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PerpetuallyAmiss

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A member registered Oct 01, 2021

Recent community posts

What I've found it you can add multiple traits to the starting slave by just adding lines

startSlave.add_trait(slaveTrait)

startSlave.add_trait("Natural Beauty")

for instance works just fine. I don't know how to add traits to the player though since like you said they're not expected to have traits so I don't have some thing to emulate. I tried adding some to 

func _on_slaveconfirm_pressed()

a couple of different ways but none of them panned out for me so If you've a method I'd be glad to steal it.

In a related note, traits added to the player work though generally only combat ones and maybe natural beauty have an effect, BUT they're also displayed in a couple places which makes them to me good not just for unnecessary optimizing but for flavor. 

I'll fiddle with it more later as is my nature. 

(2 edits)

Alright got it to work. I pasted over for i in traitpool: to baby.add_trait(i) which I hadn't done since the first time I'd done it. Works great now. The next generation of children were not born degenerate. (What are they teaching them in that other dimension?)

Thanks again for the help. Going to try adding traits to char gen and some piercings later if you'll bear with me.

Edit#1: Got ones in slave_tab.gd to work, but not had luck with mainmenu.gd 

Edit#2 Found out how to add additional starting traits for your starting slave but not yet found out how to add any player traits.

(2 edits)

Updated it with the new code, made some another babeh. Still inherited a trait I'd marked "never_inherit", and got some sexual traits but that could have been incidental. Got homosexual which I'm not sure spawns independently of other stuff and prude which was an additional trait not an inherited one. Ganna have a couple more so I have a better metric there.


Edit#1: Alright Can confirm, sexual traits and traits marked never_inherit are still inherited. Might be I'm doing it wrong though of course. I just dropped the the code into globals and added a tab to each line and it didn't crash, I than went to the traits and added never_inherit to some; no crashing but every thing seems to be working as normal.

I'm in no hurry (obviously).

(2 edits)

RightO, was taking a break from this for a while, but ready to sort that if you're still willing to help me in this largely unnecessary task.

So I tried the code you posted by first pasting it in the globals.script by placing it in the spot the was already identical to it. So I put overwrote  "or i in traitpool: to baby.add_trait(i) in the file where they naturally appeared and it looked mint but expectedly didn't work. Than i just dropped it in there were it looked pretty and added a tab to the beginining of each line, but that didn't pan out either and that's as far as I've gotten flailing in the last 10m.

Edit#1: Alright got it in the globals with out crashing going to test if it works out for me, than try for the adding traits on game start and maybe that piercing one you mentioned.


Edit#2: Made some babys. They inherited sexual traits and traits I edited to be never inherited. So while I don't crash with that throne into globals, it hasn't appeared to work.

(1 edit)

Haven't been playing since I aint THAT into genealogy and resource accruement, but I'm a bit ocd so been revising a big ass portrait pack from many downloads to get rid of ones I didn't care for and or edit/replace ones with better version where I recognize them. Never mind that though part of my OCD bucket list of things to sort so I can put aside my obsessive nature is to find out if it can be made that sexual traits aren't inherited, and if regular traits could be excluded or have custom values for inheritance, farther more if you can set it to start the game with traits, since of course there isn't a field I can easily edit or copy there. You can get surprisingly far editing the save with little understanding if you just keep the format.

As contribution to the "war effort", here's a better image courtesy  of https://www.spriters-resource.com/pc_computer/kamidorialchemymeister/.

 

Thanks for the help; you've saved me alot of trial, error, and speculation. 

Think I'm reasonably clear on what can done for characters, but what of weapons? I looked at the enchantments.gd, and saw they're given equipment types, is that just for spawning or can any thing be put on any even outside parameters ? Was again looking through stuff, and modified weapon in script...crashed, presumably cuz I did it wrong but never mind that, I'm focusing on saves.

I'm thinking in the assumption the scripts are for creating the weapon but that the item in inventory so long as formatted correctly doesn't have to correlate to them almost at all. Starting presumption that you can add appropriate enchantments and maybe inappropriate enchantments, than wandering if you could for instance do what I was trying to do with the cursed blade, and replace the 20% chance to attack twice with ignoring protection like the hammer; could be done in save?

(1 edit)

Alright lets see if I'm getting this. 

In your pretty voice example, Just adding the trait will give the non stat affect of increasing merchant performance? You'd have to add the stats your self and the "effect" is redundant, unless you were planning to later remove the trait.

So do all the traits work, apart from their effect stats for the purpose of being called on for jobs, or do I have to add the mostly redundant effect as well so it can be checked?

The MC's got a MC field for their spec that does nothing if given to a slave and they've got a slave spec which uses there mc spec but since its in the slave spot it does nothing and I was wrong to assume one was so it appear in the character sheet and the other was for its stats. You can use slave spec in the second spot but they're of course not usable in jobs, so only good for combat and exploration. Ones like assassin, body guard, ranger, and trapper would work I assume, but the rest nah.

The tattoos are irrelevant in terms of stats if you're only using save editing. You might for instance choose one for its effect and change them in the save for "aesthetic", or add them in game and remove them in save to add some more to receive multiple effects, but that's just excessive. (Not at all tested just speculating)

RIghtO, been playing with it after you gave me some more leads to go on. Haven't yet found any trait/effects that stay. For instance adding the effect of the tattoos doesn't actually do any thing or even change the interface. Seems to just count how many you got or some thing *shrug*. So mostly can just add traits for flavor in character description and if you're so inclined to can edit many of the values. I've no notion if adding traits like "pretty voice", with or with out effect changes job performance.

Looked around and found what influences detection I think. So off the bat and correct me if I'm wrong,  Wolf +4, Hunter+ 10, Tattoos +3-9, +Wit/10 (which since you can't increase as MC is probably a potential loss of 7, but you can also still edit wit in file so there's that) No doubt over kill, but min maxing is half my fun.

The two fields for MC spec, if I were to guess influence different things. If you replace one you lose your description in character sheet, with no benefits, if you replace the other, you gain the benefits, but the character sheet stays the same. I doubt I could ever find out if some thing some where read "description" one for benefits instead of the "stat" one.

Still its been useful for making suboptimal slaves that I like or are story related optimal as well as throwing some flavor traits around.

If this works may some one give me a proper link?

Complete Novice, I only "know" self evident things. I'm editing my save via the online save editor https://www.saveeditonline.com/ and am doing well enough copying the names and structure to get what I want, BUT still would like to cut down on my trial, error, and speculation if any ones willing to share what they know and answer some questions.

Question#1     Any harm in changing the MC's specialization. They're a permeant fixture in the party and I can't really theory craft and optimize them like I can with the slaves. Ideally, I'd like to have the starting spec and a slave spec, but if its one or the other with out any issues that's fine too.

Question#2      Been adding traits and effects to get some more custom slaves with out spending another half day on RNG, effects I add don't seem to actually be taking effect. For instance I'll add "Robust" to traits and it'll list on the character in game but when I add the effect, the bonus endurance doesn't apply, and I've no idea if the fear modifier applys. What effects can be added that actually take hold in game?

Question#3     My hair is permanently stuck in a bun. Is there any way to restyle the MC's hair or change hair types in game, and if not where do I edit them in save and what can put there?