$ inspect_test = girl.get_stat("body") ##This works
$ inspect_test2 = girl.get_stat("fear") ##This doesn't work
I think you can use just girl.fear for thisNeed 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.
I can call stats like "body" and "charm" perfectly fine, but when calling those mentioned above I get the following error: View attachment 2016631Code:$ inspect_test = girl.get_stat("body") ##This works $ inspect_test2 = girl.get_stat("fear") ##This doesn't work
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)
It works for fear, and also for love and rank, thanks!I think you can use just girl.fear for this
Is there an programm that allows easy addition of pics or vids to an existing Girlpack ?
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)
It's advisable to useI think you can use just girl.fear for this
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.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.(this basically converts all Refinement into Libido)
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
.Aaahh, I kinda like that actually, allowing a low chance for some synergy. But I will definitely use the value method, too!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 viagirl.stats[X].value
. X runs from 0 to 7 in the same order as the stat display. Sex skills usesex_stats
instead ofstats
.
If Goldo is down, I'd be delighted to send over the code once it's finished and see if he can work some magic to implement it into the game.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?
screen augment_but():
text ""
textbutton "The Augment Laboratory":
action [Hide('augment_but'), Hide('main_menu'), Hide('right_menu'), Show('augment_main')]
tooltip "Go to the hunting lobby to hunt monsters"
##########################
screen augment_main():
modal True
frame:
background '#aace'
xfill True
yfill True
has vbox
hbox:
textbutton 'Close' action Hide('augment_main')
textbutton "Main Character" action SetVariable("augment_menu", "mainc")
textbutton "Select Girl" action [SetVariable("augment_menu", "slave"),SetVariable("girl_augment", "")]
textbutton "King's Way Options" action SetVariable("augment_menu", "option")
if augment_menu == "option":
use KW_Options
elif augment_menu == "slave":
if girl_augment == "":
use augment_girl_selection
$ renpy.block_rollback()
screen augment_girl_selection:
hbox:
vbox:
xsize 400
text 'Your Girl'
vpgrid:
cols 1
xfill True
mousewheel True
scrollbars "vertical"
spacing 0
for girl in MC.girls:
textbutton "{}".format(girl.get_name()) action [SetVariable("girl_augment",girl), Hide("augment_girl_selection"), Hide("augment_main"), Jump("augment_lab_screen")]
## if girl_augment == "girl":
## Jump("augment_lab_screen")
Something like this:How can I navigate to an entirely fresh screen?
selected_destination = result # as a string, e.g. "augment_main"
jump teleport
action (SetVariable("selected_destination", "augment_main"), Jump("teleport"))
That is oddly specific....the main menu keeps following me like a dyslexic chicken.
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.Something like this:
Attached to a button:Code:selected_destination = result # as a string, e.g. "augment_main" jump teleport
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.
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.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?
Yes.About saving the game: this is the line that ensures everything is saved correctly, right?
default
ing the mod template or doing something else that makes Ren'Py store the variable in one of its stores would also work.