Code removed
Reason: The other code now also has the old functions of this
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Headpat a sexbot in a dystopian world Β· By
-- Simple editing code, with organized automation, variable corrections, facilitators and support for huge texts.![]()
-- My Dystopian Robot Girlfriend -- TextMeshPro / HTML -- ModUtilities -- Database AI | memory!released -- 95.15 -- beta v2
-- The mod has effects color automation -- Easy letter size change -- Easy color change -- Automatic lines
-- VARIABLE INFORMATION IS STORES BELOW THE CODE ENGINE
-- =========================== -- EDIT ONLY THIS SECTION -- ===========================
local SHOP = [[pharmacy]] -- grocery local CATEGORY = ItemCategory.Meds -- food local STACKABLE = true
-- You don't need to create a "itensDaLoja" location for each item
--For Add items, remember to put a comma. The last item does not need a comma.
-- Copy the second code from start to finish {}
local itensDaLoja = { { name = [[β [NANO-MC] Sheep TLP β]], nameColor = "#0F0", Disc1 = [[Military Use]], Disc1Color = "#00FF88", Disc1Size = 20, Disc1Bold = true,
Disc2 = [[Nano-Recomposer]], Disc2Color = "#66CDAA", Disc2Size = 18,
Disc3 = [[CorpNano © 2027]], Disc3Color = "#69F0AE", Disc3Size = 14, Disc3Italic = true,
price = 50, effects = { Health = 1.0, Stamina = 1.0, Satiation = 1.0 } },
{ name = [[β [CHIP-MC] Money β]], nameColor = "#0FF", Disc1 = [[Chip β£]], Disc1Color = "#00FF88", Disc1Size = 20, Disc1Bold = true,
Disc2 = [[test]], Disc2Color = "#66CDAA", Disc2Size = 18,
Disc3 = [[CorpNano © 2027]], Disc3Color = "#69F0AE", Disc3Size = 14, Disc3Italic = true,
price = 50, effects = { money = 2147483647, casinoTokens = 2147483647 } } }
--================================================
-- =========================== -- SCRIPT ENGINE (DO NOT ALTER) -- ===========================
local COLOR_MAP = { -- ANON (MC) health = "#00FF00", stamina = "#FFD700", satiation = "#FF3B3B", mentalhealth = "#00E5FF",
-- DICK remainingcum = "#E91E63", maxcum = "#FF80C0", deathgripeffectend = "#7E57C2", vinegaraeffectend = "#AEEA00",
-- JUN (BOT) mood = "#FF9800", lust = "#D500F9", sympathy = "#3F51B5", horniness = "#FF1744", currenthorniness = "#FF1744", longing = "#F48FB1", intelligence = "#2196F3", stage = "#651FFF",
-- FINANCIAL / SOCIAL money = "#00C853", casinotokens = "#00B0FF", followers = "#FF6D00", subs = "#FBC02D",
-- SYSTEM time = "#B0BEC5", weeklyrent = "#90A4AE",
-- LORE
}
do if not ModUtilities then return end
local function ApplyStyle(text, color, size, bold, italic) if not text or text == "" then return "" end local formatted = text if bold then formatted = "<b>" .. formatted .. "</b>" end if italic then formatted = "<i>" .. formatted .. "</i>" end return string.format("<size=%d><color=%s>%s</color></size>", size or 16, color or "#FFFFFF", formatted) end
local function GenerateDescription(data) local desc = ApplyStyle(data.Disc1, data.Disc1Color, data.Disc1Size, data.Disc1Bold, false) .. "\n" desc = desc .. ApplyStyle(data.Disc2, data.Disc2Color, data.Disc2Size, false, false) .. "\n" desc = desc .. "<color=#FFFFFF><size=16>βββββββββββββββββββββ</size></color>\n" desc = desc .. "<size=16><color=#00FFFF> Β«EFFECTSΒ»</color></size>\n" for stat, value in pairs(data.effects) do local color = COLOR_MAP[string.lower(stat)] or "#FFFFFF" local signal = value > 0 and "+" or "" local displayValue = "" if math.abs(value) <= 1.0 and stat:lower() ~= "intelligence" and stat:lower() ~= "money" and stat:lower() ~= "followers" and stat:lower() ~= "subs" then displayValue = signal .. (value * 100) .. "%" else displayValue = signal .. value end
desc = desc .. string.format("<size=16><color=%s>%s β %s</color></size>\n", color, stat, displayValue) end desc = desc .. "<color=#FFFFFF><size=16>βββββββββββββββββββββ</size></color>\n" desc = desc .. ApplyStyle(data.Disc3, data.Disc3Color, data.Disc3Size, false, data.Disc3Italic) return desc end
