- Sep 30, 2021
- 34
- 48
keywords: unblocked , how to get all traits, how to unlock all traits, get all traits, tough and mana knowledge, multiple traits, many traits, help traits
I wouldn't exactly say this is a mod since it took a few minutes to make, but I guess it technically is. Here's for you lazy people out there (like i would be if this already existed)
This lets you get any trait without other traits blocking it, so you can get every single trait at the same time. Simple as that.
(Having multiple personality traits MAY cause some jank. Haven't tested it out, but I tried and failed to make it so you couldn't have multiple and it didn't work. Just be aware of that)
Simply replace ALL the text in the file at LonaRPG/Data/Scripts/Editables/92_Game_Actor_Traits.rb with this:
Unblocked Traits "Mod"
I wouldn't exactly say this is a mod since it took a few minutes to make, but I guess it technically is. Here's for you lazy people out there (like i would be if this already existed)
This lets you get any trait without other traits blocking it, so you can get every single trait at the same time. Simple as that.
(Having multiple personality traits MAY cause some jank. Haven't tested it out, but I tried and failed to make it so you couldn't have multiple and it didn't work. Just be aware of that)
Simply replace ALL the text in the file at LonaRPG/Data/Scripts/Editables/92_Game_Actor_Traits.rb with this:
Code:
class Game_Actor < Game_Battler
def basic_traits
# when 0 #can pick
# spr.blend_type = 0
# spr.opacity = 255
# when 1 #not fit, need more
# spr.blend_type = 0
# spr.opacity = 128
# when 2 #not allowed
# spr.blend_type = 2
# spr.opacity =50
# when 3 #already picked
# spr.blend_type = 1
# spr.opacity = 255
# when 4 #not fit, but closed, need more
# spr.blend_type = 0
# spr.opacity = 128
[
[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,
200,200,200,141,200,200,200,131,129,
200,200,125,200,200,200,200,200,200,
135,130,134,137,132,142,145,133,138,
200,200,200,200,127,200,200,200,200,
200,200,200,200,200,200,200,200,200,
200,143,200,200,140,200,200,126,200,
200,200,200,200,200,200,146,200,200,
200,128,200,200,200,144,200,139,200
]
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);
when 141; return trait_Pessimist_addable?(current_selected);
when 142; return trait_IntoShadow_addable?(current_selected);
when 143; return trait_TrapImprove_addable?(current_selected);
when 144; return trait_ShadowMaster_addable?(current_selected);
when 145; return trait_NunKnowledge_addable?(current_selected);
when 146; return trait_SaintFieldSupporter_addable?(current_selected);
else raise "what are you doing"
end
end
### 1 can take, but not yet, 2 blocked by trait 0 can take
def trait_Nymph_addable?(current_selected) #115
return 2 if current_selected.include?(116) #trait_Nymph_addable
return 2 if current_selected.include?(117) #trait_WeakSoul_addable
#return 2 if current_selected.include?(134) #trait_ManaKnowledge_addable
#return 2 if current_selected.include?(135) #trait_WeaponryKnowledge_addable
#return 2 if state_stack(116) == 1 #trait_IronWill_addable
#return 2 if state_stack(117) == 1 #trait_WeakSoul_addable
#return 2 if state_stack(134) == 1 #trait_ManaKnowledge_addable
#return 2 if state_stack(135) == 1 #trait_WeaponryKnowledge_addable
return 3 if state_stack(115) == 1 #self
return 0
end
def trait_IronWill_addable?(current_selected) #116
return 2 if current_selected.include?(115) #trait_Nymph_addable
return 2 if current_selected.include?(117) #WeakSoul
#return 2 if current_selected.include?(132) #trait_omnivore_addable
#return 2 if current_selected.include?(133) #trait_semengulper_addable
#return 2 if current_selected.include?(134) #trait_ManaKnowledge_addablege
#return 2 if current_selected.include?(138) #Succubus
