uglywolf

Member
Nov 3, 2018
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anyone can share their progressed save here please ?
Unfortunately the only PROGRESS we discussed here is the game development and updates. Not GAME progress, since there are no PROGRESS to be made yet.
In exception, that what you asked for is to get attacked and raided often for a quick, swift, and fast as lightning game over.
I downloaded the color mod for the monsters, but I don't know how to install it, can someone help me?
Any files with .CS goes to the SCRIPT folder within STREAMING ASSETS folder.

Btw DraconisOminous, is it possible to make scripts for what monsters(or woman) we get by new game initialization?
I think that kind of mod suits akkaiii well. Ofc, to anyone who wished for a "Quick Progress" also.
 
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Xhak

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Dec 24, 2017
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Not sure if anyone else reported it, but if you give girls to a monster nest and then lose the raid (say, by accidentally clicking the attack button when you didn't mean to when your party only has 1 unit) then it can become impossible to raid them again and you will never be able to interact with that nest again.
 

flannan

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Dec 15, 2022
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Not sure if anyone else reported it, but if you give girls to a monster nest and then lose the raid (say, by accidentally clicking the attack button when you didn't mean to when your party only has 1 unit) then it can become impossible to raid them again and you will never be able to interact with that nest again.
Never? Not just the normal delay of 1 day between raids?
 
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killsbhh

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Apr 21, 2018
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Well, you can't really get more is the sad and short truth without rewriting the CombineTrait code. You are rolling basically a 1/20 shot to get 6 traits. Also, with the addition of some new stuff, I can imagine we will be getting even more traits down the line.

Here is the relevant code section, btw.

C:
int num = Ut.GetRandomIndexFromChanceList(new float[]
            {
                40f,
                30f,
                15f,
                10f,
                5f
            }) + 1;
Essentially those float values get passed to another method that randomizes a number between 0 and the combined total (100), and then counts each 'success' where the number in that array above is greater than the number rolled. So the max you can get (if it chose between 0 and 5 inclusive), is 5 + 1, or 6. Now you could rewrite it so everything is guaranteed, but I think that takes the very little challenge in breeding super monsters away.


Edit: The simple solution is just to make int num = list.count, btw. Or just delete the section entirely and replace the one instance of num with list.count in the while loop.
I've been trying to edit these codes with dnspy but failed, it simply won't compile. I keep getting errors relate to the identifier g__TraitContains. Wondering if anyone have the same issue or some mighty lord of codes can help me figure out what went wrong. 屏幕截图 2024-12-27 023320.png
 

uglywolf

Member
Nov 3, 2018
245
160
Not sure if anyone else reported it, but if you give girls to a monster nest and then lose the raid (say, by accidentally clicking the attack button when you didn't mean to when your party only has 1 unit) then it can become impossible to raid them again and you will never be able to interact with that nest again.
Did you just keep rapidly click on it? Or have you tried again after a day has elapsed in game?
 
Jan 6, 2018
98
153
Unfortunately the only PROGRESS we discussed here is the game development and updates. Not GAME progress, since there are no PROGRESS to be made yet.
In exception, that what you asked for is to get attacked and raided often for a quick, swift, and fast as lightning game over.

Any files with .CS goes to the SCRIPT folder within STREAMING ASSETS folder.

Btw DraconisOminous, is it possible to make scripts for what monsters(or woman) we get by new game initialization?
I think that kind of mod suits akkaiii well. Ofc, to anyone who wished for a "Quick Progress" also.
Possibly.


For those wanting to take a crack at it, this is the code, from the namespace SeqScripts Class GameManager
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The important bits are in the "initialization" if statement, if that wasn't obvious.
I'll just point out that copy pasting this into a .cs file is going to get the game to give you like 250 errors. And the GameManager class is one of the biggest.


My brain is just not working right now on how to solve the mess of overloading that Method. And how the Scripting works hasn't allowed me to reference some of the other Libraries like Spine or DG, so the dumb caveman stuff isn't exactly working for it.

Currently, the simplest (and the method I like least) is just to modify the Assembly-CSharp.dll file directly.


I've been trying to edit these codes with dnspy but failed, it simply won't compile. I keep getting errors relate to the identifier g__TraitContains. Wondering if anyone have the same issue or some mighty lord of codes can help me figure out what went wrong. View attachment 4381048
It's an issue with DNSpy and the fact that the low level code calls generated by the Compiler doesn't play nice. Nothing you are doing wrong, just another reason why I want to chug alcohol when dealing with code.

If you did want to do something, you'll need to branch out. Using things like DotPeek to export the entire dll, edit it in Visual Studio or something, and then recompile it.

Edit: And as you can see, editing the GameManager folder can be like stepping on a hive of fire ants.
 
