Jan 6, 2018
95
140
I can't help but to comment on this part. Literally 101 programmer moment there.

Regardless, that was definitely a step up.


Btw, I think you do need to bold and enlarge this line.
The game doesn't actually go to infinity, it just recurs until it breaks (538 Slaves, 34 pages). So not an awful idea, just a pretty bad one. You could actually use Woman1 safely if you, and I repeat,

IF YOU ADD THIS LINE BEFORE USING WOMAN1!

C:
gameManager.SetPlayEventFlag("Initialization");
All relevant code needing the PlayEventFlag should already be in the middle of resolving, and the worst thing that'll happen is the game sets the flag to what you just set it to anyway.

Edit: Admittedly you wouldn't be getting anything special from the AddTrait in this if, but you could always just call the "Woman1_Level5" ID instead of just the basic. Honestly you should probably be doing that for ALL of the NewCharacter calls you are making, rather than editing the Oni, Shortstack, Orc, and Sister.cs files when you don't need to.

I'm also going to point out for those that need it:
DON'T just download the Woman.cs file and expect it to have anything more than an easy jumping off point.
DON'T just download the Woman.cs file and ask why it won't work with another .cs script that modifies the Woman class. You'll need to do some copy/paste editing.
 
Last edited:

kuku555

New Member
Feb 20, 2022
8
1
Pretty sure this is the relevant code for the Character Delete methods, from my 'favorite' class, GameManager.

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I'm not sure what you were expecting, the code is mostly just here to cleanup every reference point possible.

Oh, I'm an idiot. So, Good news! I solved the problem (ish). If you want to add starting traits to your Goblins and Woman, I can give you the code here.


C:
private static bool getFlag()
        {
        bool flag;
        GameManager gameManager = GameManager.Instance;
        flag = gameManager.GetPlayEventFlag("Initialization");
        return flag;
        }

Then just add something like this
C:
if (!getFlag())
                {
                    character.AddTrait("TRAIT_ID");
                }
To the Initialize() method, and you are golden.

If you want to get Orcs and Sisters instead, that will take a bit more work, particularly if you want to just replace the ones as they come in. But if you just want to have them on hand. . . That I can do for you pretty easy.

This only will work on the Woman file to start with if you don't want copies everywhere.

View attachment 4386990
Ignore any weird goblin color, my character.cs scripts are the same.

This was my nested if statement:
C:
if (!getFlag())
                {
                    character.AddTrait("Damage0");
                    if (character.DataId == "Woman1")
                    {
                        GameManager gameManager = GameManager.Instance;
                        gameManager.NewCharacter("Orc", "None", "List", 0, 0, 0, -1);
                    }
                }
        
      }
Same method as above to ensure every time a Woman1 pops up it doesn't cause an Orc to spawn in base. Feel free to use Orc_Start with an Orc_Start.character file or whatever you want. You can also just add more NewCharacter("Oni",... ) and what have you as well.

Edit: For those who just want the Woman file I gave as an example (with Damage0 being changed to Damage1 if you don't want to create a new TraitID), here you go.


Edit 2: I strongly advise you not to put Woman1 in the NewCharacter field.
I put the new character function in to the player.cs. it did generate the orc and the sister. but it is generating 2 orc and sister instead of one. I guessing somewhere it is initializing the player class twice. Since there is only one player, you dont have to deal with the if statement in the woman.cs
1735493978077.png

1735494069647.png 1735494081550.png
 
Last edited:

z0n0sX

New Member
Jun 25, 2024
6
7
I did something quite fun: Duplicated the player multiple times. I don't know if it's useless or not, but it sure is interesting.

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Just create a new 'Player2' character (player2.character inside the player folder), set it as a monster, make it fully mature, put it on the breeding pen, and swap it as regular player. Then you can drag them into the top bed like in the image.

You can scale this up (I think) by making a 'slave' version of the shortstack and oni, and 'monster' version of player, so they can be placed at the same time in the breeding pen (assuming you can only place one pair slave and monster each to the pen). Or if you're satisfied with filling the top beds only like in the image, the switcheroo method works just fine.

I'm just surprised at how flexible this game is w/r/t customization like this. I thought this won't work but alas.

EDIT: I've done it, Now it's all shortstack and oni + player harem lol:
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They can also be placed on the map (as they're treated as a slave):
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Last edited:
Jan 6, 2018
95
140
I put the new character function in to the player.cs. it did generate the orc and the sister. but it is generating 2 orc and sister instead of one. I guessing somewhere it is initializing the player class twice. Since there is only one player, you dont have to deal with the if statement in the woman.cs
View attachment 4388237

View attachment 4388239 View attachment 4388240
The other issue is it may cause those characters to be created every time you Load the game up as well. If it has the if statement you don't run into that issue. But otherwise, yes, using Player1 would probably be 'safer'.


