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Strive for Power

Fantasy Slave Management/RPG Erotic Game · By Strive4Power

Aric's Expansion Rebred

A topic by AricTriton created Sep 23, 2019 Views: 600,832 Replies: 2,505
Viewing posts 681 to 700 of 751 · Next page · Previous page · First page · Last page

Mansion.gd in scripts folder, line 982 (line 1010 in vanilla, same code)

if (person.relations[i.id] <= 200 && !person.traits.has("Fickle")) || person.traits.has("Monogamous"):
    globals.addrelations(person, i, -rand_range(50,100))
else:
    globals.addrelations(person, i, rand_range(15,30))

This changes relations between slaves after sleeping in player's bedroom. Isn't 50 to 100 penalty too high for just sleeping?

I don't disagree, but that is actually just vanilla code. I'll pass that along to the modding team and see if anyone knows of any reason that shouldn't be lowered somewhat.

Minor bug report. I believe:

elif globals.state.nonsexactions > 0 && researcher.dailyevents.count('assistedresearch') < 0:

should be:

elif globals.state.nonsexactions > 0 && researcher.dailyevents.count('assistedresearch') < 1:

(or)

elif globals.state.nonsexactions > 0 && researcher.dailyevents.count('assistedresearch') == 0:

Otherwise, one can never assist on crystal research.

(+1)

You are absolutely correct on that. The fix will be implemented in the next Hotfix.

(1 edit)

Great works Aric for new release of the mods, I want to report small glicth in appreance description. Sometimes the hair of species not visible. For example race seraph, orc, fairy. I'ven't checking other race (only play 2 hours today). No error in debug too.


Deleted 1 year ago

Oh that great, for now I just edit my save file manualy with jsoneditor only for slave in my mansion.

Deleted 1 year ago
(1 edit)

Oh ha, I forget about those. Oh yes I want to report strange traits, Strong and Weak have same bonus stat +2 strength, Responsive and Magic deaf have same bonus too +2 magic. I haven't met Clumsy trait can't compare it with Quick. I compare it on fullblood Nereid.


Alright so im having some difficulty at the farm. The cows appear to be producing milk but they arent being milked, but in the farm report it keeps telling me that they are not producing milk.


This is the Job Report

Job Report same day

This is the Farm Report

Farm Report Same day

/post/6631649

Alright, didnt know someone else already reported it thanks.

(3 edits)

When I tried to breed slave, she get pregnant and lactating. After 2 days this happen, end day notif not appear too.



This is a known issue. Line 2957 of customScripts/expansion.gd(in the mod folder) should be

var transfer = round(lact.milkstorage * globals.expansionsettings.lacation_pressurepermilkstored)

expansion is supposed to be expansionsettings

Thank you

It seems ivranapregnant.png.import file is missing from AricsExpansion/patch/files/aric_expansion_images/characters folder, but ivranapregnant.png exists in AricsExpansion/patch/.import

It got missed when I was copying them into it. Images are kind of a pain that involve like 5 steps. Fixed in the next version, thanks for the report!

Also some strange bug with mods interaction.

For example, I create a testmod

<RemoveFrom 1 1>
var descriptions = {
    #    humanoid = '$His body is quite [color=yellow]normal[/color]. ',
}
<AddTo 1>
var descriptions = {
        humanoid = '$His body is [color=yellow]normal[/color]. ',
}


I apply BugFix v6b, restart the game, then apply my testmod and it works, output file description.gd is

var descriptions = { #Store descriptions for various body parts. Separate alternative with | sign to make description pick one at random
    bodyshape = {
        humanoid = '$His body is [color=yellow]normal[/color]. ',

I start from beginning, install bugfix, then your mod, there is lines in output that it adds

var newdescriptions = {
    bodyshape = {
        humanoid = '$His body is quite [color=yellow]normal[/color]. ',


I change my mod to edit lines added by yours

<RemoveFrom 1 1>
var newdescriptions = {
    #    humanoid = '$His body is quite [color=yellow]normal[/color]. ',
}
<AddTo 1>
var newdescriptions = {
        humanoid = '$His body is [color=yellow]normal[/color]. ',
}


And now output is broken

var newdescriptions = {
        humanoid = '$His body is [color=yellow]normal[/color]. ',
        humanoid = '$His body is quite [color=yellow]normal[/color]. ',
(+1)

The reason is fairly simple, and is not specific to this mod. When the mod system was updated for Strive version 1.0, leading comments were added to the syntax, however it had the unintended quirk of starting the line counting from the first line of the comments rather than the header. It had become a new standard before I was aware of the oversight and changing that standard would break all existing mods that have compensated for it. I try to avoid changes that break existing mods, and I also try to keep the mod system somewhat intuitive, but I haven't yet committed to breaking so many mods to fix this quirk. Since there is one line of leading comments attached to the definition for newdescriptions you will need to add one to your line count to compensate.

