- Nov 18, 2023
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Hi, can anyone help me please how to install lonarpg via crossover. I have Mac OSThank you both!! I appreciate the help and the quick responses!!! Keep calm and perv on!!
Hi, can anyone help me please how to install lonarpg via crossover. I have Mac OSThank you both!! I appreciate the help and the quick responses!!! Keep calm and perv on!!
Post updated with critical bugfix patch (updated files only) and latest Official Text Project.Here's the new version.
Download:
LonaRPG B.0.8.6.1: lonarpg-B.0.8.6.1.zip Critical bugfix Patch: LonaRPG B.0.8.6.1.2
Official Text Project:
Download: LonaLang-20231411.zip Comments: Date format in filename is yyyyddmm
where d=day, m=month and y=year.
MTL Tool still needs to be used after applying this.
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Do NOT use the English patch until it gets updated, use the MTL tool instead.
Support the dev if you are able.
You can repeat the graveyard mission and the mine cleaning, hire the guy with the whip and let him do all the work, after getting the sneak/hiding traits, grab a bow and kill everything from afar, be extra careful and fight one enemy at time, it is a lot harder but you can remain pure for the entirety of the game like thisIs it realistic to ask if I could get any general tips for getting through this game? Tips that don't spoil the story or involving cheesing/breaking the mechanics. When I say cheesing, I mean things like "this certain class and build is broken and you have to use it cause its meta" or things like "remember to pick up this secret rare weapon that only spawns in this certain area". Just any advice thats universal that I can take with me for the entire game. Or is this one of those games were you definitely need a guide?
I've played this game years ago and I enjoyed it but I didn't get very far bc I simply didn't have much time on my hands. However, I do enjoy games like Dark Souls and Elden Ring, so I'm hoping this is just one of those games i can have fun figuring out along the way (and struggling). But if its one of those games where I'll just be lost unless I look up guides then I'll shift my expectations
This is also in Russian, but should be manageable to navigate even without knowing the languageDoes anyone have a mod that changes the color of the cum in the game to white?
Did you delete the text folder before extracting the Official Text Project? Because you don't do that, it needs to overwrite what is already there.
no, I didn't delete the folder.Did you delete the text folder before extracting the Official Text Project? Because you don't do that, it needs to overwrite what is already there.
He'll follow once you open the door to where Cecily is being held.Anyone else have a bug with the first Gray Rat quest? I cleared out all the traps but he keeps saying he'll follow me after I clear a path
The quest is misleading as heck.Anyone else have a bug with the first Gray Rat quest? I cleared out all the traps but he keeps saying he'll follow me after I clear a path
the official text project is for the B.0.8.6.2?Post updated with critical bugfix patch (updated files only) and latest Official Text Project.
Please update your files with the patch if you are using B.0.8.6.1
The official text project is just the latest official translations (as of the indicated date)the official text project is for the B.0.8.6.2?
ThanksPost updated with critical bugfix patch (updated files only) and latest Official Text Project.
Please update your files with the patch if you are using B.0.8.6.1
\Data\Scripts\Editables\70_Game_Map_DayNightAndOvermap.rb
as follows (as of version 0.8.4.3.1):def set_underground_light
prp "$game_map.setup nightLIght",3
tmpBasic = 230
tmpScoutcraftFix = [$game_player.actor.scoutcraft_trait*3,75].min
shadows.set_color(0, 5, 10)
shadows.set_opacity(tmpBasic-tmpScoutcraftFix)
end
0, 5, 10
, which is black (well, a milder shade of black).230
. Know that 255
being fully opaque (color at full intensity), 0
being fully transparent (color not applied at all). Then, your SCU point is multiplied by 3
to subtract from said initial alpha value as final calculation for how "dark" the map should be.155
(230 - 75) by using the min
method which takes the lower between the multiplied SCU value and 75
. What this means is, if you're only investing in SCU to see better in the dark (or planning to), there's no point in going above 25
(25x3 = 75).tmpBasic = 230
to a lower value. Just... remember to do the math, or the substracted alpha value can be negative. You don't want things to be too bright anyway (right??).75
value, up to whatever tmpBasic
is. At the default of 230
, you would then need around 77
SCU to see everything at full brightness.Interesting. So looking at the code, the brightness of the map doesn't depend on the SCU stat but on the SCU trait? Although, there's more things that SCU can affect, like SPD, trap visibility and lifespan of dropped items, with the latter being the biggest problem imo. In a numbers of situation where ennemies attack, grab or rape, you'll have some items you had equipped on Lona missing and oftentimes you won't even realize it until it's too late since they've already disappeared somewhere, this is especially problematic when it comes to unique items like Abomination Totem or Idol of the Believer. Do you maybe know where the code regarding dropped item lifespan is?My first post ever because l really like this game, but took real issue with how the game scales SCU with underground light/opacity and I thought some folks would be interested in this too.
After some digging around, the responsible code used for relevant calculation is within\Data\Scripts\Editables\70_Game_Map_DayNightAndOvermap.rb
as follows (as of version 0.8.4.3.1):
I'm not familiar with Ruby, but the code is rather simple. From what I understand, opacity in this case is really just the alpha value of the RGBA color model, with the RGB value beingCode:def set_underground_light prp "$game_map.setup nightLIght",3 tmpBasic = 230 tmpScoutcraftFix = [$game_player.actor.scoutcraft_trait*3,75].min shadows.set_color(0, 5, 10) shadows.set_opacity(tmpBasic-tmpScoutcraftFix) end
0, 5, 10
, which is black (well, a milder shade of black).
Essentially this code overlays a color filter on top of the underground map with an initial alpha value of230
. Know that255
being fully opaque (color at full intensity),0
being fully transparent (color not applied at all). Then, your SCU point is multiplied by3
to subtract from said initial alpha value as final calculation for how "dark" the map should be.
Now here comes the real kicker: if you couldn't already infer from the code, there's a limit to how low the subtracted alpha value can be, and it is155
(230 - 75) by using themin
method which takes the lower between the multiplied SCU value and75
. What this means is, if you're only investing in SCU to see better in the dark (or planning to), there's no point in going above25
(25x3 = 75).
You can test this by setting your SCU to 25 and 99 to check it yourself, but I promise you there's no difference.
So then, how to make your life easier? Well, there's a few ways you can do this and they're rather straightforward:
And you can certainly get creative with this. This post is already too long, I hope it helped.
- Apply a flat reduction to the initial alpha value, set
tmpBasic = 230
to a lower value. Just... remember to do the math, or the substracted alpha value can be negative. You don't want things to be too bright anyway (right??).- Expand the lower limit by increasing the
75
value, up to whatevertmpBasic
is. At the default of230
, you would then need around77
SCU to see everything at full brightness.- As an added bonus, you can also mess with the multiplier to allow for more granular adjustment for how impactful SCU should be.