ColoCala

Newbie
Apr 22, 2018
18
19
48
I think I should write game load order here to help modding.

====MODDING====
Game load order:
1. it loads ScriptImport, FileGetterOptions and FileGetter script that's kept inside RPGMaker.
2. it uses it to load all game scripts using load_script (/Data/Scripts/ folder). NOTE: if FileGetter::COMPRESSED=true then it only loads files listed in listX.rvdata2 where X is number, basically only .rb files that were there from beginning, no extra files.
3. it uses it to load all mod scripts using load_script (/ModScripts/*.rb folder)
4. it runs /Data/Scripts/Frames/Starter/Main.rb which runs SceneManager.run which runs first scene (adult warning screen) which then runs Scene_MapTitle which is main menu which loads data files (json).
<Game runs>
5. During events to start event load_script(...) is called to load /Data/HCGframes/<something>.rb when needed.

NOTE: when I say "all ... scripts" it means they are ordered by numbers prefix of name so file 0_name.rb will always load before 1_name.rb and 2_name.rb

load_script is defined in ScriptImport inside RPGMaker scripts, it loads script using eval( ( FileGetter::COMPRESSED && File.file?(path) ) ? File.read(path) : load_data(path) )

In other words, there are two ways of loading .rb mod:
1. You put .rb file in /ModScripts/
2. Bad way (will conflict with other mods that replace same file): You replace .rb file in /Data/Scripts/ on same path as base file or /Data/HCGFrames/ for events.
NOTE: This does NOT work for .json files, only for .rb files.

But if you change behaviour of data loading in mod (default behaviour is defined in FileGetterOptions.rb, FileGetter.rb and 5_DataManager.rb) it'll affect how it loads data files (json) because mod is being loaded before those methods are being called.
Simplest way to make it read .json instead of their packed version is make a file /ModScripts/0_uncompress.rb with one line:
Code:
FileGetter::COMPRESSED = false
it'll use json files instead of .rvdata2.
WARNING: it'll make it NOT read .rb and .json from game.rgss3a so game must be unpacked unless you mod all methods that load from folders, I know it's def load_script(path) for .rb and a lot of methods in FileGetter.rb and 5_DataManager.rb for .json

NOTE: You cannot replace FileGetter code by replacing /Data/Scripts/Frames/FileGetter/FileGetter.rb ,same for its options , use ModScripts folder instead. You cannot change behaviour of loading base game scripts because they're loaded before mods so it'll use default code to load them regardless.

Other of my useful posts:
/ModScripts/ folder contains bunch of files with names 0_O_...rb and 1_O_...rb which are my optimization mod, you can use them as reference for how to make a mod without replacing original files.
basics of ruby mods (explains how to redefine specific methods in mod while keeping original method call. Should be easy to infer how to redefine without keeping original method call by simply removing alias/alias_method and call of aliased method)
simple mods (put code listed there in /ModScripts/<number>_<name>.rb file to use mod, e.g. into /ModScripts/123_NoItemDisappearing.rb)
There are few more mods in a lot of pages of this topic, including those in my posts, but too lazy to search for them.

====PALETTE CHANGER====
Starting from 0.4.5.0 /ModScripts/ also contains 2_LonaBitmapChanger.rb that is bitmap palette changer and /ModScripts/PaletteChanger/ folder with its settings and .dll to optimize palette changer. For now it might still contain some bugs in it.
Its principle is:
1. Make two .act files (Adobe Color Table), first is what colors to change(recommended to use base palettes provided by cyan, located in /ModScripts/PaletteChanger/source/ and /source_mc/) second is what colors to change them into.
2. You make .json file in /ModScripts/PaletteChanger/ folder.
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3. Enjoy recolored sprites.
Looked kinda overwhelming at first but i followed the guide slowly and now i'm able to make some changes work, thanks a lot man.
One thing i'm still curious about though. I saw your "Friendly fire off" codes here before and somehow when i put them straight to the .rb files in the original locations they still worked.
 
