OK GREAT THANKS FOR LETTING US KNOW, WE ALL APPRECIATE IT.DOES NOT WORK DOES NOT APPEAR
you are amazingOne of the ways to get skill points:
- Complete the prologue and get the achievement “Welcome to the Institute”
- Look for the variable “all_achievements”
- Go inside “Welcome to the Institute”
- Change the value of “points”
- Go to the Perks section of the achievement store on your phone
- Select and purchase “Skill Point”
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remove the gallery unlockerIssue
What version of URM are you using (make sure it's the latest)?
2.6.1
Which game has the issue (preferable a link to the game's thread)
https://f95zone.to/threads/house-of-shinobi-v0-18-cutepercentage.219740/
If it's a crash (grey screen) attach the "traceback.txt" file
What did you do that caused the issue?
Pressed Start New Game.
Attach a screenshot of the issue (if possible)
When URM gave an error (not a grey crash screen), check the log.txt file for lines starting with "0x52:"
What OS are you on?
Windows 10
Do you have any other mods installed? Does the issue still exist without the other mod(s)?
No.
if you asking about the URM interface - some games (very very few) do change the ui text size - especially games with higher resolution than 1920x1080how to customize words size?, newest version are getting smaller compared to old version mod
its null hypotesis, its already fix itself for unknown reason,if you asking about the URM interface - some games (very very few) do change the ui text size - especially games with higher resolution than 1920x1080
for whatever reason
it might be worth a shot to change the game from fullscreen to window and back - works sometimes
would be nice to know at which game you point
"This error" isn't really useful, please see the OP on how to report a bug:Trying to use this with the VN MyNewGirlfriend and keep getting this error, anyone know how to fix?
>> Read this before reporting an issue <<
When you are experiencing an issue, as always, search this thread first. When you have issues with a specific game, start with searching for the name of that game in this thread, you might not be the only/first one.
If you can't find a solution use the questions below to report your issue:
- What version of URM are you using (make sure it's the latest)?
- Which game has the issue (preferable a link to the game's thread)
- If it's a crash (grey screen) attach the "traceback.txt" file
- What did you do that caused the issue?
- Attach a screenshot of the issue (if possible)
- When URM gave an error (not a grey crash screen), check the log.txt file for lines starting with "0x52:"
- What OS are you on?
- Do you have any other mods installed? Does the issue still exist without the other mod(s)?
https://f95zone.to/threads/universa...d-any-renpy-game-yourself.48025/post-16626991Trying to use this with the VN MyNewGirlfriend and keep getting this error, anyone know how to fix?
$ testtuple = (1,2,3)$ dictttuple = { "a":: (1,2,3) }$ dicttuple = { "a":: (1,2,3) }$ dicttuple["b"] = (4,5,6)I think the problem here would be defining what a simplified code path should look like. Not every VN uses affection systems, including the big one DDLC (pretty sure at least. Linear and purely choice based game).Is it possible to have an option for a simplified codepath? I don't like the intelligent codepath introudced in 2.3 with several lines of code for a choice instead of displaying characterlove = +1 or something like that, way easier to parse through each choice that way. If there is a way to make it simpler I can't figure it out. 0x52
View attachment 4779117
That's as simplified as that particular game's code is going to be able to manage. Automated tools like URM are going to need to have a specific criteria for what they include or don't include, and since every game dev may do their game's important variables completely differently, URM's trying to do its best to show you what appears to it to be relevant. If you have ideas for specific filters/criteria for what shouldn't be considered relevant, call those out.Is it possible to have an option for a simplified codepath? I don't like the intelligent codepath introudced in 2.3 with several lines of code for a choice instead of displaying characterlove = +1 or something like that, way easier to parse through each choice that way. If there is a way to make it simpler I can't figure it out. 0x52
View attachment 4779117
[girl]_relationship instead (and on one branch, unlocks a gallery scene in persistent, unlocks an achievement, and increments the game's harem size counter). So should it not include string variables? Should it not include the harem size counter variable? How does URM know that the haremcount variable isn't a girl relationship variable? On top of that, variable names are almost infinitely variable, completely up to the dev, and can be almost anything. If the dev wanted to (though I pray they don't), these variables could have been quite literally all gibberish, and it would work the same as long as they were used consistently.persistent.g_iris_02a gallery unlock variable or the unlock_achievement call or not, but people who do care about 100% completion very much want to see those to know which choice leads to the sex scene/unlock and which doesn't.What a coward, won't commit with the method names.That's as simplified as that particular game's code is going to be able to manage. Automated tools like URM are going to need to have a specific criteria for what they include or don't include, and since every game dev may do their game's important variables completely differently, URM's trying to do its best to show you what appears to it to be relevant. If you have ideas for specific filters/criteria for what shouldn't be considered relevant, call those out.
