- Jan 30, 2018
- 32
- 15
Someone needs to add 0.8.149 since that literally just released (0.8.148 is public patch if you want to temporarily add that).
Sir, i will answer that simplest i can - also to give a picture proof below explanation. The answer is just no, you cannot add items by TiTsEd editor which are custom made - it seems it has got predefined items - but it undestands opened save game file after editing inIs there a simple way to make custom clothing items? I figure it shouldn't be too difficult right? Just add name/description and some flags. Is it something you can do with titsed?
I guess that will have to wait until one will be shared. I am also curious what was done "hidden" to eyes, maybe something changelog doesn't mention. Would be nice to see if in new version that modded TriBeamRifle also work.Someone needs to add 0.8.149 since that literally just released (0.8.148 is public patch if you want to temporarily add that).
thxA bit late but, here nonetheless
SWF AIR ARM x86 ImagePack
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You'd either be locked out of a good chunk of scenes or they won't take into account your taur body, but I still think it's worth doing a taur run at least once/keeping a taur save. There's still scenes to do that are taur exclusive or have taur variations.Hey, it's been a loong while since i played this game, kinda wanted to go back to see what (few) new things was in the game since
But i do have a question, i was tempted to do a taur this time but i remember that a lot of content was limited for taur characters, is it worth it ?
yeah there are some characters you cannot have no-pants dance with as lamia/taur,as well as moments/situations where your taur body is skimmed over in scenes,also having to big a schlong will disable some sex scenesHey, it's been a long while since i played this game, kinda wanted to go back to see what (few) new things was in the game since
But i do have a question, i was tempted to do a taur this time but i remember that a lot of content was limited for taur characters, is it worth it ?
Thank you for the instructions provided, Mr Technician. I have a question though. How does one add an item (or any) class to the code with JPEXS? I've tried to import AS scripts but it didn't work. The tool didn't even recognize them. My little digging here proved to be inconclusive. Also, I haven't tried it, but do you think it is possible to modify sellers' lists in order to add items to their repertoire and avoid using Minerva Editor at all?Sir, i will answer that simplest i can - also to give a picture proof below explanation. The answer is just no, you cannot add items by TiTsEd editor which are custom made - it seems it has got predefined items - but it undestands opened save game file after editing inYou must be registered to see the linkswhich is shown as "Unknown" item as on picture below in TiTsEd.
You can use JPEXS Decompiler to add another armor-like item into game by creating a new class.
Than you need to use Minerva Editor to add that custom class armor to character inventory inside saved game. Minerva needs to run in Adobe Air.
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Edit: Futhermore if you will open save game file made by modded game version in a non modded game, it will give you an error like this:
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Thats because there in that modded save file inside exist an item which non-modded game cannot understand. (Unknown class)
Take a note also: TiTsEd will still understand that modded save game file - showing item as "Unknown". But you will have error while loading modded save file in non-modded game. This is the reason also i still think that TiTsEd is cool editor, fool-proof to say at least. Because you can still use TiTsEd to open modded save game file and remove custom class item from inventory, save it - and run in non-modded game.
That is also good explanation why it is better to use existing classes by modifying them, than creating the new ones. This is exactly how and why it was done in this post. By modding existing class and not creating another one - if you will open save file from non-moded game - you won't see this error.
Further to above being said i think that would be actually to create a game mod.
Adding a custom class is pretty simple. In the left main tree view of the JPEXS Decompiler just Right Mouse Button click "scripts" than choose Add Class. Put a name of that class. Than let we say it will be named: MyCustomClass.Thank you for the instructions provided, Mr Technician. I have a question though. How does one add an item (or any) class to the code with JPEXS? I've tried to import AS scripts but it didn't work. The tool didn't even recognize them. My little digging here proved to be inconclusive. Also, I haven't tried it, but do you think it is possible to modify sellers' lists in order to add items to their repertoire and avoid using Minerva Editor at all?
package classes.Items.Armor
public class ACustomClass
package classes.Items.Guns
Thanks a lot! Making new items appears to be quite easy, so I can finally add plenty of militaresque gear the game is missing (imo). Though, the idea of modifying the shopkeepers inventory lists has to be put on hold. Sadly, JPEXS appears to be imperfect when it comes to recompiling groups of scripts as all item lists for shopkeepers appear to be held in TITS class which is filled with lots of script-work from /includes and others as is seen at github source. The error given is "parent_close expected but comma found on line x (random line half of the times)". Maybe, some poking around is worthwhile, but so far, I suppose, such in-deep changes are impossible without a proper source which creators are not too keen to release (something about porting to JavaScript).Adding a custom class is pretty simple. In the left main tree view of the JPEXS Decompiler just Right Mouse Button click "scripts" than choose Add Class. Put a name of that class. Than let we say it will be named: MyCustomClass.
