Monosomething

Well-Known Member
May 24, 2019
1,871
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where do i get them?
You... you do know exists, yeah? Whats more, you should avoid the download on the main page of this thread - its outdated.

Honestly, can someone tell the mods to remove the download links in this thread and just put a link to the MIG instead? That would save us a LOT of trouble and constant repeats.
 
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154185151

Member
Jun 1, 2019
100
76
weird question but does anyone have that one elf card from back in the day the one of legends loved that meme lol
 

Arde645

Newbie
Apr 30, 2018
95
115
Not sure how effective the "Deaf" trait is. Would need to test it... lots. Regular "no" vs "what the fuck did you just say to m... oh, no, i dont like them, sorry".

Somebody got info on that? Rejections cost a fair bit of LLDH, but if Deaf actually lowers the penalty, then... might be yet another good trait! Heh.
"Deaf" does do quite a bit with reducing penalties when rejecting someone. It actually doesn't affect favourability at all while still functioning basically the same as "No".

It also side-steps all the usual negative outcomes that occur with "No" like getting ignored or increasing the "Rejected" counter.
 
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Monosomething

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May 24, 2019
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"Deaf" does do quite a bit with reducing penalties when rejecting someone. It actually doesn't affect favourability at all while still functioning basically the same as "No".

It also side-steps all the usual negative outcomes that occur with "No" like getting ignored or increasing the "Rejected" counter.
I have actually noticed the lack of rejection count increase in stats when ive had the "Deaf" trait on my card for testing.

Interesting...

What do you mean by getting ignored? A card will always interact with you, regardless of how much they hate you (even if their interaction chance will be in sub 5% range). You mean when they get enough dislike or hate to get the "Not interested" status? If so... well, just dont reject them. Heh. Then again, in a hetero v hetero and homo v homo interactions, its either love or hate, so the deaf trait seems like its mandatory to keep rejecting the other side without incurring the penalties.

Looks like a useful trait. What a surprise!

EDIT: what a shame you cant use it when someone decides to compete over you. I you choose neither, they will both get 4 dislike count towards you, but if you choose one over the other, i know for a fact that the loser gets 2 hate count and 6 dislike count towards you (no idea what the winner gets, but im assuming love count in some degree).
 
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JustAl

Active Member
Jan 28, 2022
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818
Deaf was always an overpowered trait, which is why the module "No Bullshit" exists - if a card pretends to be Deaf, the holder of that module murders that card. It's a kind of quasi-threat that makes players ever so slightly hesitant to always equip Deaf on cards because nobody but true jerks would put that module on a card to ruin someone's fun pretending to be deaf.
 
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Monosomething

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May 24, 2019
1,871
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Deaf was always an overpowered trait, which is why the module "No Bullshit" exists - if a card pretends to be Deaf, the holder of that module murders that card. It's a kind of quasi-threat that makes players ever so slightly hesitant to always equip Deaf on cards because nobody but true jerks would put that module on a card to ruin someone's fun pretending to be deaf.
Yeah, ive seen that module. Kind of interesting that someone would make a module to counter a powerful/overpowered trait, given how this game doesnt have multiplayer and... to my knowledge, the AI never uses the "Huh?" response (at least ive never ran into them using it against me). Guess this is just a counter to players abuse, then?

On the other hand, it seems like Deaf is literally meant to be used in hetero v hetero and homo v homo interactions. How do you deal with the hate/dislike gain without it, when every card will try to get in your pants all the time, because theres no likes in both of these cases. You can friendzone anyone between lean hetero-lean homo characters, but not a pure homo or pure hetero. As ive mentioned, its either love or hate/dislike - you either keep them on the "Dont know" status (it wont last forever - eventually they will "break out" into "I think i like them" status), or they start getting in your pants.

A solution would be to have someone mod the game, so that pure hetero and pure homo characters gain like points towards each other, just like everybody else, just at lowered pace (the gain would have to be set at -50% or something).

Thats, literally, Illusions shortsightedness. With all those fancy mechanics they forgot the one that will constantly come back to bite players in the ass.
 

JustAl

Active Member
Jan 28, 2022
683
818
Yeah, ive seen that module. Kind of interesting that someone would make a module to counter a powerful/overpowered trait, given how this game doesnt have multiplayer and... to my knowledge, the AI never uses the "Huh?" response (at least ive never ran into them using it against me). Guess this is just a counter to players abuse, then?

On the other hand, it seems like Deaf is literally meant to be used in hetero v hetero and homo v homo interactions. How do you deal with the hate/dislike gain without it, when every card will try to get in your pants all the time, because theres no likes in both of these cases. You can friendzone anyone between lean hetero-lean homo characters, but not a pure homo or pure hetero. As ive mentioned, its either love or hate/dislike - you either keep them on the "Dont know" status (it wont last forever - eventually they will "break out" into "I think i like them" status), or they start getting in your pants.