#return 2 if current_selected.include?(139) #Lilith
#return 2 if state_stack(115) == 1 #trait_Nymph_addable
#return 2 if state_stack(117) == 1 #WeakSoul
#return 2 if state_stack(132) == 1 #trait_omnivore_addable
#return 2 if state_stack(133) == 1 #trait_semengulper_addable
#return 2 if state_stack(134) == 1 #trait_ManaKnowledge_addable
#return 2 if state_stack(138) == 1 #Succubus
#return 2 if state_stack(139) == 1 #trait_Lilith_addable
return 3 if state_stack(116) == 1 #self
return 0
end
def trait_WeakSoul_addable?(current_selected) #117
return 2 if current_selected.include?(115) #Nymph
return 2 if current_selected.include?(116) #IronWill
#return 2 if current_selected.include?(127) #cannibal
#return 2 if current_selected.include?(135) #WeaponryKnowledge
#return 2 if current_selected.include?(138) #Succubus
#return 2 if current_selected.include?(125) #bloodlust
#return 2 if state_stack(115) == 1 #Nymph
#return 2 if state_stack(116) == 1 #IronWill
#return 2 if state_stack(135) == 1 #WeaponryKnowledge
#return 2 if state_stack(138) == 1 #Succubus
#return 2 if state_stack(125) == 1 #bloodlust
return 3 if state_stack(117) == 1 #self
return 0
end
def trait_bloodlust_addable?(current_selected) #125 bloodlust
#return 2 if current_selected.include?(145) #NunKnowledge
#return 2 if current_selected.include?(117) #_WeakSoul
#return 2 if state_stack(145) == 1 #NunKnowledge
#return 2 if state_stack(117) == 1 #_WeakSoul
return 3 if state_stack(125) == 1 #self
return 1 if @level < 10
return 0
end
def trait_masochist_addable?(current_selected) #126
#return 2 if current_selected.include?(141) #Pessimist
#return 2 if state_stack(141) == 1 #Pessimist
return 3 if state_stack(126) == 1 #self
return 1 if @level < 30
return 0
end
def trait_cannibal_addable?(current_selected) #127
#return 2 if current_selected.include?(145) #NunKnowledge
#return 2 if current_selected.include?(117) #WeakSoul
#return 2 if state_stack(145) == 1 #NunKnowledge
#return 2 if state_stack(117) == 1 #WeakSoul
return 3 if state_stack(127) == 1 #self
return 1 if @level < 20
return 0
end
def trait_BloodyMess_addable?(current_selected) #128
return 3 if state_stack(128) == 1 #self
return 1 if @level < 40
return 0
end
def trait_exhibitionism_addable?(current_selected) #129
return 3 if state_stack(129) == 1 #self
return 1 if @level < 5
return 0
end
def trait_HunterTraining_addable?(current_selected) #130
return 3 if state_stack(130) == 1 #self
return 1 if @level < 15
return 0
end
def trait_prostitute_addable?(current_selected) #131
return 3 if state_stack(131) == 1 #self
return 1 if @level < 5
return 0
end
def trait_omnivore_addable?(current_selected) #132
#return 2 if current_selected.include?(116) #IronWill
#return 2 if state_stack(116) == 1 #IronWill
return 3 if state_stack(132) == 1 #self
return 1 if @level < 15
return 0
end
def trait_semengulper_addable?(current_selected) #133
#return 2 if current_selected.include?(116) #IronWill
#return 2 if state_stack(116) == 1 #IronWill
return 3 if state_stack(133) == 1 #self
return 1 if @level < 15
return 0
end
def trait_ManaKnowledge_addable?(current_selected) #134
#return 2 if current_selected.include?(115) #Nymph
#return 2 if current_selected.include?(116) #IronWill
#return 2 if current_selected.include?(145) #NunKnowledge
#return 2 if state_stack(145) == 1 #NunKnowledge
#return 2 if state_stack(115) == 1 #Nymph
#return 2 if state_stack(116) == 1 #IronWill
return 3 if state_stack(134) == 1 #self
return 1 if @level < 15
return 0
end
def trait_WeaponryKnowledge_addable?(current_selected) #135
#return 2 if current_selected.include?(115) #Nymph
#return 2 if current_selected.include?(117) #IronWill
#return 2 if current_selected.include?(145) #NunKnowledge
#return 2 if state_stack(145) == 1 #NunKnowledge
#return 2 if state_stack(115) == 1 #Nymph
