- Jul 17, 2019
- 2,295
- 958
Thanks, fixed. Now you will really be dead.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.
Thanks, fixed. Now you will really be dead.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.
Okay, so fear evolutions are less shooting yourself in the foot then I thought.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.
Yeah, that was edited in right after I replied. I think. Did that, we'll see how it works when I've got time to poke the game today.zzczys had the right screenshot, delete the 'phantom' enemy from that encounter.
Fear evolutions are pretty good, since they allow you to:Okay, so fear evolutions are less shooting yourself in the foot then I thought.
Oh, right. Speaking of knights and fear. My current knight has triggered 'will not be turned away by fear' event at least three times now. And I think my thief has gotten three 'immune to cold' amulets. I don't remember seeing this previously in the thread, but I could be wrong.Fear evolutions are pretty good, since they allow you to:
- Avoid fights and still get money (or even a girl). The more fear you have, the higher the payout.
- Make enemies lose a turn in combat. The chance depends on your fear rating.
- Make Knights (and currently, also Thieves) reconsider invading your lair. Same deal with fear numbers.
- Edit: Make Thieves lose their cool while stealing.
- Edit: Torture captives into submission faster.
Maybe something else, too, can't recall right now.
I don't see how this is possible, nor can I recreate the situation. And your saved Knight does not have the 'Brave' ability, either.Speaking of knights and fear. My current knight has triggered 'will not be turned away by fear' event at least three times now.
No such thing. There are gloves against cold and amulets against fire. Your Thief has both, but again, she can't get another in my tests.And I think my thief has gotten three 'immune to cold' amulets.
Huh. Thanks for checking, though.I don't see how this is possible, nor can I recreate the situation. And your saved Knight does not have the 'Brave' ability, either.
... Yes and no. I do remember seeing it trigger twice on the same knight, but it may have been on a save I overwrote when I started a new game after I worked out some of the mechanics. I'll keep an eye out, see if it shows up again.No such thing. There are gloves against cold and amulets against fire. Your Thief has both, but again, she can't get another in my tests.
Are you sure these were the same Knight and Thief?
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/hunt/forest.rpy", line 298, in script call
call arena(encounter=[guard]) from _call_arena_4
File "game/_story/hunt/sea.rpy", line 153, in script call
call arena(encounter=['ship']) from _call_arena_16
File "game/_story/hunt/forest.rpy", line 298, in script call
call arena(encounter=[guard]) from _call_arena_4
File "game/_story/lair conquest/lair_conquest.rpy", line 602, in script
$events.drain()
File "game/_story/lair conquest/lair_conquest.rpy", line 602, in <module>
$events.drain()
File "game/_script/subsystem/story_and_events.rpy", line 85, in drain
self.event(self.selected_location,self.selected_encounter).drain(value)
File "game/_script/subsystem/story_and_events.rpy", line 81, in event
return self.loc[location][entry]
KeyError: u'forgotten'
-- 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/hunt/forest.rpy", line 298, in script call
call arena(encounter=[guard]) from _call_arena_4
File "game/_story/hunt/sea.rpy", line 153, in script call
call arena(encounter=['ship']) from _call_arena_16
File "game/_story/hunt/forest.rpy", line 298, in script call
call arena(encounter=[guard]) from _call_arena_4
File "game/_story/lair conquest/lair_conquest.rpy", line 602, in script
$events.drain()
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/_story/lair conquest/lair_conquest.rpy", line 602, in <module>
$events.drain()
File "game/_script/subsystem/story_and_events.rpy", line 85, in drain
self.event(self.selected_location,self.selected_encounter).drain(value)
File "game/_script/subsystem/story_and_events.rpy", line 81, in event
return self.loc[location][entry]
KeyError: u'forgotten'
Windows-8-6.2.9200
Ren'Py 7.2.2.491
Время для Драконов: Королевство Монстров 29-07-20
Wed Sep 02 16:50:39 2020
Forest temple, ruined temple, and forest ruin. Trying to find if that bug had been reported before.What search terms did you use and what were you trying to find?
Huh. That is where I find it. It's rare as heck, though.The place is called forest_forgotten_temple and also just forgotten_temple in lair_conquest.rpy, the background is called forest_temple_ruin . I cannot seem to find the event in forest.rpy for some reason
Huh. Never got Domiki, but I've had the temple twice.Honestly a tad annoying that I have gotten Domiki 3 times in my playthroughs and have only encountered the temple 0 or 1 times, even though they are the exact same on events_forest.ini . I still cannot see it in my forest.rpy for some reason, but I did do a bit of searching and apparently a Key Error is made when something is looked for but does not exist. I cannot really help much past that, tho
Can't reproduce in neither the release version nor the WIP one. I suspect it's something on your end. But just in case, what does your 'random_encounter()' function in 'functions.rpy' look like, and what do you get when you console this?KeyError: u'forgotten'
'_'.join('event_forest_forgotten_temple'.split('_')[2:])
Honestly a tad annoying that I have gotten Domiki 3 times in my playthroughs and have only encountered the temple 0 or 1 times
Randomness. Will be a little less random in the future, but not much.Huh. Never got Domiki, but I've had the temple twice.
Lair encounters are in 'lair_conquest.rpy'.I still cannot see it in my forest.rpy for some reason
This is what it looks like:Can't reproduce in neither the release version nor the WIP one. I suspect it's something on your end. But just in case, what does your 'random_encounter()' function in 'functions.rpy' look like, and what do you get when you console this?
Well, nothing in the game changes, I think, but the console spat up u'forgotten_temple'Code:'_'.join('event_forest_forgotten_temple'.split('_')[2:])
Frankly, I'm not in favour of blocking evolutions since it makes little sense to me. A dragon can grow its heads, muscles or whatever without knowing exactly what he's doing. He's not a geneticist , despite what the (still slime-y) deAd storyline tells you.So, I just wrote up a synopsis for a few options to use the evolution locking events. Tell me which ones you think you might add
Then I have no idea how you got that error.This is what it looks like:
Well, nothing in the game changes, I think, but the console spat up u'forgotten_temple'
renpy.call('event_forest_forgotten_temple')
Use the new landmark.ini from the OP.Actually, now that I think of it, the recall location gives a string of code for the forgotten temple, not a name.
+1Cool, I'll focus on the ogre first.
Would be more sensible to lock sizes behind events, and then other evolutions by size. That of course runs into the issue of making tiny dragons all but useless, and I don't really want that.The way I envisioned it was that the dragon did not have the power to evolve such things until they defeat an eidolon of that evolution, be it bull or siren.
I'd prefer an outline the intention plus the changed files.Do you think I should keep a log of the changes I make that is readable by others, or just upload the modded event files?
All enemies? The big demon affected by fear sounds abit funny.Make enemies lose a turn in combat. The chance depends on your fear rating.