Brothel King - Girl packs and Mods Collection

4.00 star(s) 2 Votes
Aug 16, 2017
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I made a Samus Pack. I did at best a mediocre job of tagging with one hand. B+ , Has a bk.ini that I took from the amazing Araminth's bayonetta pack, and edited to fit Samus. I mention that incase there are leftovers from Bayonetta and to give credit. Feel free to edit all that jazz.

 
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Earliestbird

Member
Game Developer
Sep 5, 2020
199
639
Need some assistance. Im in the middle of coding a new interface / skill tree and I want to do stuff with stats like "rank", "love", "fear", etc.

Code:
            $ inspect_test = girl.get_stat("body") ##This works
            $ inspect_test2 = girl.get_stat("fear") ##This doesn't work
I can call stats like "body" and "charm" perfectly fine, but when calling those mentioned above I get the following error: 1661957181364.png

Can I get around this without editing the game files? I just need the raw number to start experimenting with some interesting talents (like scaling skill changes with love, or gaining x amount of jp the higher the fear modifier is)
 

alextron98

New Member
Jan 7, 2020
1
0
Need some assistance. Im in the middle of coding a new interface / skill tree and I want to do stuff with stats like "rank", "love", "fear", etc.

Code:
            $ inspect_test = girl.get_stat("body") ##This works
            $ inspect_test2 = girl.get_stat("fear") ##This doesn't work
I can call stats like "body" and "charm" perfectly fine, but when calling those mentioned above I get the following error: View attachment 2016631

Can I get around this without editing the game files? I just need the raw number to start experimenting with some interesting talents (like scaling skill changes with love, or gaining x amount of jp the higher the fear modifier is)
I think you can use just girl.fear for this
 

Earliestbird

Member
Game Developer
Sep 5, 2020
199
639
I think you can use just girl.fear for this
It works for fear, and also for love and rank, thanks!

As a side note im gonna try to implement some unique but hopefully balanced effects (1 skill point costs 1000 gold, although I still recommend the game on the hardest difficulty)

1661972893938.png
(this basically converts all Refinement into Libido)
 

Ixiah

Member
Aug 17, 2016
427
247
Is there an programm that allows easy addition of pics or vids to an existing Girlpack ?
 

Leortha

Active Member
Jun 25, 2019
744
668
Is there an programm that allows easy addition of pics or vids to an existing Girlpack ?

The actual adding of pics is simple. Just drop them in the same directory. The thing that takes some work is tagging/naming the pics correctly. Most of the regular pack makers use the Tagging Tool, linked on the OP of this thread. It's a tool built specifically for tagging image/video files for BK.

Get the tool, put the existing pack in the "game/image" directory under the tool's folder, then add your new pics into the pack's folder. Run the tool, and you can name all the new images with a few clicks. You may want to generic the file names of the new pics first to avoid the tool getting false positives from the existing file names. I normally use a bulk renamer tool to name all file to something like aaaa00001.jpg before I start on a pack.
 

Jdozer

Newbie
Feb 21, 2019
57
35
An alternative for folks on windows, you can bulk rename a bunch of files without using an external program. Just select everything, right click on one file, and rename that file, and Windows will automatically rename everything to the same name and append a number at the end to avoid naming conflicts.
 
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Jman9

Engaged Member
Jul 17, 2019
2,295
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Can I get around this without editing the game files? I just need the raw number to start experimenting with some interesting talents (like scaling skill changes with love, or gaining x amount of jp the higher the fear modifier is)
I think you can use just girl.fear for this
It's advisable to use girl.get_love() and girl.get_fear(), because there may be love/fear-scaling effects involved and you ignore them by calling the raw stat.

Rank is okay.

(this basically converts all Refinement into Libido)
This has the reverse problem: girl.change_stat() applies all sorts of boosts. If your girl is e.g. 'Slutty', then you convert Refinement into 1.25 the value in Libido.

You can access raw stats via girl.stats[X].value. X runs from 0 to 7 in the same order as the stat display. Sex skills use sex_stats instead of stats.
 
