Batface

Member
Nov 24, 2019
202
200
Hi can someone post the game with the rgss file thingy extracted?? Cant open my rpg decrypter for some reason, when i opened the exe it did nothing and after a while it deleted it self, thanks.
 

Batface

Member
Nov 24, 2019
202
200
the game already have the build in console by pressing F10 and you can't install rpg vx ace cheat manu plugin on this game so no reason to unpack this game leave the script alone can you?
Are you the developer? If you are then im sorry, just wanted to change trait i gained every lvl up cuz 1 point is nothing for me.
 

Batface

Member
Nov 24, 2019
202
200
no i'm not, but you can use something called rpgmakersaveedit to get yourself trait. each trait max is 99. make sure you use the default equipment in game the and save it before you load with save edit otherwise it will fail to load the save...
Thanks for the suggestion, but just straight up increasing the trait doesnt satisfy me hehehe, i too want to make the effect of injury or wound to be a little less impactful, and someone here said there are editable files you can access with the rpg decrypter, but i cant open the decrypter for some reason, so if anyone here can upload the game that already has been decrypted or just can solve why i cant open the decrypter it will be a great help, thanks.
 

Batface

Member
Nov 24, 2019
202
200
then add the aidwound to you inventory it heal all kinds of wounds, and about decrypted you have to look at pages 94, post #1872 for it.
The thing is i cant even open the decrypter when i double clicked the exe file it did nothing and after some time it deleted it self, i have disabled my antivirus but still no fruit
 

PervyMage32

Active Member
Jul 29, 2017
530
825
So, the artstyle looks great, and based on all the stat windows, I'm guessing it's some kind of tactile turn-based RPG, which sounds great... but then I see the tags, and that last screenshot, with all the blood.

Is there really a lot of scat and blood content? Can that be turned off in some way? If so, does that just remove it from the screenshots, or completely remove a lot of content?
 

xiixoz

Newbie
Sep 3, 2019
54
9
So, the artstyle looks great, and based on all the stat windows, I'm guessing it's some kind of tactile turn-based RPG, which sounds great... but then I see the tags, and that last screenshot, with all the blood.

Is there really a lot of scat and blood content? Can that be turned off in some way? If so, does that just remove it from the screenshots, or completely remove a lot of content?
most h content is rape / being a slave or a breeding sow for monsters, which can get pretty violent and bloody pretty easily. Scat and watersports content can be completely removed (it already is by default, u have to turn it on to start seeing it) in the settings, but the blood is staying
 

Batface

Member
Nov 24, 2019
202
200
you can use the AHK script to fill in the console for you like me i'm too lazy to type so edited the AHK script. don't worry i did not unpack the game and it work fine, for the heal wound it is a trick that made you can hit enter as many time you wan to heal all wound you got using the console it heal 1 wound per enter press f10 after you done. when you need money just type in console daddy then you got the money for the goods, zzz is for regen, f10 open console press f8,f9,f11 to auto fill in the code for you before you can use the keyword zzz,daddy,ccc. for other code you can ask zedted or wait someone willing to share, that for all i know at the moment.. enjoy. oh yeah you will need to install autohotkey to use AHK script you can ask google for the link.
Thanks friend
 

darkashy

Member
Nov 2, 2018
177
123
can someone suggest to dev about the lantens when using on extra slot 1 or 2 to the sub hand not on the floor it is annoying you have to pick it up or open your inventory all the times after switch equipment from the extra slot, for me i'm playing mages after switch lantern to a book i have to manually open inventory to set them back in place if i wan to use lantern again..... same to the hunting training setting trap have to manually open inventory set the rock to extra slot to set again after used all the rock....
 

ZedTed

Member
Sep 24, 2017
271
908
Hi can someone post the game with the rgss file thingy extracted?? Cant open my rpg decrypter for some reason, when i opened the exe it did nothing and after a while it deleted it self, thanks.
.