Last edited:

Teravisor

Member
Jan 23, 2020
181
307
168
One thing i'm still curious about though. I saw your "Friendly fire off" codes here before and somehow when i put them straight to the .rb files in the original locations they still worked.
In other words, there are two ways of loading .rb mod:
...
2. Bad way (will conflict with other mods that replace same file): You replace .rb file in /Data/Scripts/ on same path as base file
It then loads it instead, even if FileGetter:COMPRESSED is set to true.
 
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johhoblaze

New Member
Oct 29, 2020
1
0
11
I think I should write game load order here to help modding.

====MODDING====
Game load order:
1. it loads ScriptImport, FileGetterOptions and FileGetter script that's kept inside RPGMaker.
2. it uses it to load all game scripts using load_script (/Data/Scripts/ folder). NOTE: if FileGetter::COMPRESSED=true then it only loads files listed in listX.rvdata2 where X is number, basically only .rb files that were there from beginning, no extra files.
3. it uses it to load all mod scripts using load_script (/ModScripts/*.rb folder)
4. it runs /Data/Scripts/Frames/Starter/Main.rb which runs SceneManager.run which runs first scene (adult warning screen) which then runs Scene_MapTitle which is main menu which loads data files (json).
<Game runs>
5. During events to start event load_script(...) is called to load /Data/HCGframes/<something>.rb when needed.

NOTE: when I say "all ... scripts" it means they are ordered by numbers prefix of name so file 0_name.rb will always load before 1_name.rb and 2_name.rb

load_script is defined in ScriptImport inside RPGMaker scripts, it loads script using eval( ( FileGetter::COMPRESSED && File.file?(path) ) ? File.read(path) : load_data(path) )

In other words, there are two ways of loading .rb mod:
1. You put .rb file in /ModScripts/
2. Bad way (will conflict with other mods that replace same file): You replace .rb file in /Data/Scripts/ on same path as base file or /Data/HCGFrames/ for events.
NOTE: This does NOT work for .json files, only for .rb files.

But if you change behaviour of data loading in mod (default behaviour is defined in FileGetterOptions.rb, FileGetter.rb and 5_DataManager.rb) it'll affect how it loads data files (json) because mod is being loaded before those methods are being called.
Simplest way to make it read .json instead of their packed version is make a file /ModScripts/0_uncompress.rb with one line:
Code:
FileGetter::COMPRESSED = false
it'll use json files instead of .rvdata2.
WARNING: it'll make it NOT read .rb and .json from game.rgss3a so game must be unpacked unless you mod all methods that load from folders, I know it's def load_script(path) for .rb and a lot of methods in FileGetter.rb and 5_DataManager.rb for .json

NOTE: You cannot replace FileGetter code by replacing /Data/Scripts/Frames/FileGetter/FileGetter.rb ,same for its options , use ModScripts folder instead. You cannot change behaviour of loading base game scripts because they're loaded before mods so it'll use default code to load them regardless.

Other of my useful posts:
/ModScripts/ folder contains bunch of files with names 0_O_...rb and 1_O_...rb which are my optimization mod, you can use them as reference for how to make a mod without replacing original files.
basics of ruby mods (explains how to redefine specific methods in mod while keeping original method call. Should be easy to infer how to redefine without keeping original method call by simply removing alias/alias_method and call of aliased method)
simple mods (put code listed there in /ModScripts/<number>_<name>.rb file to use mod, e.g. into /ModScripts/123_NoItemDisappearing.rb)
There are few more mods in a lot of pages of this topic, including those in my posts, but too lazy to search for them.

