Mod Ren'Py Abandoned Time For Dragons - Defiler Wings: Deranged Dragon Mod [29-07-2020] [Jman]

3.50 star(s) 8 Votes

Jman9

Engaged Member
Jul 17, 2019
2,295
958
They each gave up once to prepare better, maybe thats why.
Okay, are they giving up or getting lost? Different things. Giving up is always possible when Thief level is too low, but it's at most a 50-50 chance. Getting lost in a cave should really not happen.

Edit:
No I did not change anything there. If anything I want to make them come faster lol
Did you try the intel numbers here?

Edit2:
NameError: name 'evolution_prototypes' is not defined
Entirely true. :p You're also using another undefined class, Essence.

Included are my evolock.yaml file and the a bit of documentation on what I have done
I think if that's all you want to do, following my advice on modifying evolutions.yaml is easier and less messy. There's no need to decouple the unlocks from the evolutions themselves.
 
Last edited:

zzczys

Active Member
Jul 20, 2019
911
186
Set intel rolls to 5,10. That should speed things up abit. The useless encounter weights have been set to bare minimum of 1.
 

Jman9

Engaged Member
Jul 17, 2019
2,295
958
Don't do that for both. 'find_useless' is supposed to be her trying really hard and succeeding, but (possibly) not getting there in one go. I'ts meant to be the main source of 'intel'.
 

zzczys

Active Member
Jul 20, 2019
911
186
I changed the useless encounters much earlier. Still get quite alot of them - wheres the serpent hiding, cant hide forever.

FIrst old lair for thief, never got it until now in many plays.
 
Last edited:
Aug 18, 2020
85
10
Sorry to do this, but for some reason my game is crashing when I click on the evolutions tab in the lair select screen. the game crashes. I did the changes described in the attached file, and did not even touch the PlayableCharacter.rpy file, yet the crash is apparently caused by that? I did the changes on a fresh install, so it has to be something I did there. The issue occurs both when the new evoluton is unlocked and when I just go there directly before unlocking it. The spoiler contains the very long error log.

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Sorry if I do not respond until tomorrow, I plan on returning to unconscious soon.
 

Gantithoren

Member
Aug 25, 2020
101
51
Hmm. Okay, so. Lets see if I've got the mechanics right. Fear becomes mobilization when you sleep, if you decrease mobilization it turns back into fear. The fear/mobilization total score is based off a mix of infamy, your fear-granting evolutions, and even when both are zero, it's minimum two.

Edit:

And this shows up every time I poke the old knights' place.
Code:
I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/_story/hunt/forest.rpy", line 35, in script call
    call arena(encounter=['domik']) from _call_arena
  File "game/_story/events/summon.rpy", line 66, in script call
    call arena(encounter=enemy_party,escape_to='sacrifice_escape')
  File "game/_story/lair conquest/lair_conquest.rpy", line 290, in script call
    call arena(encounter=['old_knight', '']) from _call_arena_68
  File "game/_script/combat/arena.rpy", line 207, in script
    python:
  File "game/_script/combat/arena.rpy", line 213, in <module>
    encounter_party.add(Enemy(mob_id))
  File "game/_script/characters/Mob.rpy", line 18, in __init__
    debug(['mob_id not found',minion_id])
NameError: global name 'minion_id' is not defined

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "game/_story/hunt/forest.rpy", line 35, in script call
    call arena(encounter=['domik']) from _call_arena
  File "game/_story/events/summon.rpy", line 66, in script call
    call arena(encounter=enemy_party,escape_to='sacrifice_escape')
  File "game/_story/lair conquest/lair_conquest.rpy", line 290, in script call
    call arena(encounter=['old_knight', '']) from _call_arena_68
  File "game/_script/combat/arena.rpy", line 207, in script
    python:
  File "C:\Users\Owner\Downloads\Time_for_Dragons_DD_Mod\Time_for_Dragons-1.1.1-pc-DDM\renpy\ast.py", line 900, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "C:\Users\Owner\Downloads\Time_for_Dragons_DD_Mod\Time_for_Dragons-1.1.1-pc-DDM\renpy\python.py", line 1930, in py_exec_bytecode
    exec bytecode in globals, locals
  File "game/_script/combat/arena.rpy", line 213, in <module>
    encounter_party.add(Enemy(mob_id))
  File "game/_script/characters/Mob.rpy", line 18, in __init__
    debug(['mob_id not found',minion_id])
NameError: global name 'minion_id' is not defined

Windows-8-6.2.9200
Ren'Py 7.2.2.491
Время для Драконов: Королевство Монстров 29-07-20
Wed Sep 02 00:42:04 2020
 
Last edited:

Jman9

Engaged Member
Jul 17, 2019
2,295
958
I changed the useless encounters much earlier. Still get quite alot of them - wheres the serpent hiding, cant hide forever.
These are good, she's getting closer to finding you. :)

FIrst old lair for thief, never got it until now in many plays.
Must not have moved lairs much, then.

