it shouldn't even attempt to load --core--.js, did you modify something?Help please View attachment 2903208
First time I ran it on PC it asked for permission to run something. I just refused and the game seemed to run fine after. Didn't ask again on subsequent load ups.Anyone else had their window defender act up when getting this game to work? Is this something to worry about?
Huh alright, well I'll have to redo unzipping my file of it or redownloaded it. I'm not very tech savvy so once I saw that. I got spooked and deleted it. X3 Call me paranoid or what have you. I just didn't wanna take the risk of getting a virus.First time I ran it on PC it asked for permission to run something. I just refused and the game seemed to run fine after. Didn't ask again on subsequent load ups.
I think it might be related to whatever website it was trying to open which is what is freezing up my Joiplay
don't mind trying out your scriptGreetings,
been having quite a bit of fun with the game, thanks for sharing.
Since I found the balancing wanting (too hard without equipment, too easy with it), I fiddled with the code and feel as though I improved it a little.
I'm new here, so I don't know about sharing my altered script files, but if somebody would be interested, I could give it a try. Or I could just post the altered sections of code, I guess...?
What I changed:
-) Beyond 1 minion per character (softlocks the consensual scene otherwise), randomize the distribution, so instead of 3-3-3, you may get 2-3-4 (total number stays)
-) Raise the stamina cost of certain higher tier attacks
-) Introduce a small remainder chance for [Hinder], based on the number of minions (currently, if you would kill all those around you with one attack, the chance for [Hinder] is always 0)
-) Randomized the boss attacks some more (so not only the last boss would use hypnosis, which I found kinda neat), removed some silly attacks (a soldering iron, really? I mean, I guess somebody might like that kinda thing...) and introduced a chance for some of the "lighter" attacks not to stun for one round.
-) Nerfed the Iron Wall skill of the redhead a little, so the taunt does not always work and the boss may attack somebody else. I found it to make things to easy and predictable
-) The minibosses, as well as the endboss, now spawn minions beyond their numbers. Currently, if only the main boss remains on screen, it would only spawn one minion per character per round, which made especially the last bossfight boringly long and nothing else.
Sorry for the wall of text, I simply wanted to share my alterations, in the hopes of improving somebody elses experience.
Regards, s3ngine
Is it possible to edit this file so you can configure rules without being enslaved? Having to go through the process of losing to change a rule is annoying and tedious as all hell.View attachment 2891378
This might be the variable that handles item removal. The 0 is -99 by default. I haven't tested it yet but it seems like it could prevent removal of items on loss
EDIT: This does indeed prevent item removal on loss. Just change the line in there to what's in my screenshot and it'll prevent items from being removed. No idea if it breaks stuff
sure thing. Now, let's see if this works... ...ok, looks good.don't mind trying out your script
Interesting idea. I might look into it.Is it possible to edit this file so you can configure rules without being enslaved? Having to go through the process of losing to change a rule is annoying and tedious as all hell.
Greetings,
sure thing. Now, let's see if this works... ...ok, looks good.
zip file contains:
-) js/plugins/RBR_Const.js: Handles a lot of game variables and arrays, I changed the list of boss skills there, among other things.
-) js/plugins/RBR_LogicManager.js: As the name implies, holds much of the combat logic specific to the game
-) data/locale_en.json: Holds the english strings. I played around with adding new boss skills, but didn't finish it, so not entirely needed, but just in case
-) data/Skills.json: Holds data for the skills. Prominently, I changed the mp-cost of various skills here.
-) data/States.json: Holds information about various states, I changed the duration of some boss debuffs here.
Изменения в файлах .js комментируются с помощью префикса //AG.
Некоторые изменения, о которых я не упомянул ранее:
-) Разрешены различные дебаффы атаки босса (боль, паралич, головокружение) на ход дольше
-) Навыки исцеления (дрон, энергетический напиток) теперь стоят 10 энергии
-) При попытке пробиться из состояния рабства (разговаривая с гражданами), в первый ход появляется только один миньон на персонажа. В противном случае победить было бы математически невозможно, поскольку у вас никогда не хватало энергии даже на то, чтобы сначала разобраться с миньонами. Я предположил, что это своего рода неожиданная атака со стороны группы игроков, так что да.
Я должен сказать, что я никогда не тестировал эти изменения с действующими дополнительными правилами, потому что на самом деле я никогда не доходил до этого момента. Я не видел никакой проблемы в коде, но может возникнуть какое-то неожиданное поведение. Дайте мне знать, если обнаружите какие-либо проблемы.
Кроме того, изменения в основном направлены на то, чтобы сделать игру с полностью экипированным отрядом немного более сложной и стратегической. Без снаряжения некоторые изменения могут усложнить задачу. Впрочем, вы всегда можете перемолоть более легких врагов ради какого-нибудь снаряжения в любом случае.
Чтобы установить мои изменения, просто замените файлы в их папках. Конечно, я рекомендую сначала создать резервные копии оригинальных версий.
Отзывы или идеи приветствуются
Интересная идея. Я мог бы рассмотреть ее.
С уважением, s3ngine
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