Witar

Member
Game Developer
Feb 27, 2018
264
362
Could someone link me a working editor for this? All of the editors I have no longer work at all. :/
When game is opened press ctrl+shift+I
Paste this line in console
Code:
javascript:(function(){var s=document.createElement("script");s.src="https://chase-san.github.io/TiTsEdJS/titsed.js";document.head.appendChild(s)})()
Enjoy
Perks editing is no go though. You can kinda edit them in here
but a lot are missing or working incorrectly. Items are available through cheat menu in game.
 
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Hargan2

Well-Known Member
Nov 27, 2017
1,202
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Perks editing is no go though. You can kinda edit them in here
but a lot are missing or working incorrectly. Items are available through cheat menu in game.
Perks editing can be done directly through the console, as detailed in my post below

Instead of editing the save file directly you can use the console (f12 for most browsers or ctrl+shift+I inside the electron app)
The syntax is pretty simple, someone laid it out on fen's forum and I'll paste it here (with some comments of my own for further explanation)

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Witar

Member
Game Developer
Feb 27, 2018
264
362
Perks editing can be done directly through the console, as detailed in my post below
Some perks require flags setup, it's a little harder then just one line of code. Chase gave example of correct perk code on fenoxo forums.

Code:
pc.createPerk("Black Latex", 0, 0, 0, 0, "Gives you delightful latex skin, but keeps you slightly more aroused at all times.");
pc.skinType = GLOBAL.SKIN_TYPE_LATEX;
pc.addSkinFlag(GLOBAL.FLAG_SMOOTH);
pc.createStatusEffect("Latex Skin", 0, 0, 0, 0);
if(pc.statusEffectv1("Latex Skin") < 3) { pc.addStatusValue("Latex Skin", 1, 1); }
//exclusive perk
pc.removePerk("Wooly");
// these will be needed if you want the perk to have story effect, revert via dollmaker, etc
flags.DOLLMAKER_LATEX_SKIN = [pc.skinType,pc.skinFlags,pc.skinTone,"black"];
IncrementFlag("DOLLMAKER_USE_SPRAY");
 
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Hargan2

Well-Known Member
Nov 27, 2017
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Some perks require flags setup, it's a little harder then just one line of code. Chase gave example of correct perk code on fenoxo forums.

Code:
pc.createPerk("Black Latex", 0, 0, 0, 0, "Gives you delightful latex skin, but keeps you slightly more aroused at all times.");
pc.skinType = GLOBAL.SKIN_TYPE_LATEX;
pc.addSkinFlag(GLOBAL.FLAG_SMOOTH);
pc.createStatusEffect("Latex Skin", 0, 0, 0, 0);
if(pc.statusEffectv1("Latex Skin") < 3) { pc.addStatusValue("Latex Skin", 1, 1); }
//exclusive perk
pc.removePerk("Wooly");
// these will be needed if you want the perk to have story effect, revert via dollmaker, etc
flags.DOLLMAKER_LATEX_SKIN = [pc.skinType,pc.skinFlags,pc.skinTone,"black"];
IncrementFlag("DOLLMAKER_USE_SPRAY");
Ah, I hadn't considered that. I've only ever bothered with more basic stuff that doesn't require any extra flags. Good to know!
 
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Poopinmybutt

New Member
Apr 21, 2019
13
10
The 'engine' is shit.
Instead of making something to hook up text/images on loading, to speed up overall development, they 'hard coded' everything into a js file as a partially text partially code. Thats the reason of a constant crashes with each update.
They're using standard tooling with a standard setup (Webpack). It's not a source of crashes. (NB: Webpack actually does do the resource management you're accusing them of lacking).

Chalk bugs up to their game logic. Each scene has the potential to modify the game state in a way that can have unexpected consequences. It just gets harder and harder to reason about all the effects as the number of scenes grows. Other big games end up hilariously broken for similar reasons
 
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Quintilus

Engaged Member
Aug 8, 2020
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They're using standard tooling with a standard setup (Webpack). It's not a source of crashes. (NB: Webpack actually does do the resource management you're accusing them of lacking).