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uglywolf

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Nov 3, 2018
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My brain is just not working right now on how to solve the mess of overloading that Method. And how the Scripting works hasn't allowed me to reference some of the other Libraries like Spine or DG, so the dumb caveman stuff isn't exactly working for it.
My knowledge in coding isn't as great as standard programmers. Yet looking at those, I do understand if we barely able to find any lead.

I wonder if we could find some kind of registry list within the codes that generates the characters within the inventory.
Have you checked anything?
 
Jan 6, 2018
98
153
My knowledge in coding isn't as great as standard programmers. Yet looking at those, I do understand if we barely able to find any lead.

I wonder if we could find some kind of registry list within the codes that generates the characters within the inventory.
Have you checked anything?
This just calls the script to grab the base character/building files. Best bet I have that is simple is to change the character scripts like we do for color, but modify it only when a new game is starting. Just need to reference the GameManager.GetPlayEventFlag, probably using System.Reflection API to invoke the method so I don't create a new instance.

Just need to play around with it. . . but that is another day's me.
 

kuku555

New Member
Feb 20, 2022
8
1
Possibly.


For those wanting to take a crack at it, this is the code, from the namespace SeqScripts Class GameManager
You don't have permission to view the spoiler content. Log in or register now.

The important bits are in the "initialization" if statement, if that wasn't obvious.
I'll just point out that copy pasting this into a .cs file is going to get the game to give you like 250 errors. And the GameManager class is one of the biggest.


My brain is just not working right now on how to solve the mess of overloading that Method. And how the Scripting works hasn't allowed me to reference some of the other Libraries like Spine or DG, so the dumb caveman stuff isn't exactly working for it.

Currently, the simplest (and the method I like least) is just to modify the Assembly-CSharp.dll file directly.



It's an issue with DNSpy and the fact that the low level code calls generated by the Compiler doesn't play nice. Nothing you are doing wrong, just another reason why I want to chug alcohol when dealing with code.

If you did want to do something, you'll need to branch out. Using things like DotPeek to export the entire dll, edit it in Visual Studio or something, and then recompile it.

Edit: And as you can see, editing the GameManager folder can be like stepping on a hive of fire ants.
My knowledge in coding isn't as great as standard programmers. Yet looking at those, I do understand if we barely able to find any lead.

I wonder if we could find some kind of registry list within the codes that generates the characters within the inventory.
Have you checked anything?

Hello,

I was playing around with this and i was able to do some editing with the GameManager as well as having the initial woman to spawn with trait on game start.
1735354712491.png
This is what it looks like in game. I am not sure how the trait chance array work in the file. but only 2 traits are showing up.
1735354792887.png

As for how to edit the GameManager, using dnSpy, right click and select Edit IL instructions.
 
Jan 6, 2018
98
153
Hello,

I was playing around with this and i was able to do some editing with the GameManager as well as having the initial woman to spawn with trait on game start.
View attachment 4383238
This is what it looks like in game. I am not sure how the trait chance array work in the file. but only 2 traits are showing up.
View attachment 4383240

As for how to edit the GameManager, using dnSpy, right click and select Edit IL instructions.
Yeah, you can edit IL instructions, but that isn't something I'm going to recommend someone just dabbling in it to do. Also was doing things when I should have been asleep, so my brain really was not going to arse around with IL instructions.

Also, you only have two traits because you have "ConceptionRatex, SexTimex, DeploymentCostx" in one quote, so it is looking for the Trait named "ConceptionRatex, SexTimex, DeploymentCostx" instead.

You can also just use the extension for a Woman0_x.character, like they do for the waves, instead of writing the entire class again if you just wanted traits.
 
Jan 6, 2018
98
153
any mods for 4.0.3
Some work, some don't. Player gets starting traits, Extra Colors, and added stuff (might be a bit weird with the Shortstack/Oni stuff, haven't done the testing for why they only spawn Shortstacks or Onis respectively. . .)

I'm also looking for where in the code is the stuff blocking character allocations beyond the two I've identified.
 

kuku555

New Member
Feb 20, 2022
8
1
Yes, it has been properly mentioned beforehand.




However, that is not what we're trying to figure out, not the ones with modifying the main game file.
Ah so no editing the main file. looking through the code in I did find this it seems to be inserting the character in to the list
1735446722024.png

and since this code is generating new character just need to call this code with the correct parameters.
1735446884607.png
 
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uglywolf

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Nov 3, 2018
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I believe that is what DraconisOminous currently trying to figure out.
Using them as it is, seems to just inserting new characters that would conflict with the ones that already initialized, without replacing them.

...Now it gets me thinking if there is something we could use from "Character Delete"(The Trash Icon) codes.
 
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Jan 6, 2018
98
153
I believe that is what DraconisOminous currently trying to figure out.
Using them as it is, seems to just inserting new characters that would conflict with the ones that already initialized, without replacing them.

...Now it gets me thinking if there is something we could use from "Character Delete"(The Trash Icon) codes.
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.

image_2024-12-29_040419942.png
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.
 
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