Are you the developer? If you are then im sorry, just wanted to change trait i gained every lvl up cuz 1 point is nothing for me.
The developer is "eccma417" and he has a "developer" banner below his name.

Is there really a lot of scat and blood content? Can that be turned off in some way? If so, does that just remove it from the screenshots, or completely remove a lot of content?
There is a small amount of scat content that can be disabled (you only really see it when using toilets or captured by deep-ones anyways).

In terms of blood; there is blood on injuries and defloration but the more graphic stuff happens when you are raped by big dick, like orcs, so avoid big things that want to rape you.

It is possible to avoid avoid most blood by sticking to prostitution but that can be annoying at times.

How can you check all the trait requirements and lockouts? For some reason I can't select omnivore, and I'm not sure if Tough locked me out of it, or if I need a minimum of some stat to select it, etc.
You can check the script files in LonaRPG\Data\Scripts\Editables\92_Game_Actor_Traits.rb:

Code:
class Game_Actor < Game_Battler


    def basic_traits
        #[[icon_32_index,item_id,value],[state_id,item_id,,value]]
        #[25, 33, 41, 40, 48]
        #Survival , Constitution .....
        #SID:119 IID:60        constitution
        #SID:120 IID:61        survival
        #SID:121 IID:62        wis
        #SID:122 IID:63        scu
        #SID:123 IID:64        com
        
        #ui flow = com,scu,wis,sur,con
        #32PX ID, ITEM ID, NAME, state_id
        [
            [25,64,self.combat_trait,            123],
            [33,63,self.scoutcraft_trait,        122],
            [41,62,self.wisdom_trait,            121],
            [40,61,self.survival_trait,            120],
            [48,60,self.constitution_trait,        119]
        ]         

    end
    
    def gift_traits
        #[]other traits # 200 = nil
        [
        200,116,200,200,117,200,200,115,200,
        200,200,200,200,200,200,200,131,129,
        200,200,125,200,136,200,200,200,200,
        135,130,134,137,132,200,138,133,200,
        200,200,200,200,127,200,200,200,200,
        200,200,200,200,200,200,200,200,200,
        200,200,200,200,140,200,200,126,200,
        200,200,200,200,200,200,200,200,200,
        200,128,200,200,200,200,200,139,200
        ]
    end
    
    def basic_trait_addable?(tmpVal)
        99 >= tmpVal
    end
    
    #state
    #current_selected =>[selected_gift_trait_id,selected_gift_trait_id,selected_gift_trait_id,selected_gift_trait_id,selected_gift_trait_id]
    def gift_trait_addable?(trait_id,current_selected)
        case trait_id
            when 115;        return trait_Nymph_addable?(current_selected);#true: can add / false: cannot add
            when 116;        return trait_IronWill_addable?(current_selected);
            when 117;        return trait_WeakSoul_addable?(current_selected);
            
            when 125;        return trait_bloodlust_addable?(current_selected);
            when 126;        return trait_masochist_addable?(current_selected);
            when 127;        return trait_cannibal_addable?(current_selected);
            when 128;        return trait_BloodyMess_addable?(current_selected);
            when 129;        return trait_exhibitionism_addable?(current_selected);
            when 130;        return trait_HunterTraining_addable?(current_selected);
            when 131;        return trait_prostitute_addable?(current_selected);
            when 132;        return trait_omnivore_addable?(current_selected);
            when 133;        return trait_semengulper_addable?(current_selected);
            when 134;        return trait_ManaKnowledge_addable?(current_selected);
            when 135;        return trait_WeaponryKnowledge_addable?(current_selected);
            when 136;        return trait_Alchemy_addable?(current_selected);
            when 137;        return trait_ImproveThrowRock_addable?(current_selected);
            when 138;        return trait_Succubus_addable?(current_selected);
            when 139;        return trait_Lilith_addable?(current_selected);
            when 140;        return trait_Hitchhiker_addable?(current_selected);
            else raise "what are you doing"
        end
    end
    