Do not use '[if not] history.flag('i_m_on_shrooms') == True', just '[if not] history.event('still_on_shrooms')' or even 'and history.event('shrooms_for_life')' for evolutions.yaml.

Fear becomes mobilization when you sleep, if you decrease mobilization it turns back into fear.
Yes.

The fear/mobilization total score is based off a mix of infamy, your fear-granting evolutions, and even when both are zero, it's minimum two.
It's purely based on your infamy level, the number after your total infamy score. The minimum is your level (number of total evolutions), which is 2 at the start. This will be changed to [size - 1], meaning you start at 0 after I update.

And this shows up every time I poke the old knights' place.
zzczys had the right screenshot, delete the 'phantom' enemy from that encounter.
 

zzczys

Active Member
Jul 20, 2019
911
186
so the fear in evolutions add to the infamy level, the number after infamy score?
 

Jman9

Engaged Member
Jul 17, 2019
2,295
958
No, that fear is 'local' and has nothing to do with kingdomwide fear. Peasants across the realm dread you because it's rumoured you've kidnapped 1000 women and might be after their daughter next, not because they've seen a photo of your terrible magnificence. :p
 

zzczys

Active Member
Jul 20, 2019
911
186
I dont kidnap peasants anymore, I let them go after having fun. Better quality eggs from angels and demons. :ROFLMAO: :devilish:
 

Jman9

Engaged Member
Jul 17, 2019
2,295
958
That's even worse, now the released girls are spreading around rumours about how terrible you are. :D Well, maybe not the virgins, but e.g. the 'shrooms girl' and 'mushroom berries girl' do flap their little tongues.
 
Last edited:

zzczys

Active Member
Jul 20, 2019
911
186
One of those shroom girls always ends up as meat. :devilish: The rest can only flee after getting pregnant :LOL:
 

Jman9

Engaged Member
Jul 17, 2019
2,295
958
Very sensible and cautious of you to eat them. No extra rumours this way. :D

I just put in an extra point of fame (or three, if she's a noble :) ) for letting girls escape instead of taking them back with you.
 

zzczys

Active Member
Jul 20, 2019
911
186
Is it possible to randomize guard encounters? Like maybe random 1 -5 enemy and random types per encounter instead of fixed numbers.

You could face 5 footmen, and next time 2 heavy, 1 knight 1 archer.
 

Jman9

Engaged Member
Jul 17, 2019
2,295
958
Did that a few days ago:
Code:
label event_road_guards:
    python:
        guards_level = random.randint(0, kingdom.mobilization)
        if guards_level < 4:
            guard = 'archer'
            guard2 = 'jagger'
            guard3 = 'archer'
        elif guards_level < 7:
            guard = 'xbow_rider'
            guard2 = 'xbow_rider'
            guard3 = 'mounted_guard'
        elif guards_level < 11:
            guard = 'heavy_cavalry'
            guard2 = 'mounted_guard'
            guard3 = 'xbow_rider'
        elif guards_level < 16:
            guard = 'griffin_rider'
            guard2 = 'heavy_cavalry'
            guard3 = 'griffin'
        else:
            guard = 'angel'
            guard2 = 'angelette'
            guard3 = 'griffin_rider'
        troops = [guard]
        for x in xrange(kingdom.mobilization//5):
            troops.append(select([guard2,guard2,guard3]))
           
    $dtxt = p('event_road_guards_%s'%guard)
         
    '[dtxt]'
    if len(troops) > 1:
        extend '\nAnd with friends!'
    $events.drain(2)
    call arena(encounter=troops) from _call_arena_36
    show bg dragonfire at eventpos with dissolve
    'The [dragon.kind] roars in victory. Let them hunt Dragons, if they wish. They will only find death and ashes!'
    $kingdom.mod('mobilization',-1)
    $events.drain(8)
    $ dragon.must_lose_action += 1
    jump region_full_view
Instead of random, additional enemy numbers depend on mobilization level.

Edit: The 'angelettes' aren't in the release.
 

zzczys

Active Member
Jul 20, 2019
911
186
I think better to wait for a release, too many things from different version might permanently break something.
 
Aug 18, 2020
85
10
Accidentally clicked on Darkwood when I was testing, and I got the mana fire event. -30 health on a 10 health serpent. Displays show 0 health left, yet I am still alive.

I have got a perpetually hallucinating dragon now. The fix works. Now, to make more additions
 
3.50 star(s) 8 Votes