Chalk bugs up to their game logic. Each scene has the potential to modify the game state in a way that can have unexpected consequences. It just gets harder and harder to reason about all the effects as the number of scenes grows. Other big games end up hilariously broken for similar reasons
Thats why 'engine' in quotations.
They dont have any generalized internal system for characters/scenes/etc. that just read all of the above definitions as a plain text, and convert it into specified structures for in game usage, like in all (most, okay) other games.
They 'hardcoded', as far as it possible in javascript, everything into a js files, which makes impossible testing/verification/debugging/etc. of a new builds on startup/loading/etc., which is why each new release is filled with bugs and crashes.
 

Annon Omus

Newbie
Nov 22, 2018
21
5
Anyone have the 0.9.031 Hotfix from Hentaielf?
want to see how much of a slog it would be to just remove Electron myself, but all the hot fix links are empty
 

Annon Omus

Newbie
Nov 22, 2018
21
5
I already checked the link and it has no files in it.
Hence why I'm asking if anyone has the main and vender files on their hard drive to zip and link/post
 

Crell

Member
Aug 6, 2017
482
1,862
Just about any 3rd rate dev can cobble together a rudimentary avatar system. But this game, which pulls in almost 400k a year, can't produce anything better than an androgynous blob without any features whatsoever?

Yeah, cool.
 

alphieus

New Member
Aug 23, 2019
6
1
Hmm, my extrameet is broken in the new version. Can anyone with a save that works shoot me a copy so I can track down which flag that is and try to manually edit my save?
 
Feb 13, 2019
100
130
9.030 with all images (uses a bit stronger compression than usual since i threw everything together so I don't have to tell people what to do. with that in mind, index.html users can rejoice)

Edit: oh and I'm pretty sure that webp has been a thing for a while. every build since html that has been rolled out that I posted had images at webp format. someone can confirm whether or not the images I posted has a higher quality than current backers.
Edit 2: new update released lmfao, might update tmrw, who knows
It has been around for a while. I am a relic from the time when the flash version was the only version.
WebP sucks. Even if it's not new, it sucks.
Thanks for sharing.
Anyone have the 0.9.031 Hotfix from Hentaielf?
want to see how much of a slog it would be to just remove Electron myself, but all the hot fix links are empty
For future reference, to do the fix yourself you basically just comment out the bits of code that it errors on (anywhere electron is mentioned in the .js).
You might have to 'beautify' the javascript so you can edit it properly, but it's just a few places to dummy out.
Thats why 'engine' in quotations.
They dont have any generalized internal system for characters/scenes/etc. that just read all of the above definitions as a plain text, and convert it into specified structures for in game usage, like in all (most, okay) other games.
They 'hardcoded', as far as it possible in javascript, everything into a js files, which makes impossible testing/verification/debugging/etc. of a new builds on startup/loading/etc., which is why each new release is filled with bugs and crashes.
They have debug mapping files privately, I'm pretty sure. They remove them from the release to make it more annoying to disassemble into something usable.

The flash version was a lot easier to decompile and work with, funnily enough.

I hate modern web developers and their terrible ideas. Some of those ideas are responsible for making the JS version of TiTS so bad.
 
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Quintilus

Engaged Member
Aug 8, 2020
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They have debug mapping files privately, I'm pretty sure. They remove them from the release to make it more annoying to disassemble into something usable.

The flash version was a lot easier to decompile and work with, funnily enough.

I hate modern web developers and their terrible ideas. Some of those ideas are responsible for making the JS version of TiTS so bad.
There are 'decompilers' for js, like .
But again, that didnt solve original problem of 'code plain text into a scene'.
 
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Hargan2

Well-Known Member
Nov 27, 2017
1,202
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They have debug mapping files privately, I'm pretty sure. They remove them from the release to make it more annoying to disassemble into something usable.
bad.
If you're talking about what I think you're talking about (.map files corresponding to each .js file?) You can actually pull them from the .apk archive for each android build. They leave them in there, for whatever reason. Maybe they think it's harder to open a .apk in 7-zip? In any case, the .js files should be effectively identical so those .map files would probably work for anything you need. But I'm an amateur at best (and with no experience with javascript) so no promises
 
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