You mentioned wanting to see simpler readouts like "characterlove +1" in the code view, but the choice in the game above didn't change that kind of variable. It used that kind of variable as a branching condition instead, which determines the result stored in the string var[girl]_relationshipinstead (and on one branch, unlocks a gallery scene in persistent, unlocks an achievement, and increments the game's harem size counter). So should it not include string variables? Should it not include the harem size counter variable? How does URM know that the haremcount variable isn't a girl relationship variable? On top of that, variable names are almost infinitely variable, completely up to the dev, and can be almost anything. If the dev wanted to (though I pray they don't), these variables could have been quite literally all gibberish, and it would work the same as long as they were used consistently.
Lastly, other people might have different opinions about what variables are relevant; for instance, someone who doesn't care about 100% completion seeing the above code summary wouldn't care about seeing thepersistent.g_iris_02agallery unlock variable or theunlock_achievementcall or not, but people who do care about 100% completion very much want to see those to know which choice leads to the sex scene/unlock and which doesn't.
(Oh, and just as an example of how weird a dev can get with variable names if they really want to, this is a real character definition class from a real game:
View attachment 4779183
I understand your argument but this is what it looks like on a pre-2.3 version. Perhaps this wasn't the best game to show this example but I feel there is a middle ground, no? Even cutting out all the #Some dialogue would make it much more legible. I haven't struggled understanding my decisions on most any game with any version of URM, until now. Also look at another example below, the codepath shown is only half of how long it actually is! I would just revert back to an old version but the ignore variable option was introduced in 2.5 and now my saves in this game wont work with older versions of URM.That's as simplified as that particular game's code is going to be able to manage. Automated tools like URM are going to need to have a specific criteria for what they include or don't include, and since every game dev may do their game's important variables completely differently, URM's trying to do its best to show you what appears to it to be relevant. If you have ideas for specific filters/criteria for what shouldn't be considered relevant, call those out.
You mentioned wanting to see simpler readouts like "characterlove +1" in the code view, but the choice in the game above didn't change that kind of variable. It used that kind of variable as a branching condition instead, which determines the result stored in the string var[girl]_relationshipinstead (and on one branch, unlocks a gallery scene in persistent, unlocks an achievement, and increments the game's harem size counter). So should it not include string variables? Should it not include the harem size counter variable? How does URM know that the haremcount variable isn't a girl relationship variable? On top of that, variable names are almost infinitely variable, completely up to the dev, and can be almost anything. If the dev wanted to (though I pray they don't), these variables could have been quite literally all gibberish, and it would work the same as long as they were used consistently.
Lastly, other people might have different opinions about what variables are relevant; for instance, someone who doesn't care about 100% completion seeing the above code summary wouldn't care about seeing thepersistent.g_iris_02agallery unlock variable or theunlock_achievementcall or not, but people who do care about 100% completion very much want to see those to know which choice leads to the sex scene/unlock and which doesn't.
(Oh, and just as an example of how weird a dev can get with variable names if they really want to, this is a real character definition class from a real game:
View attachment 4779183