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Mod HTML Masters of Raana - Expansion Mod [0.6.3] [json.err]

5.00 star(s) 4 Votes

json.err

Member
Sep 14, 2016
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Updated mod to 0.6.2. All about npcs on the map. Fixed availability marker, fixed base game unsynced vars, added spots for every activity I believe. Wish I knew how bad is the code around npc busy flags. It doesn't manifest itself much without mod unless you know what you are looking for. But this feature stresses particular code to its limits. And I still couldn't add a few small things I'd like to. Hopefully I didn't break anything.
 

Mr_SmithXoXo

Member
Nov 11, 2020
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198
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I've never modded a html game before can someone give me clear and exact directions what I need to do to add the code to enable this mod. I'm using Google Chrome.
 
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Deane9850

Active Member
Jan 4, 2018
653
679
302
I've never modded a html game before can someone give me clear and exact directions what I need to do to add the code to enable this mod. I'm using Google Chrome.
1. unzip mod to mods folder...
2. loads any save
3. click create config template at top left (refer 1st screenie)
4. select the option you want. copy to clipboard (2nd screenie)
5. follow these steps
open the html file on notepad++
go to the very end of it
insert it before the last 2 lines ..

<template id="ExpansionModConfig">
<input name="incestEnabled" value="false">
<input name="changeAges" value="false">
<input name="ageChild" value="16">
<input name="ageGrownUp" value="18">
<input name="npcWallPosition" value="button">
<input name="changeInventoryText" value="true">
<input name="removeSandmanOnMouseOver" value="true">
<input name="debug" value="false">
</template>
<link rel="stylesheet" href="Mods/ExpansionMod/styles.css">
<script src="Mods/ExpansionMod/functions.js"></script>
</body> <---------------------------------------------------------- this should be the 2 last lines in your edited html
</html>
6. open game on new tab. start new save
 
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chelms

New Member
May 14, 2021
10
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Great update, I haven't found any problems not in the base game, yet.

I'm thinking of trying my hand at adding in some features -
I think they're too non-vanilla+-y to make it into Expansion Mod.
There is a lot I feel could be made better about this game, but that's another story.
Wanted to try taking that into my hands, myself, but also wanted to get a second pair of eyes on things.
You're likely busy, so don't feel obligated to read this. That said...

If you have time, I'd appreciate your thoughts, even if they're 'nah' or 'not worth the effort.'

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json.err

Member
Sep 14, 2016
122
208
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Whoa that was a lot of text to read and digest. I may change my mind later about some of this but here are my first thoughts regarding your ideas.

Great update, I haven't found any problems not in the base game, yet.
Glad to hear that.

I think they're too non-vanilla+-y to make it into Expansion Mod.
Not sure what you mean by that. I am open to adding anything to the mod that helps people especially if it reveals useful information about how things work during gameplay. Well except some hardcore kinks. Stuff like that is difficult to add anyway, at least for now. I actually like your ideas but have some concerns. See below.

The filth-related writing is some of the least erotic prose I've seen in a video game -
Makes me think the MC isn't a competent mastermind, but a lobotomite of some kind, allergic to water.
MC is what player wants him to be. If player likes it then so be it. No kink shaming :)
If you are talking about quality of writing itself it may be related to the fact that the dev is not English native speaker (at least I believe so, there are some Swedish references in the code). English is not my first language either so you may notice I use some words too often huh.

What to do, what caps are, etc. Easiest to read the html!
I kind of agree with that. Any external source can structure all information better but could be outdated or miss some bits. Reading code is not for everyone though. Especially encoded one (I know I can read it in Twine editor but it's not very good either or I don't know how to use it). And it's obvious game dev is not a programmer. A lot of code is awfully written and can be simplified. For example creating traits pager on npc page was not necessary at all. The issue could be fixed with 3-4 CSS rules but you need to know that.

One: Locations have a tooltip listing potential skillchecks + stat cap for location.
If nothing can be raised, tooltip changes to say 'I don't think I can learn anything new, here.'
Going solely off the limits in the game html, might miss some events that can occur that ignore caps.
No default skill locations are going to be modified; players should be able to completely avoid my additions -
And lose absolutely nothing.

