Easiest way: start a game and create a save. Go to the folder where you have the .exe fileCan I use my old saves for version 9.9 somehow? the game seems to be 1 .exe now so not sure how to load old saves?
ta-daaah
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Easiest way: start a game and create a save. Go to the folder where you have the .exe fileCan I use my old saves for version 9.9 somehow? the game seems to be 1 .exe now so not sure how to load old saves?
On the developer's Patreon they are working on the design of the Domina for the 10th realm, so hopefully soon.Just finished this 9.9, damn I miss the Reaper already, he was really cool.
Btw do we have a release date for 10.0, i like this game
I start a save with the new game, and save it in the same save area Like number 1, 2, or 3 etc. then go to the www folder of the old game and select the save folder you want to use, and copy the folder. Go to the www folder of the new game and select the corresponding number of the saved folder and paste it to the new game save folder with the same number.Can I use my old saves for version 9.9 somehow? the game seems to be 1 .exe now so not sure how to load old saves?
9.9 is all packed into a .exe so you can't access the www. You have to use some sort of unpacked. I think someone in this thread posted a link to it.I start a save with the new game, and save it in the same save area Like number 1, 2, or 3 etc. then go to the www folder of the old game and select the save folder you want to use, and copy the folder. Go to the www folder of the new game and select the corresponding number of the saved folder and paste it to the new game save folder with the same number.
I don't know? I used the www trick to jump to my scenes with Rosita. Not sure how I unpacked it but that's how my HP laptop downloaded it.9.9 is all packed into a .exe so you can't access the www. You have to use some sort of unpacked. I think someone in this thread posted a link to it.
No new domina until version 10. A few bugs were worked out, and the "new" scenes are just the new artist work spliced in. You haven't really missed much between 8 and 9.9. Hora is still the last domina until 10.I stopped playing at version 8.0 and i download version 9.9 but i only got one scene involving the other dominas and hero, can anyone tell me what exactly all these updates had because last thing i played was fight against hora and i see alot of people saying new dominas and new scenes. Can someone help with that.
Hopefully not another year. They have the design of Ruby (#10) drawn for the patreon users to view.Ah so there is not much new scenes i waited all this time for 15 mins extra play and ofc the new update is gonna take another year
This is probably the first time that I am NOT eagerly awaiting the next update. Ruby just feels off in terms of her appearance. Not to mention her being the "Oldest" of the 13 despite being RIGHT after Hora, whose theme was time and aging.On the developer's Patreon they are working on the design of the Domina for the 10th realm, so hopefully soon.
I hope you mean new artwork from the same artist (Shakie) and not "New artist work" as in from a new artist. I am very attached to Shakie's artwork even if she dropped the ball with Ruby.No new domina until version 10. A few bugs were worked out, and the "new" scenes are just the new artist work spliced in. You haven't really missed much between 8 and 9.9. Hora is still the last domina until 10.
Apologies for the necropost but it's actually much easier than that (and the wrong formula has been there for aeons).Quoting a fellow guide poster
$gameTemp.tas_power
(from
a.atk
and b.def
part between parentheses - such as
(a.atk * 6 - b.def * 2) * $gameTemp.tas_power
Skills.json
for all skills by using a regular expression (and should still double-check afterwards).I don't know a lot of JavaScript, but in Python, the parenthesis around the variable wouldn't affect in this case, as the interpreter would see it as a math expression (it wouldn't transform the variable in a tuple, for example). Is it the case for JS?Apologies for the necropost but it's actually much easier than that (and the wrong formula has been there for aeons).
$gameTemp.tas_power
(fromYou must be registered to see the links's Timed Attack plugin) works fine and doesn't need to be put between parentheses since that's a variable, not an expression. However, the way it is written in the above formula, the result of the timed attack scaling obviously only affects the user's attack reduction based on target's defense, which causes the TAS to have the opposite effect.
If you want it to work as intended, just put the entirea.atk
andb.def
part between parentheses - such asYou can keep the variable name between parentheses if it looks clearer to you but it won't change anything - just make sure the actual base formula is being multiplied, not just the target's defense.Code:(a.atk * 6 - b.def * 2) * $gameTemp.tas_power
You can fully fix this inSkills.json
for all skills by using a regular expression (and should still double-check afterwards).
Just came here to say this again since I don't play Domina anymore and I was pretty sure I pointed it out multiple times ever since the skill tree had been revamped - 5.0 I think? - but with posts vanishing and whatnot, it's hard to tell.
Thanks for taking the time to help others by writing a guide on how to unpack EVB executables as well for people who didn't know about it!
"formula":"a.atk * 6 * ($gameTemp.tas_power) - b.def * 2"
// or:
"formula":"a.atk * 6 - ($gameTemp.tas_power)"
I think it's cuz deka put the "Pixel Perfect scaling" plugin for RPG Maker MZ in this game, but it's buggy af on my PC.version 9.9 the screen is all pixelated anyone got a solution?
TDDP_PixelPerfect
. Then set its enableIngameOptions
thingy to true (it's false by default) and restart the game. You'll get an ingame option in the Options menu to toggle the pixel perfect mode. Just pick whatever works for you.(Unfortunately I no longer play Domina either, so I can't test it... I'd have to redownload it and restart from scratch heh.)I don't know a lot of JavaScript, but in Python, the parenthesis around the variable wouldn't affect in this case, as the interpreter would see it as a math expression (it wouldn't transform the variable in a tuple, for example). Is it the case for JS?
