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1. Does the heroin bug happen every single time you try opening the menu after using the heroin?

2. Regarding Ghouls/Blood Golems, i'll have to look into that further to confirm the cause.

3. I don't know what to tell you regarding the Premonition mod, i don't personally play with other people's mods.
But if it doesn't mess with Javascript then maybe it works?
Best i can tell you is to give it a try yourself.

4. Regarding the contestant souls, i wouldn't directly try to mess with the game's JSONs as they can be updated by the game constantly and if you aren't careful you may end up corrupting the game.
The safest option would be to make a mod to enable the souls, like so:

Copy the code below in a txt file, give it a name example: TY_FnHHexenSouls
and save it as a ".js" or in more clearer detail, change the file's extension from ".txt" to ".js"

Afterwards you can just load this like any other of my mods.

(function() {

//==========================================================

// VERSION 1.0.0 -- by Toby Yasha

//==========================================================

// [Note] When in-game switches refresh then gain contestant souls

//==========================================================

// Mod Parameters -- 

//==========================================================

// SWITCH IDs

const SOUL_SWITCHES = [

493, // Botanist Soul    - Olivia

494, // Ex-Soldier Soul  - Levi

495, // Occultist Soul   - Marina

496, // Doctor Soul      - Daan

497, // Mechanic Soul    - Abella

498, // Journalist Soul  - Karin

499, // Fighter Soul     - Marcoh

500, // Yellow Mage Soul - Osaa

734, // Apprentice Soul  - Samarie

735, // Hunter Soul      - August

736, // Chef Soul        - Henryk

737, // Mobster Soul     - Caligura

738, // Salaryman Soul   - Tanaka

739, // Lieutenant Soul  - Pav

];

//==========================================================

// Mod Configurations -- 

//==========================================================

function refreshGameSwitches() {

for (const switchId of SOUL_SWITCHES) {

if (!$gameSwitches.value(switchId)) {

$gameSwitches.setValue(switchId, true);

}

}

}

//==========================================================

// Game Configurations -- Game_Switches

//==========================================================

const Game_Switches_OnChange = Game_Switches.prototype.onChange;

Game_Switches.prototype.onChange = function() { 

refreshGameSwitches();

Game_Switches_OnChange.call(this);

}

})();

1: Seems like it.

2: Turns out not just blood golems and ghouls. Looks like it happens to any party members that reach 0 HP. I had a Black Kalev repeatedly loop rampage on the final boss. I had my player character repeatedly loop an item use (had above 0 hp, tried using brown vial, enemy dropped my HP to 0, my player character was looping brown vial).

Oh, right. in the invincible mod, I commented out the lines for BP damage, cuz the reason I was using the mod in the first place was because I didn't like the dismembered arm/leg debuff mechanic. (but I still wanted some sense of a challenge). 

How do I tweak the mod to allow being afflicted by some debuffs, instead of just outright being immune to most or all debuffs?

2. So that means characters can still reach 0 HP even with the invincible mod ON? that sounds strange...
So to confirm, this basically happens in combat from getting hit?
As for your last question, you can comment out the number values inside the "const stateImmunities" in order to disable some of the immunities.
Generally speaking anything you want should be inside "Mod Parameters" section, there you can add/remove stuff to the invincibility mod as you see fit.

(3 edits)

1: Okay so I disabled the invincible mod and yeah, it was preventing the short cutscene of the character shooting up heroin. Did some testing and the code that blocks the debuffs was the debuff immunity code itself. 

2: As for the weird looping thing, I think I realized what I did wrong:  I added "//" to the code that turned HP damage taken to 0, as I still wanted to put healing items to use. HOWEVER, because I also didn't add "//" to the death status effect, my hypothesis is that whenever a character performs an action at 0 HP with the death immune line enabled, they're gonna keep looping that action. A certified script kiddie moment.

...Also I JUST realized that me doing all of that was rendered somewhat pointless, because the entire time I was playing, the items I was using were never consumed unless it was ammo being fired or currency being spent. Granted, I didn't know the "no skill usage" code also affected item use, but I played through an entire game without batting an eye at the flaw of my logic. Then again, resources are rather limited and I was doing everything I could on Day 1 morning...