A solution would be to have someone mod the game, so that pure hetero and pure homo characters gain like points towards each other, just like everybody else, just at lowered pace (the gain would have to be set at -50% or something).

Thats, literally, Illusions shortsightedness. With all those fancy mechanics they forgot the one that will constantly come back to bite players in the ass.
That can be done through module or AI mod. It's a case of "if X NPC has high value for orientation (is homosexual), and you picked X interaction, and it succeeded, make this NPC gain X points of Like to the person who started the conversation with them, or the person who had a positive response to the gay person's chatter."

It's not hard but again, we really do have to put in the effort, huh? I know how to do it the module way but not the AI plugin way. Which is a shame because that way applies persistently across any NPCs for no other effort than drop into the folder with the rest of the mods.
 
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Monosomething

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May 24, 2019
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That can be done through module or AI mod.
AI mod would be a better choice, as i assume it would be global, rather than having to go through a number of cards to implement it. Fortunately for me, i have no idea about either modding OR modules, so somebody else will have to do it. Heh heh...
 

Grim

Active Member
Aug 17, 2016
914
629
Anyone know if there's a way via trigger to make a character immediately interactable after they lose a fight? I've tried copying what the Brute module supposedly does, by setting the character's LockState to 0, but this doesn't actually seem to work when the character is in the post-fight state on the ground. The red circle remains around them and you can't interact with them. Is there some other way of accomplishing this?
 

Monosomething

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May 24, 2019
1,871
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Just noticed something interesting:

Ive played around for about 2 weeks (up to the first exam) with one character. Had some sex, beat up some bitches, the usual. Thing is... i was playing as a female card (thats new for me) and didnt really like how the whole thing played out (not a fan of female protags, if i can avoid it).

So, on saturday (exam day) ive switched to my "main" card (male - kicked out the female PC). Ive also replaced the teacher, but thats not that important. Heres the thing: ive played through saturday (only two break periods due to the exam) and sunday (also two break periods) without speaking to anybody. All i did those two days is train (to get my strength up). Ive checked QtEdit to see what the class thought of me (out of curiosity), and...

Apparently, for not speaking to anybody, both me and the teacher gained 5 partial dislike points (the teacher got them due to me skipping time while training - they only managed to speak to one person), but the two cards with "Absentminded" trait generated only 1 partial dislike point towards us.

Now... my assumption is obvious. Thats a (potentially) 80% reduction to dislike/hate gain! Holy crap! Avoid cards with this trait - if you get into a relationship with one, you will have a TON of work to do to peel off whoever is going after them, since your partner, due to gaining only 20% dislike/hate, will keep fanning the flames, even if the other card hates them by this point.

Absolutely disgusting.
 
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bloodbirthe

Member
Nov 25, 2018
127
190
I want this character to avoid having sex when I'm not playing as them, and the closest module I've found for achieving that purpose is 'not for lewding', but that particular module also applies to player characters, which is a problem. I don't want them to never have sex, I only want them to be able to do it when I can control the scene. I know that I can create a new module and basically rewrite this one without the PC/player character part, but why won't it just let me delete that part? Is there a quicker way to achieve my goal than copying this module from scratch? Again, my goal is to try to avoid characters having sex off camera when I'm not controlling the scene.
 

Grim

Active Member
Aug 17, 2016
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I know that I can create a new module and basically rewrite this one without the PC/player character part, but why won't it just let me delete that part?
You have to unpack the module from the Modules tab before you can edit the triggers
 
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Deviator13

New Member
May 30, 2018
10
5
Hi, can someone share the full packed game with all needed mods from MIG? (Maybe in PM) I've tried to make it on my own but MEGA telling me to pay for traffic now. Thanks.
 

bloodbirthe

Member
Nov 25, 2018
127
190
You have to unpack the module from the Modules tab before you can edit the triggers
Thank you! I never understood how that worked but I get it now. This caused me to also figure out why the Drunk module wasn't working. In its Init trigger, they had it named No Bullshit instead of Drunk. A completely different module. Now that I can edit these easily, I can play around a lot more.
 
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Grim

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Aug 17, 2016
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Thank you! I never understood how that worked but I get it now. This caused me to also figure out why the Drunk module wasn't working. In its Init trigger, they had it named No Bullshit instead of Drunk. A completely different module. Now that I can edit these easily, I can play around a lot more.
Seems like somebody was doing some copying and pasting when they made that module. That brings me back to my previous question though. Even though the Init trigger for the Drunk module is setting the wrong bool, shouldn't the other triggers have still worked regardless? When they try and look up the Drunk field, they won't find it and will instead fallback to the default value of true, which should let the subsequent code run.

Edit: I loaded the Drunk module onto an NPC card to test whether it worked or not despite the Init trigger being incorrect.
drunk_test.jpg
I asked the NPC to go to the restaurant with me after school, and you can see in the log the message about them getting tipsy, which is a message being logged from the module's Drink trigger. So even though the Init trigger doesn't work correctly, the rest of the triggers in the module are still running. With the way they module is set up though, it doesn't actually have any influence if the NPC with the module is the one to initiate the restaurant invite. It has to be somebody else asking them.