for _, data in ipairs(itensDaLoja) do local prefab = ModUtilities.CreateItemPrefab() prefab.Name = string.format("<color=%s>%s</color>", data.nameColor or "#FFFFFF", data.name) prefab.Description = GenerateDescription(data) prefab.Price = data.price or 0 prefab.Category = CATEGORY prefab.IsStackable = STACKABLE
prefab.OnUse = function() if data.effects then for stat, value in pairs(data.effects) do local current = gv[stat] or 0 gv[stat] = current + value local limitedStats = {Health=1, Stamina=1, Satiation=1, MentalHealth=1, Mood=1, Horniness=1, Longing=1, CurrentHorniness=1} if limitedStats[stat] then if gv[stat] > 1 then gv[stat] = 1 end if gv[stat] < 0 then gv[stat] = 0 end end end end return true end
local item = ModUtilities.CreateNewItemAutoAssignId(CurrentModGuid, prefab) ModUtilities.AddGenericItemToShop(SHOP, item) end end
This is a simple frame animation code. It still needs polishing. I have another version of this code that works better, but it loses a lot of performance. The code below is for performance... I don't know how to make something lighter than this yet.. -- do
local catSprites = {}
for i = 0, 99 do
--
local frameName = string.format("frame_%03d_delay-0.01s.png", i)
catSprites[i] = ModUtilities.GetSpriteReference(CurrentModGuid, frameName)
end
local unityCoro3utine
function catSpecialEffect(value, item0)
local itemGuid = item0.GetUniqueGuid()
local targetPath = "/Room/GhostBackground"
if value and item0.IsEquipped() then
function Coroutine()
while true do
for i = 0, 99 do
if catSprites[i] then
TextureOverriderManager.RoomManager.SetSprite(itemGuid, targetPath, catSprites[i])
end
coroutine.yield(ModUtilities.WaitForSeconds(0.1))
end
end
end
unityCoroutine = ModUtilities.StartCoroutine(Coroutine)
else
if unityCoroutine then
ModUtilities.StopCoroutine(unityCoroutine)
unityCoroutine = nil
end
TextureOverriderManager.RoomManager.RestoreSprite(itemGuid, targetPath)
end
end
There are many things here, we haven't been able to use even half of them yet... these are basically the rules we must follow for the code to work, others are auxiliaries and functions that already exist. __require_clr_impl__require_clr_impl _G _MOONSHARP ,π _VERSION AllowedModifiers assert AtLeastOneBoolVariableTrueRequirement bit32 ChangeLightMultiply ChangeMorningLight CheckType collectgarbage ColorPalette ColorPaletteEntry ColorPaletteManager ColorSlot CommonAllowedModifiersEnum ControllerEnum CookingSong CookingSongRuntimeData coroutine CurrentModGuid debug dofile dynamic EdibleItemNutritionProfile EdibleItemPrefabData EdibleTypeEnum error FinishedType FishingBaitItemPrefabData FishingBaitType FishingCatchBehaviourType FishingRodItemPrefabData FishItemPrefabData FishPreferences fungus GameId GameUtilities getmetatable GlobalFlag Guid ipairs Item item0 ItemCategory ItemEnum ItemModifiableVariableFactory ItemModifiableVariablesRequirement ItemPrefab itemprefab0 ItemPrefabManager ItemScopeCondition ItemScopeConditionAlwaysTrueCondition ItemScopeConditionCustom ItemScopeConditionSpecialVariable ItemSlot json LightMultiply Live2DControllerSingleton load loadfile loadfilesafe loadsafe math ModUtilities MorningLight NewsId next NoteButtonTypeEnum os pack package pairs pcall print R rawequal rawget rawlen rawset Recipe require Result SaveContainer SaveSingleton ScratchTextureType select setmetatable Shop ShopItem ShopManager SimpleLocalizedString SingleArgumentComparators SlotEquipData SlotManager SlotType SoundSingleton StoryAutoBranch StoryBlockTarget StoryBotContainerTypeEnum StoryBotDialogueBranch StoryBranchTarget StoryCondition StoryEnumeratorTarget StoryLocalizedConversationBranchTarget StoryMenuBranch StorySingleton string SusArea SusModifier table TextureOverriderManager TimeCheckType tonumber tostring TwoArgumentComparators type UiOverlay unpack ViewSingleton xpcall
Mc
gv.playerName
gv.Stamina (-1.0 to +1.0): Sleep/fatigue bar
gv.Satiation (-1.0 to +1.0): Satiety/hunger level.
