevant variables are reset to their initial value - 0. Similarly, I set up another common event that triggers in case of victory/lose/escape, which resets these variables.

I still haven’t figured out easy way to set different actions depending on the different enemies participating in battle, so for now, I'm sticking with "uniform" troops. I do have a rough idea of how to do it, but it would require creating several separate common events, switches and variables for each type of enemy. To be honest, at this point, I don't think it's worth the effort.
 

osanaiko

Engaged Member
Modder
Jul 4, 2017
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I'm glad you found a way to implement some of your vision.

However the next step with multiple enemies and multiple target actions is a classic case of "combinatorial explosion"... and you are very rightly daunted by it.

1 enemy type x 1 target x 5 stages of action progression = 5 paths to configure/code.

but (for example) 3 enemy types x 3 target states x 5 stages of action x 3 different attack areas (mouth, pussy, ass).... shit now you got 135 code paths to write!

Part of the difficulty here is that you are working with RPGM's default developer user interface, which as you have found requires you to repetitively manually setup the conditions / switches etc. in all those fiddly little UI windows.

Using a "real" programming language lets you abstract some of the work with reusable functions and data structures. And that is possible in RPGM, but you have to move your implementation into javascript files - and of course become a programmer, who specializes in interfacing back to the "API" of the RPGM game engine. Not the easiest thing to do, and far less documentation for that sort of work than you might like.