Example to help visualise this:

Player wants to raise their gambling skill.
They go to Furry's tavern, and hover over the prompt to wager.
The on-hover tooltip says: "This action can raise your gambling skill. Maximum skill potential: 120."
When the player has a gambling skill of 120 or higher, it reads:
"You're too good a gambler to learn from the players, here."
I like it. Probably not too difficult to implement as well. The only thing I don't like is it may become outdated like wiki.
I personally try to avoid copying game logic to my code. Lots of things (especially ones in the top menus) are extracted automatically. So they will be update when game changes something. For example there was some change in regard to barkeeper stats recently. I didn't change anything but it went to job skills calculation it self. Not everything is this autonomous but I try to do it. Kind of forward compatibility so mod won't need much maintenance when new game version is up. I try to find quite reliable hooks that allow me to extract ind inject my stuff but shit can happen.
Considering all written above the issue I see is how to extract that 120 gambling limit so you could just leave it there and don't care if dev ever chages it. In this particular case it's quite easy and stable. In other cases it might not.

Skill successes = 1-2 progression marks. Skill failures = 2-4 progression marks.
Critical success = instantly gain a point, reset progression to zero.
At 80-100/100-120, increase progression required to 15+ and 20+ progression marks.

Example to help visualise this:

Player is currently gambling, which can (of course) increase the gambling skill.
Their current skill is 79. They play darts, and fail; gaining 3 progression towards their next rank-up.
They gamble on cards, next; and succeed, gaining 1 progression towards their next rank-up.
But on their third and final game of the evening, they critically succeed, and gain one instant gambling skill point.
Not only does that reset the progress they've made to zero, but, because they hit rank 80 -
Next time around, they'll need 15 progression to earn a point, barring further critical successes.
That's called skill xp in other games. I like it a lot to be honest. But I'm convinced it will be extremely difficult to implement even for a single stat. May be my thinking is too straightforward but editing code to add xp around any lines involving rolls will be challenging. Considering game dev "balances" some things often the feature maintenance will be hell. Especially if it's done by manual editing of html file.
On a side note I don't agree that failure teaches you more than success. Sometimes it does, sometimes it doesn't. I would say it's the case only if someone explains you why you failed which doesn't happen often.

Three: Add more locations to train player skills organically.
Both from a roleplaying perspective and a sensible one.
Sounds cool and probably is the easiest of these three to implement since it's most likely just big chunks of your code put into certain places inside the game. At first glance it wouldn't require too many injections but the reality may bring surprises.
To be honest I have been thinking for a while about transforming this mod into mod framework that allows to add new locations, quest etc externaly by someone else (ambitious I know). Changing existing locations is probably a bit more difficult but it was in my thoughts as well. It's still rough idea and will require a lot of thinking obviously but I may implement it at some point. Having some real example should help me form it better.

But I dislike adding things that are SOLELY easy. I don't know, and that's why I'm writing this.
My appreciation if you read to the end.
I'm not hardcore player myself so I often use "shortcuts" and cheats but I'm not against fair challenge unless it becomes a grind-fest.
Again, since I'm not native English speaker don't mind some weirdly formulated sentences and typos above.
 
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chelms

New Member
May 14, 2021
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Well, cheers, now there are three of us -
I feel like I'm almost where I need to be with the language, but some days... ;)
Also, I feel like I ought to apologise for 'kink-shaming' MC, I think I'm funnier than I am.
That said, I very, very, very much appreciate your feedback.
And if you find anything that fits your goal for Expansion Mod -
Please feel free to take it. I just also don't want to tread on something you're doing for us -
Just like I don't want to barge in on Grimdark and say 'I think things should be like this.'
Hence why I want to try my hand at a mod, first.

Lots of things (especially ones in the top menus) are extracted automatically. So they will be update when game changes something.
This was actually the first thing I noted, I didn't realise how much this happens.
My thought was that it'd be easy to add, but it'd be funny if a mod I want to make to make mechanics clearer -
Did the opposite of that.

But I'm convinced it will be extremely difficult to implement even for a single stat. May be my thinking is too straightforward but editing code to add xp around any lines involving rolls will be challenging. Considering game dev "balances" some things often the feature maintenance will be hell. Especially if it's done by manual editing of html file.
On a side note I don't agree that failure teaches you more than success. Sometimes it does, sometimes it doesn't. I would say it's the case only if someone explains you why you failed which doesn't happen often.
So, how I planned to do this right now was to bruteforce it.
Since I'm planning to do this slowly on my own time, manually editing the html is fine, but...
Even aggressively using find + replace, the prospect of updates nuking my work is frightening.
Let alone updating it.