The inclusion of init triggers and the checks for module initialization in other triggers appears to be superfluous in most cases. There's very little public documentation for trigger/module making, so I'm guessing in most cases people are just copying what they see others doing because they don't know any better, and there's no available information telling them otherwise. The only cases I can think of where it's actually useful is:
  • To allow other modules to check for the inclusion of the module, possibly to have different behavior if both modules are loaded on the card.
  • If there's default values being set during initialization, or other logic in the init trigger, then you would want to check if the module was actually initialized properly, and if it wasn't then you wouldn't run other trigger logic. For this to work though the default for GetBool has to be false, which I almost never see anyone do.
  • I suppose a module might want to also be able to disable itself, or allow other modules to disable it, but I haven't seen any examples of this being done
 
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bloodbirthe

Member
Nov 25, 2018
127
190
The inclusion of init triggers and the checks for module initialization in other triggers appears to be superfluous in most cases. There's very little public documentation for trigger/module making, so I'm guessing in most cases people are just copying what they see others doing because they don't know any better, and there's no available information telling them otherwise.
I'll be honest, I was content with most premade modules until just recently too, and thought digging into the code myself would be too time consuming as someone who doesn't usually touch modding. But many assumptions I made before experimenting have already been turned on their heads. I didn't understand that the init trigger was mostly superfluous until reading your post, and have just trying to learn from what I've seen so far, as you suggested lol. If you have any more tips or discoveries, keep posting about them.
 
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Grim

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Aug 17, 2016
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I'll be honest, I was content with most premade modules until just recently too, and thought digging into the code myself would be too time consuming as someone who doesn't usually touch modding.
It is time consuming. I've been working on a couple modules for a few weeks now, and neither of them is ready for public release. To be fair though, I had no experience with module creation prior to working on these.
 

JustAl

Active Member
Jan 28, 2022
683
818
If I recall, the init triggers are typically in the form of something like "StringName Default True", although some older modules don't use the verbose form and simply say "StringName = True". Although I do notice some logic behind it.

In the rest of the triggers, the check is "If StringName Default True", which is important because if the character lacks the string var because it wasn't created or malformed, "Default True" will let the script run if what it is looking for is missing and can't be verified as false. So essentially, do not run if you find out it is false, but if you find out it is true or can't find it at all, assume it is true and go ahead.

This init feature is relevant when using some modules to toggle on/off other modules, for example you can make an interlink-style module that immediately finds and turns off other modules when the character joins the class, then re-enables them again when a certain other module's conditions are met. For example, add some sluttifying modules, then some new triggers (or unpacked and changed init triggers) to make them start false, then have your new triggers watch for an event like their virtue dropping low each period start (likely due to the Corruption module but from any other source okay too)... if their virtue is low, enable being a slut. If their virtue increases beyond slut-enabling and the next period starts, turn off their slut triggers.

I've spun all this from the top of my head's memory, but essentially the "string default true" logic is to let the code run even if the string init is missing or wrong, since it lets the code run even if someone's inappropriately fucked it up. However it also enables the toggling on/off of the code by setting the string to false just in case your have a specific immersive (or debugging) action to make this happen. Then you can enable it back by setting it to true.
 

Grim

Active Member
Aug 17, 2016
914
629
If I recall, the init triggers are typically in the form of something like "StringName Default True", although some older modules don't use the verbose form and simply say "StringName = True". Although I do notice some logic behind it.

In the rest of the triggers, the check is "If StringName Default True", which is important because if the character lacks the string var because it wasn't created or malformed, "Default True" will let the script run if what it is looking for is missing and can't be verified as false. So essentially, do not run if you find out it is false, but if you find out it is true or can't find it at all, assume it is true and go ahead.

This init feature is relevant when using some modules to toggle on/off other modules, for example you can make an interlink-style module that immediately finds and turns off other modules when the character joins the class, then re-enables them again when a certain other module's conditions are met. For example, add some sluttifying modules, then some new triggers (or unpacked and changed init triggers) to make them start false, then have your new triggers watch for an event like their virtue dropping low each period start (likely due to the Corruption module but from any other source okay too)... if their virtue is low, enable being a slut. If their virtue increases beyond slut-enabling and the next period starts, turn off their slut triggers.

I've spun all this from the top of my head's memory, but essentially the "string default true" logic is to let the code run even if the string init is missing or wrong, since it lets the code run even if someone's inappropriately fucked it up. However it also enables the toggling on/off of the code by setting the string to false just in case your have a specific immersive (or debugging) action to make this happen. Then you can enable it back by setting it to true.
Do you know of any actual modules either disabling themselves or disabling other modules? I get the idea behind it, but I haven't actually seen any examples of it in the wild
 
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