    
    def trait_Nymph_addable?(current_selected) #115
        return false if state_stack(115) ==1
        return false if state_stack(116) ==1
        return false if state_stack(117) ==1
        return false if state_stack(134) ==1
        return false if state_stack(135) ==1
        return false if current_selected.include?(116)
        return false if current_selected.include?(117)
        return false if current_selected.include?(134) #trait_ManaKnowledge_addable
        return false if current_selected.include?(135) #trait_WeaponryKnowledge_addable
        return true
    end
    
    def trait_IronWill_addable?(current_selected) #116
        return false if state_stack(115) ==1
        return false if state_stack(116) ==1
        return false if state_stack(117) ==1
        return false if state_stack(132) ==1
        return false if state_stack(133) ==1
        return false if state_stack(139) ==1
        return false if current_selected.include?(115)
        return false if current_selected.include?(117)
        return false if current_selected.include?(132)
        return false if current_selected.include?(133)
        return false if current_selected.include?(139)
        return true
    end
    
    def trait_WeakSoul_addable?(current_selected) #117
        return false if state_stack(115) ==1
        return false if state_stack(116) ==1
        return false if state_stack(117) ==1
        #return false if state_stack(125) ==1 #bloodlust
        #return false if state_stack(128) ==1 #Bloodymess
        return false if state_stack(135) ==1
        return false if current_selected.include?(115)
        return false if current_selected.include?(116)
        #return false if current_selected.include?(125) #bloodlust
        #return false if current_selected.include?(128) #BloodyMess
        return false if current_selected.include?(135) #WeaponryKnowledge
        return true
    end
    
    def trait_bloodlust_addable?(current_selected) #125
        return false if state_stack(125) ==1
        #return false if state_stack(117) ==1 #weak
        #return false if current_selected.include?(117) #weak
        return false if @level < 10
        return true
    end

    def trait_masochist_addable?(current_selected) #126
        return false if state_stack(126) ==1
        return false if @level < 30
        return true
    end

    def trait_cannibal_addable?(current_selected) #127
        return false if state_stack(127) ==1
        return false if state_stack(117) ==1
        return false if current_selected.include?(117)
        return false if @level < 20
        return true
    end
    
    
    def trait_BloodyMess_addable?(current_selected) #128
        return false if @level < 40
        #return false if state_stack(117) ==1 #weak
        return false if state_stack(128) ==1
        #return false if current_selected.include?(117) #weak
        return true
    end
    
    def trait_exhibitionism_addable?(current_selected) #129
        return false if state_stack(129) ==1
        return false if @level < 5
        return true
    end
    
    def trait_HunterTraining_addable?(current_selected) #130
        return false if state_stack(130) ==1
        return false if @level < 15
        return true
    end

    def trait_prostitute_addable?(current_selected) #131
        return false if state_stack(131) ==1
        return false if @level < 5
        return true
    end
    
    def trait_omnivore_addable?(current_selected) #132
        return false if state_stack(132) ==1
        return false if state_stack(116) ==1
        return false if current_selected.include?(116)
        return false if @level < 15
        return true
    end

    def trait_semengulper_addable?(current_selected) #133
        return false if state_stack(133) ==1
        return false if state_stack(116) ==1
        return false if current_selected.include?(116)
        return false if @level < 15
        return true
    end

    def trait_ManaKnowledge_addable?(current_selected) #134
        return false if state_stack(115) ==1
        return false if state_stack(134) ==1
        return false if state_stack(135) ==1
        return false if current_selected.include?(115) #trait_Nymph_addable
        return false if current_selected.include?(135) #trait_WeaponryKnowledge_addable
        return false if @level < 15
        return true
    end
    