gv.Health (-1.0 to +1.0): Total physical health.
gv.MentalHealth (-1.0 to +1.0): Mental health.
gv.MentalHealthTemporary (-): Defines a temporary change in mental health.
--
gv.remainingCum(Β±): Amount of semen stored (measured in ml).
gv.maxCum(Β±): Maximum semen storage capacity (measured in ml).
gv.deathGripEffectEnd (Β±Time): Duration of the "Death Grip" effect. While active, makes ejaculation more difficult.
gv.vinegaraEffectEnd (Β±Time): Duration of the "Vinegara" effect. While active, it forces the player to have an erection.
Financial
gv.money: Total money balance Measured in ($)
gv.casinoTokens: Amount of chips for the casino.
gv.weeklyRent: Amount of weekly rent the player must pay. Example:
Measured in ($)
Streaming Account (CockTwitch)
gv.followers: Followers.
gv.subs: Paid followers.
============================= BOT
gv.botName: Defines the Bot's name.
gv.sympathy(Β±): What it is: Affection/Care, the way the Bot treats you or perceives you.
gv.mood(Β±1.0):
gv.longing(Β±10.0):
gv.lust(Β±): Bot's sexual desire. Defines whether it will seek you out for sex, also activates a flag.
gv.currentHorniness(Β±1.0): Defines the robot's immediate arousal level at the exact moment of interaction.
gv.intelligence (0 to 40): Bot's intelligence level, linked to the stage.
gv.stage (0 to 3): Defines the current stage of the Bot's AI.
---------
gv.nunPoints: Defines the level of affinity with the Nun.
gv.priestBotPoints: Defines the level of influence or favor.
Data
gv._cumInsideStomach (0.0):
gv._cumInside (0.0):
gv._cumInsideAnal (0.0):
lastWorkedAtDay What it is: The last day the player worked.
lastWentToChurchAt What it is: Timestamp (tick) of the last time the player went to church.
lastCuddledAt What it is: Timestamp of the last cuddling with the bot.
lastSleptWithBot What it is: (true/false). Indicates if the player slept with the bot on the last occasion.
lastWokeUpAt What it is: Timestamp of the last time the player woke up.
lastFuckedAt What it is: Timestamp of the last time there was sexual intercourse.
lastInteractAt What it is: Timestamp of the last interaction with the Bot.
lastEquipmentAt What it is: Timestamp of the last time the player changed/adjusted equipment.
lastOutsideWithBotAt What it is: Timestamp of the last time the player went outside/used the bot.
lastStreamedAt What it is: Timestamp of the last time the player streamed (CockTwitch).
lastTalkedAt What it is: Timestamp of the last conversation (conversation initiated by the player).
lastBotStartedTalkAt What it is: Timestamp of the last time the bot started a conversation.
lastHeadpatedAt What it is: Timestamp of the last time you "headpatted" the bot.
lastHungerInfoAt What it is: Timestamp of the last hunger-related update or notification.
lastMentalHealthInfoAt What it is: Timestamp of the last time mental health information was recorded/updated.
====================== Advanced.