CREATE YOUR AI CUM SLUT ON CANDY.AI TRY FOR FREE
x

Zero21

Newbie
Jul 4, 2017
69
53
So just putting this out there I think that the ruler of the city made a deal with a demon to destroy Sybiris he seems to be the one to have the most to gain by taking out the only other city on the island also his black scleras are quite telling.

Also is there an event where you sell the thug your original i.d papers after you did Kokona's second quest the one where you killed a bunch of priests? I kind of want to sell him Lona's original papers then take all of his other fake i.ds so he would be forced to use hers then get killed by the priests.
If you want to play Cecil route, there's no point in killing Adam anyways. You still get paid for the quest no matter what. I'm pretty sure he would play some role in the future.
I was more thinking about whether it would be worth it to start over just to correct that one decision after all if it changed nothing then that means I do not have to start over but if adam convinced the slaves to rebel against the upper class and "seize the means of production" then I would be quite willing to lose 12 hours of progress.
 

foofoo3344

Well-Known Member
Dec 5, 2017
1,534
1,274
i think eccma should add a new skill that give lona the ability to not pass out when give birth
bcz the skill Juicing give u the ability to kill enemies with sex so why not a skill that give u the ability to give birth anywhere without passing out and lose ur baby
I think losing the human and moot baby is deliberate cos if Lona dies she can reincarnate as that and do a New Game+
 

RestIn

Member
Aug 15, 2017
374
456
Also is there an event where you sell the thug your original i.d papers after you did Kokona's second quest the one where you killed a bunch of priests?
No, at least for now. And after you acquire fake id you can throw it away, It's just restores your morality and you still can use yours original ID without any problems.
I was more thinking about whether it would be worth it to start over just to correct that one decision after all if it changed nothing then that means I do not have to start over but if adam convinced the slaves to rebel against the upper class and "seize the means of production" then I would be quite willing to lose 12 hours of progress.
Up to you. Adam has his own quest line (in northern fort, a forgot the name) and it is actually rewards you with nice long range weapon. He doesn't play major role in the events at the moment other than his own quests and cameo in Cecil quest, but maybe he will.
 

CaiNanE

Active Member
Nov 19, 2018
536
983
Is Eccma removed from patreon?
Yes.

" Dear supporters of LonaRPG, First off, I want to thank everyone for continuing to support me in my journey on creating LonaRPG. I really appreciate you guys for helping me. Unfortunately, My Patreon account has been banned, for obvious reasons. I would not succumb to the Chinese SJW bullies that run Patreon, and now they have left me out to dry. Now with Half of my monthly income to work on my game and my living gone, I must pursue other avenues to get LonaRPG funded. If you'd like to continue to support the development of LonaRPG, please support me at. "
 

Porn_Jesus

Forum Fanatic
Jun 21, 2017
5,628
5,583
Have to say the man is a bit slow in putting 1 + 1 together. Should have moved away from Patreon months ago.
 

DMNDCE

Member
Jun 14, 2017
296
554
Mod file should do the trick, just hope it won't bug out anything:
You don't have permission to view the spoiler content. Log in or register now.
Awesome, glad I stumbled upon your post. I'm currently attempting to make a sandbox style playthrough. That mod helps greatly! I already removed carry weight and trait restrictions as well by editing the files directly. Is it also possible to make it so you don't lose your inventory when captured? I haven't been able to find that in the files anywhere. I think that is the last thing I need for sandboxing.

Edit: Actually..is there a way I can make those changes as a mod? I have to re-edit the files every update. Would be nice to just have them stick.
 
Last edited:
May 20, 2019
54
105
The game itself is clear of any political nonsense, but the dev does insert their political views in the various readmes found in the game files.
 
Last edited by a moderator:

RestIn

Member
Aug 15, 2017
374
456
The game itself is clear of any political nonsense, but the dev does insert their political views in the various readmes found in the game files.
I am only care about the game itself, so it is no big deal for me. You can... you know... not read read those files, you can delete them after understanding what they are and forget about it.
 

Teravisor

Member
Jan 23, 2020
178
304
Awesome, glad I stumbled upon your post. I'm currently attempting to make a sandbox style playthrough. That mod helps greatly! I already removed carry weight and trait restrictions as well by editing the files directly. Is it also possible to make it so you don't lose your inventory when captured? I haven't been able to find that in the files anywhere. I think that is the last thing I need for sandboxing.

Edit: Actually..is there a way I can make those changes as a mod? I have to re-edit the files every update. Would be nice to just have them stick.
You can learn Ruby scripting language a bit. In Ruby if you write
Code:
def a
"1"
end
You actually define not a method, but what symbol :a means (method in this case) in current namespace (class/module) scope and then you can redefine it so if you do
Code:
def a
"2"
end
After executing both of those you now have symbol :a pointing to "2" method instead of "1".
So what you have to do is copy namespace (module/class) definition and define symbol with same name in its scope, and it will overwrite previous definition as soon as it's loaded. If that symbol points to method, all calls of that method will be calling new method. If needed, you can save old method using alias (or alias_method) and call it as well. That's how I make mods.

So yes, you can move all changes you make to mods.

Example from what you quoted: inside namespace definition class Game_Event following gets done:
1. Line alias_method :setup_page_settings_noitemdisappear, :setup_page_settings is done before redefining to copy original method from setup_page_settings into setup_page_settings_noitemdisappear so that you can call original method by line setup_page_settings_noitemdisappear later.
Alternatively you can call alias setup_page_settings_noitemdisappear setup_page_settings (note syntax difference in : and ,) it's my personal preference to use alias_method to be sure I'm copying method and not variable.
More intuitive naming would be alias_method :setup_page_settings_original, :setup_page_settings but if multiple mods do this, it will copy to setup_page_settings_original multiple times overwriting it and causing issues, so less intuitive way to name is used to point to who redefined method instead.
2. (Re)defining method setup_page_settings def setup_page_settings
3. Method code: call old method with previously copied setup_page_settings_noitemdisappear and then call @move_route = nil if event.name[0..4]=='Item' after.
Or use less stable overwrite (if multiple mods modify same method by overwrite, only last one will be applied possibly causing issues between mods, thus less stable), but simpler method is copy code from original method into new one here instead and modify it. E.g. don't call setup_page_settings_noitemdisappear in example, but instead copy original method's code there.

Losing inventory when captured was changed somewhere in 0.4.3.* versions iirc to move inventory into specific chest in same location. Try redefining 29_Game_Party.rb def drop_all_items_to_storage with empty method. Or maybe def drop_all_equipped_items_to_storage, but it's called from drop_all_items_to_storage so probably not required.
 
Last edited:
  • Like
Reactions: CaiNanE
4.10 star(s) 197 Votes