I did something quite fun: Duplicated the player multiple times. I don't know if it's useless or not, but it sure is interesting.

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Just create a new 'Player2' character (player2.character inside the player folder), set it as a monster, make it fully mature, put it on the breeding pen, and swap it as regular player. Then you can drag them into the top bed like in the image.

You can scale this up (I think) by making a 'slave' version of the shortstack and oni, and 'monster' version of player, so they can be placed at the same time in the breeding pen (assuming you can only place one pair slave and monster each to the pen). Or if you're satisfied with filling the top beds only like in the image, the switcheroo method works just fine.

I'm just surprised at how flexible this game is w/r/t customization like this. I thought this won't work but alas.
It mostly works because animation exists for the combos, a 'Slave' Monmusu wouldn't exactly function in the breeding pens, same with Goblin/Goblin, beyond class issues.

I mean, the Doors are characters as well, to be fair.

Seating checks for appropriate placement (isCharacterAllocatable), and the message it runs is either #Notification001 (No Seat) or #Notification002 (Cannot be placed). Though you will more likely run into #Notification002 way more often.

Small sidenote: They changed the method name from 3.0 to 4.0 from Notify to NotifyMessage, no idea why other than clarity perhaps?

Also, they've used generic implementation for Android usage in things like BeginDrag(); So if someone wanted to make it run on Android you maybe could? (That isn't me, chief)
 
Mar 19, 2019
19
1
I did something quite fun: Duplicated the player multiple times. I don't know if it's useless or not, but it sure is interesting.

You don't have permission to view the spoiler content. Log in or register now.

Just create a new 'Player2' character (player2.character inside the player folder), set it as a monster, make it fully mature, put it on the breeding pen, and swap it as regular player. Then you can drag them into the top bed like in the image.

You can scale this up (I think) by making a 'slave' version of the shortstack and oni, and 'monster' version of player, so they can be placed at the same time in the breeding pen (assuming you can only place one pair slave and monster each to the pen). Or if you're satisfied with filling the top beds only like in the image, the switcheroo method works just fine.

I'm just surprised at how flexible this game is w/r/t customization like this. I thought this won't work but alas.

EDIT: I've done it, Now it's all shortstack and oni + player harem lol:
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They can also be placed on the map (as they're treated as a slave):
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i tryed to mess a bit arround with it but i cant make to spawn other player character even after i creat Player2 file in the Player character folder and wheni i put player1 on monster so i can put it in the breeding pen to breed with a shortstack that i change into a slave it only breed more shortstacks, can you share your changes, mean while this is the only thing i do
 

z0n0sX

New Member
Jun 25, 2024
6
7
i tryed to mess a bit arround with it but i cant make to spawn other player character even after i creat Player2 file in the Player character folder and wheni i put player1 on monster so i can put it in the breeding pen to breed with a shortstack that i change into a slave it only breed more shortstacks, can you share your changes, mean while this is the only thing i do
Yes, you cannot spawn them naturally. The only way to spawn them is by:

Changing the .mix file, just pick one mixing file (for example: woman+player), disable the other combination, and add a new one with 100% chance.
JSON:
{
        "ParentFigure": ["Sister", "Player2"],
        "CharacterId": "Player3",
        "Chance": 100,
    },
    {
        "ParentFigure": ["Woman", "Player2"],
        "CharacterId": "Player3",
        "Chance": 100,
    },
Or you can add a new map object in the raid(?) menu, add a new "surrogate" dungeon and a burrow file. There's a tutorial somewhere in here that outlines how to add a new dungeon.
 
Mar 19, 2019
19
1
Yes, you cannot spawn them naturally. The only way to spawn them is by:

Changing the .mix file, just pick one mixing file (for example: woman+player), disable the other combination, and add a new one with 100% chance.
JSON:
{
        "ParentFigure": ["Sister", "Player2"],
        "CharacterId": "Player3",
        "Chance": 100,
    },
    {
        "ParentFigure": ["Woman", "Player2"],
        "CharacterId": "Player3",
        "Chance": 100,
    },
Or you can add a new map object in the raid(?) menu, add a new "surrogate" dungeon and a burrow file. There's a tutorial somewhere in here that outlines how to add a new dungeon.
since i dont understean much on how to cod it or where to write it can you share your files :D
 

kuku555

New Member
Feb 20, 2022
8
1
The other issue is it may cause those characters to be created every time you Load the game up as well. If it has the if statement you don't run into that issue. But otherwise, yes, using Player1 would probably be 'safer'.
Yea. I forgot to test the loading part.
I re-added the flag and it worked no longer duplicating. I also try a few things as recreating the new character and building in the GameManager.CoroutineTest. It worked after clicking play but it fail at load with error of infinity loop null references. I remove all the slaves, monsters, baby, and building created in the CoroutineTest but for some reason a Breeding Room and a Lactation Room didnt get removed. I eventually gave up on it and just created new room and populated.

