Brothel King - Girl packs and Mods Collection

4.00 star(s) 2 Votes

Sarukami

Newbie
Jan 22, 2018
83
17
How do you know they are original? E.g. if you're playing with Trait King, there are some rare non-original girls with gold traits.
Because when using Headhunter there is a setting where you can check "Original" and it "should" give you the Original one, and yet still the name is not gold. The trait is gold, but name not.
 

Jman9

Engaged Member
Jul 17, 2019
2,295
964
The Headhunter can't give you an original girl if the original is already out there somewhere. She also occasionally fumbles your order and gives you some random bitch. Don't trust her! :sneaky:

That aside, does she actually give you a girl with a gold trait? No gold traits, not original. And are you using Trait King?
 

Sarukami

Newbie
Jan 22, 2018
83
17
Yeah...I have three mods installed, namely "traitking", "Headhunter" and "Kings Way". I even did the change from True to False, which was recommended few pages before. And yes, it was definitely gold trait, which normally meant it was an original girl.

Maybe it has something to do with the ones who made the packs, since did read make the code differently then others?
 

Jman9

Engaged Member
Jul 17, 2019
2,295
964
I have three mods installed, namely "traitking", "Headhunter" and "Kings Way".

And yes, it was definitely gold trait, which normally meant it was an original girl.
Then it might be a Trait King thing. TK has occasional 1-gold-trait normal girls and 2-gold-trait originals in addition to the usual 1-gold-trait originals.

I even did the change from True to False, which was recommended few pages before.
If 'the change' is what I think it is, that only affects the default name.

Maybe it has something to do with the ones who made the packs, since did read make the code differently then others?
I think there are only a few packs with mandatory or even emphasised gold traits. Unless you have more specifics, I don't think that's the case.
 

Athilora

Member
Apr 13, 2018
112
107
Well, you could have mentioned this earlier. Fixed, all-free-girls players will no longer get infinite discounts and they will also pay the full "finder's fee" up-front. Re-download and overwrite to update.

It still won't fully address the cheapness, because prices are scaled off of vanilla girl prices, which are outrageously cheap and don't really account for several things. HH was also originally made to work with free girls who take half of what they earn as tips, and get really grumpy if you deny them that benefit. As I've said before, someone else will have to do the vanilla balancing for HH, since a) I am not very familiar with vanilla balance and b) I dislike quite a few parts I do know.
That's fine. As long as it costs more than 10 gold each time, it is alright for me.
 

Sarukami

Newbie
Jan 22, 2018
83
17
Then it might be a Trait King thing. TK has occasional 1-gold-trait normal girls and 2-gold-trait originals in addition to the usual 1-gold-trait originals.


If 'the change' is what I think it is, that only affects the default name.


I think there are only a few packs with mandatory or even emphasised gold traits. Unless you have more specifics, I don't think that's the case.
I tried without mods and same things, even rewriting BK.ini file to match the ones with the other packs that do work was unsucessful. But meh, it doesnt matter that much I guess, since obvious when real name and when a random one. Will try to toy around more, but then again not game breaking enough to make game unplayable. Thanks for help though~
 

Jman9

Engaged Member
Jul 17, 2019
2,295
964
I tried without mods and same things, even rewriting BK.ini file to match the ones with the other packs that do work was unsucessful. But meh, it doesnt matter that much I guess, since obvious when real name and when a random one. Will try to toy around more, but then again not game breaking enough to make game unplayable.
Well, you can give me the save, the girl's ID and her _BK.ini, plus tell me whatever mods you were using for that save. I can then take a look and see if there's a genuine bug, it's weird but working as intended, or you're just missing something.
 

Sarukami

Newbie
Jan 22, 2018
83
17
Well, you can give me the save, the girl's ID and her _BK.ini, plus tell me whatever mods you were using for that save. I can then take a look and see if there's a genuine bug, it's weird but working as intended, or you're just missing something.
I mean sure. I think it is the second option, weird but working as intended, since sometimes it shows and sometimes it doesnt even with correct name. For example this was a fresh start game, with KingsWay, Traitking and Headhunter mods installed and activated. You can check in the save that for example Fischl is normal, while Shenhe is gold, while in previous start both were normal. And before you ask, it is the same for all, even from different packs xD, so probably I screwed something myself while installing.
 

Jman9

Engaged Member
Jul 17, 2019
2,295
964
I think it is the second option, weird but working as intended, since sometimes it shows and sometimes it doesnt even with correct name.
This. Both Fischl and Shenhe in your save are originals. I think what you're missing is that the 'yellow' in the name is only shown on the little 'girl card', and not on top of the stat block to the left.

You can try lobbying Goldo to change that, I imagine. My own solution from a while ago was to remove the 'yellow' altogether and put a tiny star next to her name.
 
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Sarukami

Newbie
Jan 22, 2018
83
17
This. Both Fischl and Shenhe in your save are originals. I think what you're missing is that the 'yellow' in the name is only shown on the little 'girl card', and not on top of the stat block to the left.