Oh, and I agree about failure as a whole; the game just reminds you that failure (in-game) teaches.
Which I think was an early design decision that got sidelined, not removed, just sidelined.
Some failures (in-game) still do give bonuses or route alterations after all

To be honest I have been thinking for a while about transforming this mod into mod framework that allows to add new locations, quest etc externaly by someone else (ambitious I know).
I know I wouldn't be alone in loving that. A lot of what I want isn't what every player would want -
Let alone the dev, maybe other modders, and so on
Being able to have a reliable mod framework would be a godsend.
For now, the third option is easy enough to do (just adding options to existing locations) that I'll probably start with it.
But even if I don't check in super often, I just would say - ambition can be good.
If you choose to go down that road, best of luck and know I would appreciate it tonnes.

Also, funnily enough, but probably obvious... I'm not hardcore either.
I just also feel like a bad dev if there isn't some cost or attempt at 'balance' hahaha
Personally I just like the feeling of 'skilling up' before even getting started with the theme of a playthrough.
Makes the progression feel that much more rewarding!

Said quite a lot, but thank you for all the food for thought. I will try to hold back from big comments like this -
But it gave me a ton to think about especially the cost in time of upgrading... And much to look forward to
Whether it's new ideas for the mod, it expanding into a proper framework, or whatever else you cook up!
 
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json.err

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Sep 14, 2016
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I just also don't want to tread on something you're doing for us -
Just like I don't want to barge in on Grimdark and say 'I think things should be like this.'
Hence why I want to try my hand at a mod, first.
Nothing wrong with expressing your opinions cause they can bring new inspiration. I'd prefer it in the form of "I'd like it to be this way" though.

So, how I planned to do this right now was to bruteforce it.
Since I'm planning to do this slowly on my own time, manually editing the html is fine, but...
Even aggressively using find + replace, the prospect of updates nuking my work is frightening.
Let alone updating it.
Trust me you will hate it after a few updates. Because there will be a lot of changes, I'm sure of that. I have some changes in my html copy that I'm not ready to push to the mod yet since they are not properly done. Luckily they are mostly in the code that was barely touched in the last months. Still I need to be careful when I check for game changes after every update.

Being able to have a reliable mod framework would be a godsend.
For now, the third option is easy enough to do (just adding options to existing locations) that I'll probably start with it.
But even if I don't check in super often, I just would say - ambition can be good.
If you choose to go down that road, best of luck and know I would appreciate it tonnes.
I'm definitely going to try that. I believe I have proper ideas for initial steps. But it will be a long process I guess since there are other things I'd like to do as well. Focusing on one thing for long isn't good either. Npc map markers took me longer than I wanted and I'm not ready to repeat that with other features.
Also if and when you implement your idea I'm willing to wrap it up as a separate addon. Probably would be a win-win for both of us. I'll have working example and you won't need to bother with injecting it into every new game version.

And much to look forward to
Whether it's new ideas for the mod, it expanding into a proper framework, or whatever else you cook up!
Thanks for your kind words.
 
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Vleder

Active Member
Dec 14, 2020
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Npc map markers took me longer than I wanted and I'm not ready to repeat that with other features.
I have to say... when I saw that in the changelog, i didn't think much of it. Now that I've tried it, I think its a great feature that brings the maps alive and puts a smile on players' faces, on mine at least.
So thank you for that, and for all the rest. This a really great mod! (y)
 
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json.err

Member
Sep 14, 2016
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Version 0.6.3 is uploaded. Not much this time. A couple of cheats (easier battles and disabled aging effects) and small additions to npc map markers.
 
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HammieSammie

Newbie
Sep 21, 2022
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I updated to 0.6.3 after encountering an error in 0.6.2 but it didn't fix it. I'm on 8.4.8. I used automod and expansion.

The curious thing is I played for 150 days with no issues before scrapping the run and starting a new save. In the new run, I get an error every time I click on start day on the end of day event page.

Code:
An error has occurred. You may be able to continue, but some parts may not work properly.


Error: cannot execute macro <<jeExpansionMod>>: can't access property "npc", vars[Mod.jsname].dailyLog is undefined.


Stack Trace:

value@file:///D:/Download/masters_of_raana_0848Public/Masters%20of%20Raana/automod_start_game.html:422102:146765

handler/<@file:///D:/Download/masters_of_raana_0848Public/Masters%20of%20Raana/automod_start_game.html:422102:218866

value/<@file:///D:/Download/masters_of_raana_0848Public/Masters%20of%20Raana/automod_start_game.html:422102:198706

onClickFnWrapper/<@file:///D:/Download/masters_of_raana_0848Public/Masters%20of%20Raana/automod_start_game.html:422102:45634

dispatch@file:///D:/Download/masters_of_raana_0848Public/Masters%20of%20Raana/automod_start_game.html:57:43064

add/v.handle@file:///D:/Download/masters_of_raana_0848Public/Masters%20of%20Raana/automod_start_game.html:57:41048

clickButton@file:///D:/Download/masters_of_raana_0848Public/Masters%20of%20Raana/Mods/automation_mod/script.js:2578:22
Any clue what's going on?

