Tuesday, June 24, 2025

Custom Event Editor: Group Management Step

Group Management Step is to add or remove group used in the event. It is an important step if you want to set animation involving 2+ characters.

The default waiting type of this step type is "Auto".

 

Background and Concept

First of all, there is no group concept in COM3D2. In the game, there are 2 lists: a list of maid (or woman) and a list of man. When a motion script is set, the game draws items from the 2 lists and apply the animation respectively.

Some may say there are groups in COM3D2 as in the swapping event there are 2 groups of sex animation. But no, it is not a 2-group animation. That kind of animation is just drawing 2 man and 2 woman from the list and apply the animation set to them. There is no way one of the pair switched to another sex position while not affecting the other pair.

From the code structure that KISS implemented, they have no intention to make complex group scene. It is still possible to have a bunch of one on one sex motion using their framework. But if you want to have multiple MMF or FFM group in the scene, it is impossible to do so.

And so the group concept is added in the WildParty mod, and is also copied to this Custom Event Loader. The mod maintains an extra group list and assign the animation setting to the correct character.

 


There are 2 types of action is Group Management step: Make Group and Dismiss Group. You can only do one of them in a single step. If you want to dismiss group and create new group at the same time, you have to use 2 Group Management steps.

Make Group


To add groups in the event, select the "Make group" radio button. Click the "Edit" button. A modal window will be displayed as below.

(1) Number of groups. 
Select the number of groups to be created in this step. 


(2) Group Number. 
You need to remember this group number assigned in order to access the group in other steps.

Unlike the character initialization table, you NEED to assign this group number yourself. This is because you can have multiple make group steps in a event and it is impossible for the editor to keep track on this as complicated branching is possible. You have to keep track on the group number. 

Note that you cannot have duplicate group number added. So if you have already added 2 groups with No. 1 and No. 2, you need to use No.3 and so on when you make new groups again.


(3) Group Type.
This field is not editable. It displays what type of animation can apply to this group. The group type changes according to the group member you have selected. Please make sure it is not invalid. 

Valid Group Type:

MF: 1 man and 1 woman
FF: 2 women
MMF: 2 men and 1 woman
FFM: 1 man and 2 women 
3M1F: 3 men and 1 woman 


(4) Member Target Type and (5) Member List Position

This is same as selecting a target in the Character step. You can refer to that part for details

Note:
1. A character should participate in only one single group. You should not try to assign him or her to multiple group. Multiple appearance causes error so please double check and avoid that.

2. You should always assign the character in order. It will cause trouble if you assign Maid 2 and Man 3 to assume it is a MF group.

 


Dismiss Group

If the group is no longer needed and you want to set individual animation to the group member, or if you need to re-assign grouping, you can use the Dismiss group step to remove the group.

(7) Dismiss Group Method.
You can choose to dismiss all group or dismiss a single group. If you want to dismiss 2 groups out of 3, you need to have 2 steps to do it.


(8) List Position.
For dismiss a single group only. You need to select a valid group number to dismiss. The number is the one you have input in (2) when you make group.




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