You can try lobbying Goldo to change that, I imagine. My own solution from a while ago was to remove the 'yellow' altogether and put a tiny star next to her name.
Yeah, something like that would be much more preferable. The problem I see is that this will only further get complicated with mods and more packs. But hey, for now since not breaking game it is fine, but maybe in future would be nice to have a better overview.
 

Earliestbird

Member
Game Developer
Sep 5, 2020
199
639
Is it possible to add a custom trait inside the BK.ini or the events.rpy* files? If I understand the TraitKing code correctly, this line adds a trait to the game.
Code:
# Adding special traits to trait dict (but not to pos/neg traits)
        godless_trait = trait_dict["Godless"] = Trait("Godless", verb = "be", eff1 = Effect("boost", "reputation gains", -0.2))
If it's possible, then basically what I want to do is the following: When the player completes a custom event, the girl gains a custom trait. I'd like this to work with all my packs, whether they are used together or individually, which means I need to find a way to avoid adding the same custom trait to the game multiple times (Maybe? I'm not sure if this would break the game).
 
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Jman9

Engaged Member
Jul 17, 2019
2,295
964
Is it possible to add a custom trait inside the BK.ini or the events.ini files?
_BK.ini, no. _events.rpy, yes.

If I understand the TraitKing code correctly, this line adds a trait to the game.
Code:
# Adding special traits to trait dict (but not to pos/neg traits)
        godless_trait = trait_dict["Godless"] = Trait("Godless", verb = "be", eff1 = Effect("boost", "reputation gains", -0.2))
'Godless' is actually a vanilla trait.

If it's possible, then basically what I want to do is the following: When the player completes a custom event, the girl gains a custom trait.
I suggest you take a look at __neronero's Fran. She has two special traits she swaps out with some regularity. I wrote some support for her once, to make such temporary custom traits have their own colour and not affect sales price (a Bonanza-specific thing).

If you want a special but permanent trait, you can just copy the ninja girls' traits from 0.2 itself (at the end of the traits script file). You can actually make your own small script file with these extra traits, and mandate that users of your girl packs have a copy by, say, including it in all your packs with the same relative path. At worst, if a player messes up the installation, the Ren'Py will complain about multiple labels with the same name, so you can tell them they messed up. :D

Maybe? I'm not sure if this would break the game.
Possibly, but I can imagine several things that might go wrong, depending on what you're trying to do.
 
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__neronero

Member
Jan 23, 2021
285
393
I suggest you take a look at __neronero's Fran. She has two special traits she swaps out with some regularity. I wrote some support for her once, to make such temporary custom traits have their own colour and not affect sales price (a Bonanza-specific thing).
I recently reorganised my MEGA, Fran is available in the folder "_(Outdated) Experiments" (not sure how functional she currently is in 0.2)

Here are some puzzle pieces you could use:

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Earliestbird

Member
Game Developer
Sep 5, 2020
199
639
I recently reorganised my MEGA, Fran is available in the folder "_(Outdated) Experiments" (not sure how functional she currently is in 0.2)
This is a godsend, thank you!

So I messed around a bit and made the following method work.
Use this at start of the _events.rpy:
Code:
init python:

    def riven_init_function(girl):
    # where 'riven' is [GIRLNAME] depending on the pack
   
        girl.flags["pregtrait"] = 0

        return
And when I want to add the trait at the end of an event, I add this code:
Code:
                                if girl.flags["pregtrait"] == 0:
                                    $ renpy.say("", event_color["special"] % ("She gained a special trait: MindBroken Blade!"))
                                    $ girl.add_trait(Trait("MindBroken Blade", verb = "be a", effects=[Effect("change", "defense", 10)], base_description = "Once a warrior with a broken blade, Riven now devotes her body to the cultivation of her master's virile seed."))
                                    $ girl.flags["pregtrait"] = 1
                                    return
I briefly tested this with 2 separate characters and I havent found any conflicts or errors. Did the event multiple times, passed a few days, saved and loaded the game. Seems to be functional. But I still want to ask you guys opinions, does it look safe enough to use?

It would allow me to add unique traits for every single girl based on their lore/personality. While the event text remains the same across the board (because writing out 20+ different versions of the events for each girl would be an ambitious commitment), this could provide a unique flavor with minimal time investment.
 

Leortha

Active Member
Jun 25, 2019
744
668
New pack released.

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Kite80

Well-Known Member
Modder
May 30, 2017
1,082
1,079
Is it possible to add a custom trait inside the BK.ini or the events.rpy* files? If I understand the TraitKing code correctly, this line adds a trait to the game.
Code:
# Adding special traits to trait dict (but not to pos/neg traits)
        godless_trait = trait_dict["Godless"] = Trait("Godless", verb = "be", eff1 = Effect("boost", "reputation gains", -0.2))
If it's possible, then basically what I want to do is the following: When the player completes a custom event, the girl gains a custom trait. I'd like this to work with all my packs, whether they are used together or individually, which means I need to find a way to avoid adding the same custom trait to the game multiple times (Maybe? I'm not sure if this would break the game).
Take a look at basic Boa Hancock .rpy file, there's the snake trait which is implemented there
 
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4.00 star(s) 2 Votes