My html file has this at the end:


Code:
<script src="Mods/automation_mod/script.js"></script>

<template id="ExpansionModConfig">
  <input name="incestEnabled" value="false">
  <input name="changeAges" value="false">
  <input name="ageChild" value="16">
  <input name="ageGrownUp" value="18">
  <input name="nurseryRoomsCount" value="5">
  <input name="npcWallPosition" value="button">
  <input name="npcMapMarkersEnabled" value="true">
  <input name="npcMapMarkersTooltip" value="icon">
  <input name="useOriginalLog" value="true">
  <input name="enableQuickActions" value="true">
  <input name="changeInventoryText" value="true">
  <input name="removeSandmanOnMouseOver" value="false">
  <input name="debug" value="false">
</template>

<link rel="stylesheet" href="Mods/ExpansionMod/styles.css">
<script src="Mods/ExpansionMod/functions.js"></script>

</body>
</html>
edit: enabling expansion's log then disabling on the next day gets rid of the error.
I think this is why my first run had no issue. Since the modded log was enabled by default but I stopped in favor of automation. Expansion's log was always empty for me so I thought it was bugged.
 
Last edited:

json.err

Member
Sep 14, 2016
122
208
138
I updated to 0.6.3 after encountering an error in 0.6.2 but it didn't fix it. I'm on 8.4.8. I used automod and expansion.

The curious thing is I played for 150 days with no issues before scrapping the run and starting a new save. In the new run, I get an error every time I click on start day on the end of day event page.

Code:
An error has occurred. You may be able to continue, but some parts may not work properly.


Error: cannot execute macro <<jeExpansionMod>>: can't access property "npc", vars[Mod.jsname].dailyLog is undefined.


Stack Trace:

value@file:///D:/Download/masters_of_raana_0848Public/Masters%20of%20Raana/automod_start_game.html:422102:146765

handler/<@file:///D:/Download/masters_of_raana_0848Public/Masters%20of%20Raana/automod_start_game.html:422102:218866

value/<@file:///D:/Download/masters_of_raana_0848Public/Masters%20of%20Raana/automod_start_game.html:422102:198706

onClickFnWrapper/<@file:///D:/Download/masters_of_raana_0848Public/Masters%20of%20Raana/automod_start_game.html:422102:45634

dispatch@file:///D:/Download/masters_of_raana_0848Public/Masters%20of%20Raana/automod_start_game.html:57:43064

add/v.handle@file:///D:/Download/masters_of_raana_0848Public/Masters%20of%20Raana/automod_start_game.html:57:41048

clickButton@file:///D:/Download/masters_of_raana_0848Public/Masters%20of%20Raana/Mods/automation_mod/script.js:2578:22
Any clue what's going on?

My html file has this at the end:


Code:
<script src="Mods/automation_mod/script.js"></script>

<template id="ExpansionModConfig">
  <input name="incestEnabled" value="false">
  <input name="changeAges" value="false">
  <input name="ageChild" value="16">
  <input name="ageGrownUp" value="18">
  <input name="nurseryRoomsCount" value="5">
  <input name="npcWallPosition" value="button">
  <input name="npcMapMarkersEnabled" value="true">
  <input name="npcMapMarkersTooltip" value="icon">
  <input name="useOriginalLog" value="true">
  <input name="enableQuickActions" value="true">
  <input name="changeInventoryText" value="true">
  <input name="removeSandmanOnMouseOver" value="false">
  <input name="debug" value="false">
</template>

<link rel="stylesheet" href="Mods/ExpansionMod/styles.css">
<script src="Mods/ExpansionMod/functions.js"></script>

</body>
</html>
edit: enabling expansion's log then disabling on the next day gets rid of the error.
I think this is why my first run had no issue. Since the modded log was enabled by default but I stopped in favor of automation. Expansion's log was always empty for me so I thought it was bugged.
It probably occurs only if you switch log on and off, save and load game somewhere in between. So needs some quite specific conditions to appear. I thought it couldn't happen anymore but I guess I was wrong. I'll try to reproduce it later and then fix. If you know how to reproduce it in a few simple steps I'd be grateful.

EDIT: okay I reproduced it easily. Probably some missing check. No idea how I couldn't reproduce it ealier. I'll have a look and fix it later at some point.
 
Last edited:
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