skinnyj69

Member
Jan 28, 2023
103
74
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?
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.
 
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anon12345678p

Newbie
Dec 26, 2021
83
103
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.
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.
 

sam1596

New Member
Mar 19, 2022
6
3
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.
 

skinnyj69

Member
Jan 28, 2023
103
74
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 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.
 

skinnyj69

Member
Jan 28, 2023
103
74
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.
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.
 

sam1596

New Member
Mar 19, 2022
6
3
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
 

skinnyj69

Member
Jan 28, 2023
103
74
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
Hopefully not another year. They have the design of Ruby (#10) drawn for the patreon users to view.
 

Succubus Hunter

Devoted Member
May 19, 2020
8,334
16,148
On the developer's Patreon they are working on the design of the Domina for the 10th realm, so hopefully soon.
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.

Ruby is one cougar I am not looking forward to catching by the toe lol.

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 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.
 
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262177

Well-Known Member
Oct 26, 2017
1,572
1,289
Quoting a fellow guide poster
Apologies for the necropost but it's actually much easier than that (and the wrong formula has been there for aeons).

$gameTemp.tas_power (from '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 entire a.atk and b.def part between parentheses - such as
Code:
(a.atk * 6 - b.def * 2) * $gameTemp.tas_power
You 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.

You can fully fix this in Skills.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!
 

SevySub

Member
Aug 17, 2019
197
332
Apologies for the necropost but it's actually much easier than that (and the wrong formula has been there for aeons).

$gameTemp.tas_power (from '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 entire a.atk and b.def part between parentheses - such as
Code:
(a.atk * 6 - b.def * 2) * $gameTemp.tas_power
You 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.

You can fully fix this in Skills.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!
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:

JavaScript:
"formula":"a.atk * 6 * ($gameTemp.tas_power) - b.def * 2"

// or:

"formula":"a.atk * 6 - ($gameTemp.tas_power)"
I think I even tried to just sum everything.

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?
 
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jishux

New Member
Aug 16, 2023
1
0
version 9.9 the screen is all pixelated anyone got a solution?
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.
4$331PP`[ID4UJQ)CSA]$MG.png

To get rid of it, go to the .\www\js\plugins.js file and find the line that says 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.
~8_H5JG$72W`WBH1~7`7L6B.png
 

262177

Well-Known Member
Oct 26, 2017
1,572
1,289
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:

JavaScript:
"formula":"a.atk * 6 * ($gameTemp.tas_power) - b.def * 2"

// or:

"formula":"a.atk * 6 - ($gameTemp.tas_power)"
I think I even tried to just sum everything.

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?
(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 - summarizes 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 with 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).

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 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).

(Sorry for the very long post and late reply by the way - on top of barely visiting F95, I forgot to rewatch this thread.)
 

SevySub

Member
Aug 17, 2019
197
332
(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 - summarizes 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 with 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).

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 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).

(Sorry for the very long post and late reply by the way - on top of barely visiting F95, I forgot to rewatch this thread.)
I'll download Domina again and take a look on it this weekend, maybe I can see what's happening.

I always went for the Ranger path and the Trick Shot skill always worked correctly until the last updates, and I don't think it stopped working due to "Dekarous manually adding this variable to every skill and thus crapping them" or something like that. No, these formulas were probably there when he implemented the whole skill tree system in the game.

My guess is that Deka acutally did something with this plugin/variable (which isn't the plugin original purpose, as QTE were never used in Domina as far as I know) and later he did something in the game that crapped this system somehow.
 
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SevySub

Member
Aug 17, 2019
197
332

262177 I think this answers what's happening?

I'm not sure if what I made really works, but I inserted these parameters to the "Realm under construction" event (Map001, event ID 20, page 0):
JavaScript:
"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
// ...
My intention was to show $gameTemp.tas_power as a string, and it printed "undefined".
If what I made doesn't work as intended, please lemme know haha

But it makes sense for me, as variables that wasn't properly declared are treated as "undefined" in JS.

I also made another test. I modified a skill (Precision Strike) to deal a constant damage (100) and tested it in PvP (Skills.json, skill ID 13)
JavaScript:
"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
I also changed tpcost to make it easier to spam.

In this case, the damage would always be 100, regardless of weapons, foe defense, your attack and anything else (as expected).

After that, I made these changes to damage formula:
JavaScript:
"formula":"100 + ($gameTemp.tas_power)" // test 1

"formula":"100 - ($gameTemp.tas_power)" // test 2
Tests 1 and 2 returned damage = 0

It seems that RPG Maker is not that dumb. It probably treats NaN damage as 0, so it won't crash the game.
But doing so also trolls developers - afterall, if there's no critical exception, everything is fine, right? Yeeeah... but actually no xD

EDIT: Just tested on node.js:
JavaScript:
var a = 100 // "int"
var b

console.log(a) // 100
console.log(b) // undefined
console.log(a + a) // 200
console.log(a + b) // NaN
So yeah, we probably have a NaN damage in all those skills.
 
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