added commissions templates
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@@ -119,4 +119,41 @@ content space.
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3. **Location system** — done: `ULocationSubsystem` + `ULocationConstraint`; the whole Location/travel
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3. **Location system** — done: `ULocationSubsystem` + `ULocationConstraint`; the whole Location/travel
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group and `WhileAtLocation` are unblocked. (Build the location *objectives* with the ✅ batch.)
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group and `WhileAtLocation` are unblocked. (Build the location *objectives* with the ✅ batch.)
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4. **Per-system batches** as VS‑5 (NPC types), VS‑2 (lust/pulse), toys, restraints, and Phase 8
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4. **Per-system batches** as VS‑5 (NPC types), VS‑2 (lust/pulse), toys, restraints, and Phase 8
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(photo/livestream/followers) land.
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(photo/livestream/followers) land.
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---
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## Concrete commissions (all ✅ — pure data, no new C++)
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Authorable today in a `UCommissionBoardConfig`: each is a recipe of shipped objectives + the four
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constraints (`UObservedConstraint`, `UDayPhaseConstraint`, `UWearingSlotConstraint`, `ULocationConstraint`),
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`RequiredHoldSeconds`, and `bSequentialObjectives`. Numbers are starting values, not balance.
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**Authoring ceiling:** live location tags are only `Location.Apartment`, `Location.City`, `Location.City.Beach` —
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more `Location.City.*` sub-areas would multiply every location-gated row below.
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### Exhibitionist (be *seen*)
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- **Morning Walk of Shame** — *Daily.* `WalkNakedDistance(300m)` + `DayPhase(Day)`.
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- **Beach Body, No Suit** — *Daily.* `BeFullyNaked(60s)` + `Location(City.Beach)` + `DayPhase(Day)`.
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- **Topless Stroll** — *Daily.* `ExposeWhileWalking(Boobs, 150m)` + `WearingSlot(Bottom, worn)`.
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- **Draw a Crowd** — *Weekly, sequential.* `GatherCrowd(5)` → `BeObservedWhileExposed(5, 30s)`.
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- **Night Flasher** — *Daily.* `ExposeBodyPart(Genitals, 5s)` + `DayPhase(Night)` + `Observed(1)`.
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### Slut (be *lewd*)
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- **Underdressed Errand** — *Daily.* `WearOnlyUnderwear(120s)` + `Location(City)`.
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- **Barely Decent** — *Weekly.* `StayBelowCoverage(0.4, 180s)` + `Observed(2)`.
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- **Red-Faced in Public** — *Daily.* `SustainEmbarrassment(0.8, 20s)` + `Observed(3)`.
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- **Bottomless Beach Run** — *Weekly.* `ExposeWhileWalking(Genitals, 200m)` + `BareRegion(Bottom)` + `Location(City.Beach)`.
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### Slave / risk (controlled, stealth, loss)
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- **Leave It Behind** — *Daily.* `MoveDistanceFromClothing(80m)`.
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- **Dead Drop Dash** — *Weekly, sequential.* `MoveDistanceFromClothing(100m)` → `ReachEmbarrassment(0.7)` → `WalkNakedDistance(150m)`.
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- **Unseen and Bare** — *Weekly.* `StayUnseenWhileNaked(90s)` + `Location(City)`.
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- **Run, Don't Hide** — *Daily.* `RunNakedDistance(200m)` + `DayPhase(Night)`.
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### Multi-step showcase
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- **From Closet to Crowd** — *Weekly, sequential.* `WearOnlyUnderwear` @ `Location(Apartment)` → `WalkNakedWhileObserved(150m, 1)` → `GatherCrowd(4)` @ `Location(City)`.
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@@ -19,6 +19,8 @@ ANPCAIController::ANPCAIController()
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SightConfig->DetectionByAffiliation.bDetectEnemies = true;
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SightConfig->DetectionByAffiliation.bDetectEnemies = true;
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SightConfig->DetectionByAffiliation.bDetectNeutrals = true;
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SightConfig->DetectionByAffiliation.bDetectNeutrals = true;
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SightConfig->DetectionByAffiliation.bDetectFriendlies = true;
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SightConfig->DetectionByAffiliation.bDetectFriendlies = true;
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SightConfig->SightRadius = 2000.0f;
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SightConfig->LoseSightRadius = 2500.0f;
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Perception->ConfigureSense(*SightConfig);
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Perception->ConfigureSense(*SightConfig);
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Perception->SetDominantSense(SightConfig->GetSenseImplementation());
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Perception->SetDominantSense(SightConfig->GetSenseImplementation());
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}
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}
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