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ZedTed

Member
Sep 24, 2017
272
919
now another question how to take off the main arm? just click it for fun but now i can take it off me....
That's a shackle and you cannot remove them normally. You need to go to the blacksmith in Noer (West of the Inn) and pay money to get rid of it.

HOW TO WRITE "THOSE CHEATS"?. f10 then write "what, how". def zzz; $game_player.actor."sexy"=> [[50, 0, 50,50,0],2],; end?
Well, that's the issue. For some cheats "$game_player.actor.____+=9999" works but not for others. Sometimes you need to change the values in the scripts yourself and some just don't seem to do anything, you need to do your own digging to find out what works.

Wanted to see what Lona would look like with a dick, this was the result. I fucked up on the lighting but I think I was going in the right direction.
Nice, Lona makes quite the good trap.
 

afabas

Newbie
Sep 20, 2017
68
21
That's a shackle and you cannot remove them normally. You need to go to the blacksmith in Noer (West of the Inn) and pay money to get rid of it.


Well, that's the issue. For some cheats "$game_player.actor.____+=9999" works but not for others. Sometimes you need to change the values in the scripts yourself and some just don't seem to do anything, you need to do your own digging to find out what works.


Nice, Lona makes quite the good trap.
DEBUG TOOL IN TO INVENTORY? "HOW"?
 

afabas

Newbie
Sep 20, 2017
68
21
Cannot, developer only. You need to cheat that in but we don't know the cheat code. However, there are a few cheats in a guide written by yours truly that do work and you can use:
Replenish HP, Stamina, Satiety, and mood
Add P (Bartering points)
Add Trait Points
we can add "SKILL, item" DataSkill.txt "
DebugPrintChar/item_name
DebugTarget

DebugPrintChar/description
DevTool

but how to "command add skills, items"? this tool is a item.
 
Last edited:

ZedTed

Member
Sep 24, 2017
272
919
I don't seem to get how the holy water on rabbit works. Do I need to drop it or consume it to work?
You need to talk to the person below the tent and select the third option. You then need to bait the rabbit on top of the poured holy water, I recommend that you bait the rabbit to the people first so taking the chest is easier.

we can add "SKILL" DataSkill.txt "
DebugPrintChar/item_name
DebugTarget

DebugPrintChar/description
DevTool

but how to "command add skills"?
Someone asked that before found no way to input it into the console. You need to edit the file:
LonaRPG\Data\Scripts\Editables\92_Game_Actor_Traits

You can just lower the requirement of the traits and then use the "add trait points" cheat.
E.g. You want the Lilith trait which needs level 40, prostitution trait, and is locked out if you have the 'iron will' trait, the 'Weak' trait, or the 'Lilith' trait.

Code:
 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
But you are too low level and chose the 'Weak' personality trait.
So you remove (or reduce) the requirements for the level and remove the check for 'weak' personality:

Code:
 def trait_Lilith_addable?(current_selected) #139

        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 true

    end

You save the changes and you should now be able to take the trait at any level as long you have the prostitute trait AND do not have the 'iron will' trait or the 'Lilith' trait already.
You could also just remove everything but that could have a few issues, e.g. able to take the same trait multiple times.

Code:
 def trait_Lilith_addable?(current_selected) #139

        return true

    end
Here's the contents of the file if you want to see what you can edit:

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
 

afabas

Newbie
Sep 20, 2017
68
21
You need to talk to the person below the tent and select the third option. You then need to bait the rabbit on top of the poured holy water, I recommend that you bait the rabbit to the people first so taking the chest is easier.


Someone asked that before found no way to input it into the console. You need to edit the file:
LonaRPG\Data\Scripts\Editables\92_Game_Actor_Traits

You can just lower the requirement of the traits and then use the "add trait points" cheat.
E.g. You want the Lilith trait which needs level 40, prostitution trait, and is locked out if you have the 'iron will' trait, the 'Weak' trait, or the 'Lilith' trait.

Code:
 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
But you are too low level and chose the 'Weak' personality trait.
So you remove (or reduce) the requirements for the level and remove the check for 'weak' personality:

Code:
 def trait_Lilith_addable?(current_selected) #139

        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 true

    end

You save the changes and you should now be able to take the trait at any level as long you have the prostitute trait AND do not have the 'iron will' trait or the 'Lilith' trait already.
You could also just remove everything but that could have a few issues, e.g. able to take the same trait multiple times.

Code:
 def trait_Lilith_addable?(current_selected) #139

        return true

    end
Here's the contents of the file if you want to see what you can edit:

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
IV FOUND SOLUTION"thing"! but i didnt make "devtool"

https://f95zone.to/threads/rpg-maker-unpacker.50/
load save game then unpack "Game.rgss3a with Decrypter.exe"
load "items Items.rvdata2"
add many "permamently: hp,staminaa, food" if u want.
 

afabas

Newbie
Sep 20, 2017
68
21
i got the cheat plugin and unpacker the problem is that the game have it own key map which is rewrite the F1-F12 to it own not the engine. if you know how i can get rip of this F1-F12 back to it normal engine it may be works, function cheat manu + debug mode which allow you to edit variables and switchs in game.
what u mean " cheat plugin"?
 

IDecaX

Newbie
May 26, 2020
40
11
Damn, its a tough game to get the hang of, and im liking it, but, i must of missed sumat and this may sound stupid but how do you save? Cant find it anywhere
 

Miarcore7

New Member
Mar 31, 2020
2
0
IV FOUND SOLUTION"thing"! but i didnt make "devtool"

https://f95zone.to/threads/rpg-maker-unpacker.50/
load save game then unpack "Game.rgss3a with Decrypter.exe"
load "items Items.rvdata2"
add many "permamently: hp,staminaa, food" if u want.
Is Possible you can explain where do i load item.rvdata2? and where to add. i try putting it on saveeditoronline but i dont know how to get it work.
 

Yxel

Member
Nov 15, 2017
171
174
What the hell you need to do in this quest? Soldiers just killing you and you even cannot fight or run because of tons bruises
 

ZedTed

Member
Sep 24, 2017
272
919
eccma417, the stealth mission where you need to pick pocket the drill sergeant seems bugged; even with 35 scoutcraft, picking his pockets seems to always fail.
 
4.10 star(s) 197 Votes