#return 2 if state_stack(117) == 1 #IronWill
return 3 if state_stack(135) == 1 #self
return 1 if @level < 15
return 0
end
def trait_NunKnowledge_addable?(current_selected) #145 #NunKnowledge
#return 2 if current_selected.include?(134) #ManaKnowledge
#return 2 if current_selected.include?(135) #WeaponryKnowledge
#return 2 if current_selected.include?(127) #cannibal
#return 2 if current_selected.include?(125) #bloodlust
#return 2 if state_stack(134) == 1 #ManaKnowledge
#return 2 if state_stack(135) == 1 #WeaponryKnowledge
#return 2 if state_stack(127) == 1 #cannibal
#return 2 if state_stack(125) == 1 #bloodlust
return 3 if state_stack(145) == 1 #self
return 1 if self.constitution_trait < 5 #CON
return 1 if @level < 15
return 0
end
def trait_SaintFieldSupporter_addable?(current_selected) #146 #SaintFieldSupporter
#return 2 if current_selected.include?(134) #ManaKnowledge
#return 2 if current_selected.include?(135) #WeaponryKnowledge
#return 2 if current_selected.include?(127) #cannibal
#return 2 if current_selected.include?(125) #bloodlust
#return 2 if state_stack(134) == 1 #ManaKnowledge
#return 2 if state_stack(135) == 1 #WeaponryKnowledge
#return 2 if state_stack(127) == 1 #cannibal
#return 2 if state_stack(125) == 1 #bloodlust
return 3 if state_stack(146) == 1 #self
return 4 if current_selected.include?(145)
return 1 if state_stack(145) != 1 #NunKnowledge
return 1 if self.constitution_trait < 10 #CON
return 1 if @level < 35
return 0
end
#def trait_Alchemy_addable?(current_selected) #136
# return 1 if self.survival_trait <10 #survival
# return 3 if state_stack(136) ==1 #self
# return 1 if @level < 10
# return 0
#end
def trait_ImproveThrowRock_addable?(current_selected) #137
return 3 if state_stack(137) ==1 #self
return 1 if @level < 15
return 1 if self.scoutcraft_trait <10 #scoutcraft
return 0
end
def trait_Succubus_addable?(current_selected) #138
#return 2 if current_selected.include?(116) #ironwill
#return 2 if current_selected.include?(117) #Weaksoul
#return 2 if state_stack(116) == 1 #ironwill
#return 2 if state_stack(117) == 1 #Weaksoul
return 3 if state_stack(138) == 1 #self
return 4 if (current_selected.include?(131) || current_selected.include?(115) ) && state_stack(115) != 1 && state_stack(131) != 1
return 1 if @level < 15
return 1 if state_stack(131) != 1 && state_stack(115) != 1
return 0
end
def trait_Lilith_addable?(current_selected) #139
#return 2 if current_selected.include?(116) #ironwill
#return 2 if state_stack(116) ==1 #ironwill
return 3 if state_stack(139) == 1 #self
return 4 if current_selected.include?(131)
return 1 if state_stack(131) != 1 #prostitute
return 1 if @level < 40
return 0
end
def trait_Hitchhiker_addable?(current_selected) #140
return 3 if state_stack(140) ==1 #self
return 1 if @level < 30
return 1 if self.survival_trait <15 #survival
return 0
end
def trait_Pessimist_addable?(current_selected) #141
#return 2 if current_selected.include?(126) #masochist
#return 2 if state_stack(126) ==1 #masochist
return 3 if state_stack(141) ==1 #self
return 1 if @level < 5
return 0
end
def trait_IntoShadow_addable?(current_selected) #142
return 3 if state_stack(142) ==1 #self
return 1 if @level < 15
return 1 if self.scoutcraft_trait <10 #SCU
return 0
end
def trait_ShadowMaster_addable?(current_selected) #144
return 3 if state_stack(144) ==1 #self
return 4 if current_selected.include?(142)
return 1 if @level < 40
return 1 if self.scoutcraft_trait <20 #SCU
return 1 if state_stack(142) != 1 #IntoShadow
return 0
end
def trait_TrapImprove_addable?(current_selected) #143
return 3 if state_stack(143) ==1 #self
return 4 if current_selected.include?(130)
return 1 if @level < 30
return 1 if self.survival_trait < 10 #survival
return 1 if state_stack(130) != 1 #HunterTraining
return 0
end
end
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