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Jman9

Engaged Member
Jul 17, 2019
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If you like it and want to use it, go ahead. I just figured you'd like to know what you're getting into. :)

I like the idea, but... Honestly, if I were you, I'd collaborate with Goldo and get these things integrated into the game as some sort of alternate perk system, with their own screen and all. Maybe make a mod and ask for mod hooks if Goldo doesn't want to complicate the game as is.

Some other remarks: I would personally make some new traits/perks for these effects instead of just changing values behind the scenes. The only problem would be whether the UI can accommodate all these new entries, but didn't the perks part get scrollability at some point?

1K seems pretty low to me, actually. Go and check how much Wyvern Eggs and Jewel Bags cost, 1K is not a real money sink come mid-game.

Group +2 and all sex skills -1 ends up with group +1, since group sex must also have a sex act. Seems kinda lackluster to me.
 

Jman9

Engaged Member
Jul 17, 2019
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In that case you're adviced to make an account at and make a thread there. Goldo probably doesn't read F95 any more now that the new site is up and running.

Making a mod isn't hard. Take e.g. the Headhunter, copy the mod file over and change the info. Writing it is a bit more complicated, but you're already doing the most important parts. Hooking things into mod structure or getting Goldo to add mod hooks is relatively easy compared to that.

As to events, Goldo's been inviting people to write events for years. I imagine he'd be delighted to get a new writer.
 
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Jman9

Engaged Member
Jul 17, 2019
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How can I navigate to an entirely fresh screen?
Something like this:
Code:
selected_destination = result    # as a string, e.g. "augment_main"
jump teleport
Attached to a button:
Code:
action (SetVariable("selected_destination", "augment_main"), Jump("teleport"))

Note that 'teleport' is Goldo's custome label that does all the hiding and stuff, it's not a built-in Ren'Py feature.

...the main menu keeps following me like a dyslexic chicken.
That is oddly specific. :)
 
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Earliestbird

Member
Game Developer
Sep 5, 2020
199
639
Something like this:
Code:
selected_destination = result    # as a string, e.g. "augment_main"
jump teleport
Attached to a button:
Code:
action (SetVariable("selected_destination", "augment_main"), Jump("teleport"))

Note that 'teleport' is Goldo's custome label that does all the hiding and stuff, it's not a built-in Ren'Py feature.
Thank you, it works! Do you know how to return back in the main brothel screen? Teleport only works for labels and I don't know what the correct one is. The "return" command sends me in the Renpy main menu.

Teleport back to "main" or "brothel" don't work.
 
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Jman9

Engaged Member
Jul 17, 2019
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AFAIK, "main" should work. That's how the game does it, and I even checked it right now with the console. Maybe there's something else going on, can you upload your scripts?
 

Earliestbird

Member
Game Developer
Sep 5, 2020
199
639
AFAIK, "main" should work. That's how the game does it, and I even checked it right now with the console. Maybe there's something else going on, can you upload your scripts?
Don't know what the problem was exactly but after I deleted the original girlpack I used for the skill tree, it fixed the issue. Teleporting there and back now works perfectly. Somehow even managed to make that pesky "mods" tab close automatically.

About saving the game: this is the line that ensures everything is saved correctly, right? 1662060614535.png

Hopefully I can stop bothering you guys now that I have (some of) the modding fundamentals down :whistle:
 

Jman9

Engaged Member
Jul 17, 2019
2,295
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You probably had some duplicate variables overwriting each other.

About saving the game: this is the line that ensures everything is saved correctly, right?
Yes. defaulting the mod template or doing something else that makes Ren'Py store the variable in one of its stores would also work.
 

Leortha

Active Member
Jun 25, 2019
744
668
I've been thinking about an update date and/or last updated column but it might be too much work for the person/people updating the spreadsheet.
I have write access to the data, but I do not own it and I do not have the knowledge to make structural updates. And I may not even have the access to make such updates. I just update the data in the already existing structure.
 
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