MyCustomClass - will be kept by the editor under main tree. And at that moment you don't do anything with that other than editing, means coding now... At the editing part you need to specify later after "package" where it would be placed. Editor will read that and place it in the correct tree view for you (drag & drop doesn't work).
If you start to edit MyCustomClass and let we say you want to add a custom Armor - so take a look and see at the editing:
as all other armor-like items are being kept under scripts > classes > Items > Armor , right? And when you will hit SAVE button JPEXS editor placed it in that tree view location.Code:package classes.Items.Armor
Well, if you want to change now the name of your class edit your MyCustomClass and change that name from editing window to "ACustomClass":
And delete any left over old class name which may left. I can tell that there is just one name used per class, just by looking into other items scripts....Code:public class ACustomClass
Now if you for example decide that ACustomClass is not gonna be an Armor but a one of the Guns, than edit that class again and change to the:
And notice that JPEXS editor just moved the class script inside tree view into correct "folder" automatically for you. (from Armor to Guns)Code:package classes.Items.Guns
You can also copy paste text while being inside editor window. Somehow importing scripts haven't worked for me also.
And what considers sellers list - i was wondering about it - but i haven't gone that far. So i won't even tell you which one class you should edit to actually change that sellers list. I simply had no need to find that out. But i think you need to locate that class first to be able to edit it for adding a totally new item.
Using Minerva is kinda pain in the a$$. And i think that modifying any seller list by adding item to buy would be a better option here. Or create new npc trader/seller. And if you are gonna go that far - maybe you will make a mod for a shop with a custom items. Who knows, right?
Screenshots:
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We can sleep with github for awhile now. I am pretty sure that Savin won't push new source code into github until they release JavaScript version of it. I have found that on their forum:Thanks a lot! Making new items appears to be quite easy, so I can finally add plenty of militaresque gear the game is missing (imo). Though, the idea of modifying the shopkeepers inventory lists has to be put on hold. Sadly, JPEXS appears to be imperfect when it comes to recompiling groups of scripts as all item lists for shopkeepers appear to be held in TITS class which is filled with lots of script-work from /includes and others as is seen at github source. The error given is "parent_close expected but comma found on line x (random line half of the times)". Maybe, some poking around is worthwhile, but so far, I suppose, such in-deep changes are impossible without a proper source which creators are not too keen to release (something about porting to JavaScript).
What's funny is someone asked in June if it'll be updated and they just said no, not even giving out an ETAWe can sleep with github for awhile now. I am pretty sure that Savin won't push new source code into github until they release JavaScript version of it. I have found that on their forum:
View attachment 1280483
You must be registered to see the links- thats from TiTS forum thread there.
"When it's done" - Savin. The most recent info I've read are the rumours (it was said by a user, not by some prominent member of the dev team) that they are either porting or have finished porting Tarkus. So, my guess, per Savin words up there, is a year at best, considering they also have to do at least some updates for the flash version in order to appeaseWhat's funny is someone asked in June if it'll be updated and they just said no, not even giving out an ETA
Speaking about ETA anyone know when the TITS port will come out?
Next year? Fucking hell...We can sleep with github for awhile now. I am pretty sure that Savin won't push new source code into github until they release JavaScript version of it. I have found that on their forum:
View attachment 1280483
You must be registered to see the links- thats from TiTS forum thread there.
If a man is good enough to design + code a game from scratch in Flash, then he is good enough to copy that into JavaScript. There is nothing inept about it. He's either lazy or has an actual job and is treating this as a side project.... because they seem to be either malicious, or utterly inept.
Well, I did read stuff regarding that in the forums where questions about the JS port were being asked. Apparently, they'll be using the opportunity of porting to also trim out unnecessary functions and all that, but with how this game went from "jank" to "jank with a bit of cream on top", who knows what'll break if they remove a single building block - and the way the answer to the post was worded, I was not entirely convinced they'll not also just use the time to axe content that is unfinished or of lower quality. Though that last bit is just unfounded speculation on my end.If a man is good enough to design + code a game from scratch in Flash, then he is good enough to copy that into JavaScript. There is nothing inept about it. He's either lazy or has an actual job and is treating this as a side project.