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Nm3th

5
Posts
A member registered Jul 25, 2018

Recent community posts

(1 edit)

Captured slaves that get certain girlids can spontaneously age when added to your household.

In essence the following code in the "NewSkills" section

/* OLD AGE */
<<if _npc.girlid is 317 or _npc.girlid is 321>><<set _npc.age to random(55, 62)>><</if>>

gets run AFTER adding captured slaves to the house. This code is certainly intended to run as their portraits look fairly old, but it should happen when they are captured or at least show up during inspection before deciding whether to sell or add them. Having old grandpa "surprise" you with the fact he is not actually 23 years old just seems a bit silly.


Edit: I'm still running 0.8.4. if that matters

(7 edits)

Version 0.8.4. when inspecting the effect of standings in code because it wasn't very clear to me in the wiki i came upon this piece of code:

/* seal of virtue */
&lt;&lt;if $faction.christian.standing gte 30 and $faction.standing lte 59&gt;&gt;&lt;&lt;set _monaroll1*=0.75&gt;&gt;&lt;&lt;set _monaroll3*=0.75&gt;&gt;&lt;&lt;/if&gt;&gt;

As "$faction.standing" is undefined i assume you meant to use "$faction.christian.standing" again. As it stands this bug should cause the "Seal of Virtue" monastery effect to be inactive regardless of standing.

Edit: I wish this forum didn't make it so hard to post code with &lt; and &gt;

0.5.15d

When your reputation with a faction has hit rock bottom (-50) any reputation changes will be shown as reputation gains. This is because reputation_set() checks for a change of 0 before capping the incoming reputation at +-50, so the reputation change doesn't get ignored and since it's not negative the zero result gets interpreted as positive.

0.5.15d

The "Responsive" trait's increase toxicity via the tox_mod variable is handled in the tox_set function, causing your full toxicity value to be multiplied every time it is changed. My slave was stuck in a loop of getting the daily reduction in toxicity of 1-5 points, thus causing tox_set to multiply the resulting toxicity by 1.2 which caused the slave to constantly hang around 100 toxicity and mutate happily. While that would be a fun idea for a trait, it's certainly not intended behavior.

The tox_mod should probably be handled in on_potionusebutton_pressed() in scripts/Mansion.gd and use() in inventory.gd

About 3. Yeah the tribal tattoos apply effects so they are being tracked, their effect definition is just empty and they don't get referenced anywhere either so it's a bug.

About 4. Since the cour_set function clearly caps the courage to a maximum of your grade limit or less if reduced by traits i think it clearly is a bug and it is located in the traits section where multiple traits ( devoted, slutty, pretty voice, scarred, dominant and submissive ) apply their values straight to the variable rather than going through the proper helper functions.