====PALETTE CHANGER====
Starting from 0.4.5.0 /ModScripts/ also contains 2_LonaBitmapChanger.rb that is bitmap palette changer and /ModScripts/PaletteChanger/ folder with its settings and .dll to optimize palette changer. For now it might still contain some bugs in it.
Its principle is:
1. Make two .act files (Adobe Color Table), first is what colors to change(recommended to use base palettes provided by cyan, located in /ModScripts/PaletteChanger/source/ and /source_mc/) second is what colors to change them into.
2. You make .json file in /ModScripts/PaletteChanger/ folder.
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3. Enjoy recolored sprites.
hi Teravisor
so now i just want edit this self.atk= and self.def= part in 25_game_actor, i should change then copy all 25gameactor to new rb file in your Modscript folder? i try that but clothing and item messing up, is there way to change the atk and def only? thank

tmpSexAtk = (self.stat["Nymph"]+self.stat["Prostitute"])*25
tmpSexAtkMax = 100+self.stat["Lilith"]*50
stat["sta"]=self.sta
self.constitution= self.constitution_trait+self.constitution_plus
self.survival= self.survival_trait+self.survival_plus
self.wisdom= self.wisdom_trait+self.wisdom_plus
self.combat= self.combat_trait+self.combat_plus
self.scoutcraft= self.scoutcraft_trait+self.scoutcraft_plus
self.atk= (self.combat*0.4) + self.atk_plus
self.def= self.def_plus
 

Squark ⚧❤️

Conversation Conqueror
Jun 16, 2017
7,336
8,117
815
Hmm, shots fired today.


In the brief time he cooled down, he implemented a whole bunch of stuff and fixed a lot of standing issues.
Now he's pissed off again, I wonder what we could have possibly done this time that some jackass hasn't already done.
 
Last edited:

CaiNanE

Active Member
Nov 19, 2018
536
987
123
Well, we could focus on his war with ccp, f95 fags, etc. ; ) Or we could appricate that new great looking dress he published. Looks so good to be honest.

Edit: wonder if pants will be separated from boots now some how? Or will boots be "pants" and her dress will be the "Mid" where the Civilian top is now.

BTW, Squark did you place any bets in the arena yet? : ) Or, try to see who made that painting behind the betting clerk? : )
 
Last edited:

Golden_Buddy

Member
Aug 9, 2020
275
226
217
Well, we could focus on his war with ccp, f95 fags, etc. ; Or we could appricate that new great looking dress he published. Looks so good to be honest.
yes focus on the good not the bad and also whos ccp im just curious you don't have to answer me
 
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CaiNanE

Active Member
Nov 19, 2018
536
987
123
people keep mentioing mods, but i don't see a single link to said mods.
"\LonaRPG.Beta.0.4.5.0\ModScripts\" You can write own mods and put there. Check out Teravisors mod guide in my signature.
You also have a palette changer. In "\LonaRPG.Beta.0.4.5.0\ModScripts\PaletteChanger\417Bak\" put a *.json file into "\LonaRPG.Beta.0.4.5.0\ModScripts\PaletteChanger\" The filename is pretty much the description.
 

shadowsabre

New Member
Jan 30, 2018
3
0
112
I know I'm a bit late to the party, and I've looked through a fair bit of the posts on this thread, but not all of them. I say that to say, if this has been addressed before, I apologize.

I really like this game and the world it takes place in, but I'm not that great with RPGs and I find it a bit challenging to play. Is there an in-game gallery, or modded one that I can look at? I really like the art and I just want to see the fun bits.

or do I have to git gud?
 

tanc

Newbie
Sep 28, 2020
30
6
38
I know I'm a bit late to the party, and I've looked through a fair bit of the posts on this thread, but not all of them. I say that to say, if this has been addressed before, I apologize.

I really like this game and the world it takes place in, but I'm not that great with RPGs and I find it a bit challenging to play. Is there an in-game gallery, or modded one that I can look at? I really like the art and I just want to see the fun bits.

or do I have to git gud?
There are F10 cheat commands in Zedted's guide. You can edit the scripts, or just use this cheat script. Works pretty well, but you'll need to know how to F10 change stamina or use Slipped ability because gangbangs never end otherwise. Also causes some weird bugs where parts of Lona turn invisible during those scenes sometimes, goes away once you don't use the script.
 
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