Yes. The sexier a character you have, the more likely it is that NPCs will try to have you.Why are NPCs randomly aggroing? Does it have to do with high Sexy mod?
So is the Catgirl title just placeholder data or do you this leftover data for something coming to the next major update (i.e 0.7.2.0 or 0.8.0.0)?Changing Lona's title:
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idk maybe no i guessWhy are NPCs randomly aggroing? Does it have to do with high Sexy mod?
Besides the quests for Elise (Femboy gynecologist), I don't think you can date he- I mean, him. Reading his journal, I can safely say the guy is off his bloody rocker, if it wasn't clear before.Been a while since I have been back here as I am finishing up on Degrees of Lewdity, CoC II, Liliths, and a few others. May I ask if we are now able to retake Lona's hometown or romance with my favorite femboy doctor?
May I please know if anyone has a new Meta since I will still be using my stealth/trapper tactics?
You either cheat them in: guide.anyone know how to make it so i can get any trait, without other traits locking them? (ex. getting mana knowledge with tough)
It's a custom title added by me.So is the Catgirl title just placeholder data or do you this leftover data for something coming to the next major update (i.e 0.7.2.0 or 0.8.0.0)?
There is a will stat, but it's not really shown to the player. Primarily it is used to resist addictions and provide a delay before you shit/piss yourself as someone who plays non-tough Lona will experience.... A lot. Though that being said WIS also increases will by +10 per point so mana focused Lona should be alright too. I suppose the purpose of it is for the ninja and whore Lona's to easily become drug/sex addicts(although the Whore of Babylon trait will raise her will to be even higher than tough Lona, leaving ninja Lona to be the most likely one to spiral into addictions). In addition obtaining addiction levels decreases your will further, leading into a spiral where a Lona who took a little too much blue potion easily craves cocks pounding all of her holes and wants to guzzle every drop of jizz.For the hitchhiker trait, what does "Increase Will" mean? Did we ever have a Will stat?
tysm, this also solved another problem i had that i was just going to ignoreYou either cheat them in: guide.
Or edit /Data/Scripts/Editables/92_Game_Actor_Traits.rb. Lines from 9 to 21 explain what the numbers mean.
ManaKnowledge trait is at line 206. Comment (put a # sign in front of) lines 208 and 212 to be able to pick Mana Knowledge together with the Tough trait. I'm pretty sure it will be easy to figure out how everything works and how to make the edits yourself once you take a look at that file.
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
Saw some things missing from the guide, so here's some stuff I found:Guide keywords: Walkthrough, need help with quest, how to do quest, confused on what to do, earn money, stuck, what to do, main quest, side quest, too difficult, too hard, impossible, cheats, modify, cheat codes, easier, explanation, a guide written by yours truly
A (Unofficial) Guide To LonaRPG
To be continued soon, give it less than week (Nov 11 as of writing this)
If anyone has better methods/guides or any quests/jobs I missed please tell me and tag me in the comment (like this: "ZedTed") or reply to one of my comments/guide, I'll update the guide if applicable.
Recommended to read 'General Tips' if you are beginning the game and need help.
Useful links:
Teravisor's Mods and Code Guide
Latest LonaRPG English Translation
Guide Sections:
Quest Guide
One-Time (Story-Line, Mostly)NoerPirate's BaneDoom FortressRepeatableNoerPirate's BaneWorld MapJob Guide
Cheats
General Tips
Misc [TBD]
Contributors to the Guide
Disclaimer: This guide was written using version 0.3.5.6.1. It will be updated using version 0.4.5.0 in the coming weeks.
Ratings: Horrendous (1/10), Awful (2/10), Bad (3/10), Poor (4/10), Debatable (5/10), Meh (6/10), Decent (7/10), Good (8/10), Great (9/10), Fantastic (10/10)
Quest Guide
One-Time (Story-Line, Mostly):
Noer:
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Pirate's Bane:
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Doom Fort:
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Repeatable:
Noer:
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Pirate's Bane:
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World Map:
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Job Guide [TBD]
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Cheats
Press 'F10' to enter the console and type the cheats in, copy/paste is not possible (replace 9999 with the value you desire).
Adding ' >z' to the end of the command allows you to input it multiple times, it will give an error sound but should work.
Here is a mod the adds a cheat menu.
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General Tips
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Misc [TBD]
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Contributors to the Guide
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not exactly sure what you mean by dancer clothes, but the golden set has been renamed to the Sex Doll set and is purchasable at The Oriental Commerce now renamed The Golden Bar (the guarded area in the north part of Noer)Wait where did the Dancer Clothes get Transfer to?
The guide is super outdated, would be better to try and update the wiki.Saw some things missing from the guide, so here's some stuff I found:
You don't need the Missing Daughter quest completed for the Orkind Research quest, It seems to just be time based not quite sure how long.
#145 is the Acolyte trait, and #146 is the The Low Priestess trait.