    def trait_WeaponryKnowledge_addable?(current_selected) #135
        return false if state_stack(115) ==1
        return false if state_stack(117) ==1
        return false if state_stack(134) ==1
        return false if state_stack(135) ==1
        return false if current_selected.include?(115) #trait_Nymph_addable
        return false if current_selected.include?(117) #trait_Weaksoul_addable
        return false if current_selected.include?(134) #trait_WeaponryKnowledge_addable
        return false if @level < 15
        return true
    end
    
    def trait_Alchemy_addable?(current_selected) #136
        return false if self.survival_trait <10 #survival
        return false if state_stack(136) ==1
        return false if @level < 10
        return true
    end
    
    def trait_ImproveThrowRock_addable?(current_selected) #137
        return false if self.scoutcraft_trait <10 #scoutcraft
        return false if state_stack(137) ==1
        return false if @level < 15
        return true
    end
    
    def trait_Succubus_addable?(current_selected) #138
        return false if state_stack(115) <1 #Nymph
        return false if state_stack(138) ==1
        return false if @level < 15
        return true
    end
    
    def trait_Lilith_addable?(current_selected) #139
        return false if @level < 40
        return false if state_stack(116) ==1 #ironwill
        return false if state_stack(131) <1 #prostitute
        return false if state_stack(139) ==1 #self
        return false if current_selected.include?(116)
        #return false if current_selected.include?(1) #weak
        return true
    end   
    
    def trait_Hitchhiker_addable?(current_selected) #140
        return false if @level < 30
        return false if self.survival_trait <15 #survival
        return false if state_stack(140) ==1 #self
        return true
    end
    
end
The "return false if state_stack(***) ==1" is a check for your existing traits and the what trait corresponds to the number is shown in the beginning.
e.g.
"state_stack(115)"
is the nymphomaniac trait:
"when 115; return trait_Nymph_addable?(current_selected)"

You can always edit and change this stuff if you want so you can have whatever trait you want.
 
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Deleted member #2204703

Member
Game Developer
Apr 10, 2020
204
622
can someone suggest to dev about the lantens when using on extra slot 1 or 2 to the sub hand not on the floor it is annoying you have to pick it up or open your inventory all the times after switch equipment from the extra slot, for me i'm playing mages after switch lantern to a book i have to manually open inventory to set them back in place if i wan to use lantern again..... same to the hunting training setting trap have to manually open inventory set the rock to extra slot to set again after used all the rock....
try shift+z on the items on ground?
 

hohodummy

New Member
Oct 2, 2018
3
0
good game i found some buy when try to fast travel by horse the translate got mix with some Chinese and of cause i cant read xD
 

darkashy

Member
Nov 2, 2018
177
123
try shift+z on the items on ground?
then it drop my spell book 2 extra slot with each water and fire spell book and sub hand with lantern. it did pick up the lantern back to the hand but it drop my book, if the fire wand can light up in dark cave would be nice don need the lantern...
 
Last edited:

sarashi

Member
May 4, 2018
240
232
not sure who else noticed it but you arent able to remove some mods even with that treatment. for example the mouth mod is weirdly enough permanent and i hate it when i have to puke nearly everytime ....
 

ZedTed

Member
Sep 24, 2017
271
908
not sure who else noticed it but you arent able to remove some mods even with that treatment. for example the mouth mod is weirdly enough permanent and i hate it when i have to puke nearly everytime ....
Where are all these mods that people talk about from time to time?
 

ZedTed

Member
Sep 24, 2017
271
908
the mods are basically body improvement you can get from elise, there are a few of them and some give pretty nice permanent buff although they are quite expensive
._. I am an idiot, thought it was a game mod and not the surgeries you get in game.
 

mordet

Member
Apr 21, 2020
251
150
the mods are basically body improvement you can get from elise, there are a few of them and some give pretty nice permanent buff although they are quite expensive
Honestly most are pretty bad and dangerous. Maybe I didn't see their value; which ones were particularly useful?
 
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