But the weird part is... despite the fact I've never used the Timed Attack plugins, I did find out that this variable was related to the result of a QTE. But... there is no QTE in Domina at all.
When I tried to debug the Trick Shot skill, I did several manipulations to the formula to see how it would work. I remind to have tried things like these:
I think I even tried to just sum everything.JavaScript:"formula":"a.atk * 6 * ($gameTemp.tas_power) - b.def * 2" // or: "formula":"a.atk * 6 - ($gameTemp.tas_power)"
In all these cases, the attack would always return 0. It only resumed to work when I removed the variable from the formula. My guess is that, since there's no QTE event in the game, the variable itself was never initialized, so it probably have garbage data (as JS is a dynamically typed language like Python).
That said, I don't remind to have tried your solution, and I don't have Domina anymore. Did you had success in making it work?
NaN
(and RMMV/RMMZ's pixiJS will add to it by crashing the entire game because of a trivial console error that might not even affect the game - one of the worst design flaws of the RPG Maker engines over the years along with including tons of junk and duplicate nwjs libs that end up being unused, yay wasted gigabytes after a few game projects on your machine if you don't quickly grow a cleanup mindset; you definitely should as soon as possible, this piles up really fast).$gameTemp.tas_power
altogether if it doesn't even show up (you can also check in plugins.js
if it's enabled - or directly in a RMMV/RMMZ project file - but if you don't have Domina either, someone else will have to; it wouldn't surprise me that Deka would also have the plugin off). To account for the description, might want to increase the multiplier on a.atk
a bit since that's still a bit low depending on what player stats are at this point (if I recall correctly though, Dominas had like 30-50k HP and their defense stats generally weren't all that high so it should still deal reasonable damage).I'll download Domina again and take a look on it this weekend, maybe I can see what's happening.(Unfortunately I no longer play Domina either, so I can't test it... I'd have to redownload it and restart from scratch heh.)
Oh right, yeah, in JavaScript, the interpreter doesn't mind - JavaScript is a lot less mindful than Python and doesn't even have variable types (which can lead to funny situations like 1+1=11 because the coder didn't specify it's meant to be an integer and JavaScript treats that as a string concatenation -You must be registered to see the linkssummarizes it as a meme, you had to make literal multiplications in some edge-case situations to typecast).
The plugin indeed is meant to be a QTE as far as I know (a gauge, to be accurate - the closer to the center you are, the better the damage if I recall correctly; it's one of the less frustrating QTEs rather than those damn blitz-like press keys that make you go crazy if you happen to have very slow reflexes or a machine that barely registers keystrokes and you end up using a macro lol).
The cases you described above should have returned some damage, but it makes sense if there is no QTE at all, because then that simply means the variable is completely unused (and probably defaults to 0 - just to make Deka's work harder and force him to act like an actual developer, plugin writers shouldn't spoonfeed him and force him to declare the variable or break the game because it'll be undefined, not testing one's game is a serious sin). As lax as JavaScript is, it will still blow up in your face if you try to use undefined variables or rightfully troll you withNaN
(and RMMV/RMMZ's pixiJS will add to it by crashing the entire game because of a trivial console error that might not even affect the game - one of the worst design flaws of the RPG Maker engines over the years along with including tons of junk and duplicate nwjs libs that end up being unused, yay wasted gigabytes after a few game projects on your machine if you don't quickly grow a cleanup mindset; you definitely should as soon as possible, this piles up really fast).
I guess it's just better to completely remove the$gameTemp.tas_power
altogether if it doesn't even show up (you can also check inplugins.js
if it's enabled - or directly in a RMMV/RMMZ project file - but if you don't have Domina either, someone else will have to; it wouldn't surprise me that Deka would also have the plugin off). To account for the description, might want to increase the multiplier ona.atk
a bit since that's still a bit low depending on what player stats are at this point (if I recall correctly though, Dominas had like 30-50k HP and their defense stats generally weren't all that high so it should still deal reasonable damage).
(Sorry for the very long post and late reply by the way - on top of barely visiting F95, I forgot to rewatch this thread.)
"list":
// ...
{"code":401,"indent":1,"parameters":["Realm under construction."]}, // original code
{"code":122,"indent":0,"parameters":[21,21,0,4,"String($gameTemp.tas_power)"]},
{"code":101,"indent":0,"parameters":["",0,0,2]},
{"code":401,"indent":0,"parameters":["Current gameTemp.tas_power value:"]},
{"code":401,"indent":0,"parameters":["\\V[21]"]},
{"code":412,"indent":0,"parameters":[]}, // original code
// ...
"damage":{"critical":false,"elementId":-1,"formula":"100","type":1,"variance":0} // the critical = false is important
// ... (some more code) ...
"effects":[], // erased everything inside [], just to be sure nothing would affect the test
"formula":"100 + ($gameTemp.tas_power)" // test 1
"formula":"100 - ($gameTemp.tas_power)" // test 2
var a = 100 // "int"
var b
console.log(a) // 100
console.log(b) // undefined
console.log(a + a) // 200
console.log(a + b) // NaN