This is how it will look like when clicking play the first time. I have attached the player.cs and documented the code.
I only did the minimal testing clicking play, save, and load. Seem to work properly.

1735520670642.png
 
Jan 6, 2018
95
140
Yes, you cannot spawn them naturally. The only way to spawn them is by:

Changing the .mix file, just pick one mixing file (for example: woman+player), disable the other combination, and add a new one with 100% chance.
JSON:
{
        "ParentFigure": ["Sister", "Player2"],
        "CharacterId": "Player3",
        "Chance": 100,
    },
    {
        "ParentFigure": ["Woman", "Player2"],
        "CharacterId": "Player3",
        "Chance": 100,
    },
Or you can add a new map object in the raid(?) menu, add a new "surrogate" dungeon and a burrow file. There's a tutorial somewhere in here that outlines how to add a new dungeon.
You don't have to fully disable the other combos, you know. There is a 30% conception missing from both the Sister and the Woman (and how the mix.mix files are laid out bug me). Either there is going to be a hole to fill, or you could just make it for the moment.

Also, why "Player3"? Wouldn't "Player2" be sufficient? And beyond that, couldn't you just reference "Player1" if you are creating the character (this would allow Player1 to have Player2 offspring as a side effect)
since i dont understean much on how to cod it or where to write it can you share your files :D
If you just want something that adds player character monsters and being able to 'breed' them with little changes, here. (I did take away 10% total from the Sister-Player coupling to produce woman and gave them a 10% chance to produce another Sister.)

Just unzip in the main ProjectR folder that contains the .EXE, it'll overwrite 1 file (the woman_player_mix.mix)
 

Groundon83

New Member
Dec 18, 2022
11
3
here is a stratagy ive been using for a while. dont use the orcs or onis and only go goblins (unless you want to see the fun sex). goblins are cheaper and can have 10 on either side. but dont use mele goblin, use bow goblin. find a girl with even a little bit of a health boost trait and just evolve from there. this is if you want to not get f'ed by the later game waves
 

masterinventor

New Member
Sep 27, 2023
2
5
Hello friends!
I'm Developer.
I'd like to receive reports about a bug where controls become unresponsive the longer you play the game.
Does the same bug still occur in v0.4.0.3?
In my experience, if you click too much and/or too rapidly, the upper half of the game client breaks and becomes unresponsive both to clicks and to keybinds. This includes the Save button in the menu, and the pause and fast-forward functions in the main screen. Only fix is to alt+F4 and restart. Not necessarily tied to length of play.
 

UnknownDevDot

Newbie
Dec 30, 2022
16
255
test.png

In my experience, if you click too much and/or too rapidly, the upper half of the game client breaks and becomes unresponsive both to clicks and to keybinds. This includes the Save button in the menu, and the pause and fast-forward functions in the main screen. Only fix is to alt+F4 and restart. Not necessarily tied to length of play.
Did the upper half feel like this? The range.
 
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flannan

Engaged Member
Dec 15, 2022
2,307
2,294
here is a stratagy ive been using for a while. dont use the orcs or onis and only go goblins (unless you want to see the fun sex). goblins are cheaper and can have 10 on either side. but dont use mele goblin, use bow goblin. find a girl with even a little bit of a health boost trait and just evolve from there. this is if you want to not get f'ed by the later game waves
I think shortstacks, with their piercing attacks, are more efficient at dealing with large groups of enemies.
Also, it's a good idea to breed some for HP and some for damage. Orcs are pretty good at jumping into the fray, while melee goblins are cheap to deploy.
 

masterinventor

New Member
Sep 27, 2023
2
5
View attachment 4391805



Did the upper half feel like this? The range.
Capture - Copy.PNG

This part of the screen, within a couple pixels.

EDIT: Based on the image you posted, i have discovered that clicking in the top right fixes it! So I guess I opened the dev console by accident without it actually rendering? I don't seem to be able to actually type in any commands, it just blocks the top of the screen without any visual indication until I click an "x" button that isn't there...
 
Last edited:
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