- Mar 28, 2020
- 135
- 31
does anyone know how to make enemy talk more often? i view though the JS file, seems system define petting 1st
I think there was a system setting in the game that changes how much the enemies talk.does anyone know how to make enemy talk more often? i view though the JS file, seems system define petting 1st
They are worthy, go for it.Has anyone put together a list of all the edicts and store items somewhere? Having to take the edicts that unlock more edicts or store items (like the research edicts for example) is annoying since it prevents you from seeing the new edicts effects so you can know if they are worth going for.
feel like the setting is not working on this, event set to talktive, still very hard to see ppl talk.I think there was a system setting in the game that changes how much the enemies talk.
Thanks,strange that the search tab gave no results.
for(i=0;i<$dataSkills.length;i++) {
if(actor._passiveCategory[this._stypeId].includes(i))
this._data.push($dataSkills[i]);
}
/*
if(ConfigManager.sortPassivesAscending) {
for(let i = 0; i < actor._passivesObtainedOn_keyDate_valueSkillID.length; ++i) {
if(!actor._passivesObtainedOn_keyDate_valueSkillID[i]) continue;
for(let j = 0; j < actor._passivesObtainedOn_keyDate_valueSkillID[i].length; ++j) {
let passiveSkillId = this._actor._passivesObtainedOn_keyDate_valueSkillID[i][j];
if(passiveSkillId && passiveSkillId > 0) {
if(actor._passiveCategory[this._stypeId].includes(passiveSkillId)) {
this._data.push($dataSkills[passiveSkillId]);
}
}
}
}
}
else {
for(let i = actor._passivesObtainedOn_keyDate_valueSkillID.length - 1; i >= 0; --i) {
if(!actor._passivesObtainedOn_keyDate_valueSkillID[i]) continue;
for(let j = 0; j < actor._passivesObtainedOn_keyDate_valueSkillID[i].length; ++j) {
let passiveSkillId = this._actor._passivesObtainedOn_keyDate_valueSkillID[i][j];
if(passiveSkillId && passiveSkillId > 0) {
if(actor._passiveCategory[this._stypeId].includes(passiveSkillId)) {
this._data.push($dataSkills[passiveSkillId]);
}
}
}
}
}
*/
Sus manidk if someone already up, but here it goes, sorry i dont have the changelog.
V.7A.h
Google Drive
Mega
just a few pages before, there was a post about editing daily edict points.wouldnt have posted if I found my answer there
ok, first, I wouldn’t have posted something without first testing it, after all F95zone is a serious place, second, you’ve heard of a site called ci-en? (Sus man
View attachment 934450 What are you playing?
I see no info about new patch on official Rem's discord. He reported in #announcements about every update so far, and you don't even bring change log. Stay away with that sus files.
isn't ci-en the competitor website of dl-sile ???ok, first, I wouldn’t have posted something without first testing it, after all F95zone is a serious place, second, you’ve heard of a site called ci-en? (You must be registered to see the links), and finally, before pointing out accusations "First, take a big step back... and literally, fuck your own face!"
View attachment 934515
man, idk if they are competitors, but many times i've seen links to ci-en page of the respective creator from the own dl-site page, and from the ci-en to dl-site respectively, now I have the same doubt about itisn't ci-en the competitor website of dl-sile ???
if anyone veteran & experimented on using these sites can't correct me wrong then thanks ...
if(actor._passiveCategory[this._stypeId].includes(i))Trying to get the Passives menu to display all passives, not only the ones Karryn has obtained. I'm looking at the Window_SkillList.prototype.makeItemList function in RemtairyKarrynPassives.js, but even when I replace the default population function with my own that (should) go through all the passives, the only ones that actually get sent to the drawItem function are the ones I've unlocked. Is there a switch somewhere that I'm missing, which hides passives not yet obtained?
Here's my alternative code, with what it's replacing commented out below:
JavaScript:for(i=0;i<$dataSkills.length;i++) { if(actor._passiveCategory[this._stypeId].includes(i)) this._data.push($dataSkills[i]); } /* if(ConfigManager.sortPassivesAscending) { for(let i = 0; i < actor._passivesObtainedOn_keyDate_valueSkillID.length; ++i) { if(!actor._passivesObtainedOn_keyDate_valueSkillID[i]) continue; for(let j = 0; j < actor._passivesObtainedOn_keyDate_valueSkillID[i].length; ++j) { let passiveSkillId = this._actor._passivesObtainedOn_keyDate_valueSkillID[i][j]; if(passiveSkillId && passiveSkillId > 0) { if(actor._passiveCategory[this._stypeId].includes(passiveSkillId)) { this._data.push($dataSkills[passiveSkillId]); } } } } } else { for(let i = actor._passivesObtainedOn_keyDate_valueSkillID.length - 1; i >= 0; --i) { if(!actor._passivesObtainedOn_keyDate_valueSkillID[i]) continue; for(let j = 0; j < actor._passivesObtainedOn_keyDate_valueSkillID[i].length; ++j) { let passiveSkillId = this._actor._passivesObtainedOn_keyDate_valueSkillID[i][j]; if(passiveSkillId && passiveSkillId > 0) { if(actor._passiveCategory[this._stypeId].includes(passiveSkillId)) { this._data.push($dataSkills[passiveSkillId]); } } } } } */