Headers are things like var, func and so on? And leading comments are #-comments right before the header with no lines between them, right?

#leading comment
var example = {
}
#not a leading comment
var example2 = { }

So when I use RemoveFrom and AddTo on usual header, the first line (0) is the next one after header, and with leading comment 0 line is the header itself?

(+1)

To be clear in this context, "header" is a term specific to the modding system which specifies the part of a definition that is used to identify a match from the mod files to the game files.

https://strive4power.fandom.com/wiki/Modding_Guide#Syntax_of_variables_and_their_variants:

Yes, the leading comments are limited to lines startings with a #.

https://strive4power.fandom.com/wiki/Modding_Guide#Leading_comments:

Yes, with one line of leading comment the first line is the header, and while not intended that is the only way to change or remove a header besides patching the file. Header lines were likely excluded from the count to prevent mistakes, though it does limit modding.

Okay, thanks for your help!

Bald hairstyle description: his head is absent any visible hair. I'm not really proficient in English, but shouldn't it be "absent of"?

(+1)

Indeed, it does not appear to be particularly common for "absent" to be used that way, though as someone proficient in English it does not feel wrong. From looking as various language forums, it seems that both "is absent X" and "is absent of X" are not commonly used in English outside of American English, so that is not guaranteed to add clarity. As best as I can tell from reading some dictionaries, it seems to be a mixing of the adjective semantics with the preposition usage. There seems to be better precedence for using words similar to "absent" (such as "without") as prepositions in this syntax, so I expect that the complex semantics of "absent" do not quite work well here.

(2 edits)
SCRIPT ERROR: eval: Invalid get index 'nursery' (on base: 'Dictionary').
    At: <built-in>:3

When entering library

UPD: probably caused by AricsExpansion/patch/files/scripts/dictionary.gd line 92

nursery doesn't exist in mansionupgrades.gd, it should be mansionnursery

Fixed in the next version. Thanks!

I don't understand how I can assign someone to research the crystal. I have people with MAF 1 or 2, the crystal has an upgrade lv of 0. That means they should be able to research the crystal, right? It doesn't show up in the job panel.

(1 edit)

To assign them to crystal research you need to get the 1st lv. in the mansion upgrade.

I will actually swap that coloration to have the Tier 1 be aqua as well to make it stand out more in the next version. Thanks!

Why change #Capture Changes and #Random Awareness in expansionsettings.gd ?

Also in changelog you tagged me as Eventide, but it should be in lowercase (though it's not really important)

(+1)

I'll keep in mind your preference for lowercase in the future.

Capture Changes and Random Awareness are default of 0 which are what it appears they were in the released version for v1.8c. That's always been intended to be left as is for the release, so I'm not sure where it would have changed. I'll admit that those aren't the values I use on my personal playthroughs, so if it went from -3,3 or the multiplier of 10, I might have accidentally left in my personal changes into one of the old releases.

(+1)

repeatable_quests.gd, line 466

description = "A member of the $rare race desires a worthy mate for reproductive purposes. $He must be at least average in appearance and open to $his mate's commands. ",

In game it looks like this

Fixed in the next version. Thanks!

Curious, how did you fix it? I found this text in .gd file, but nothing seems wrong to me in there

Vanilla Strive has no less than 3 different dynamic text systems, which have different formats and functionalities. The slave guild has one because the other systems are designed to work for people that exist, but the request for a person is not a person. The slave guild's text system is very bare bones and does not support most gendered pronouns like the single person system, so the fix is most likely adding text replacement for those.

I restructured the sentence to not use the text replacers it was trying to and ensure it’s only using those present in the other functioning quests instead. There’s no replacer for $rare or $he in this one I could find so I just reworked it.

(+1)

Also description.gd, line 673

average= '$His nice, [color=yellow]' + randomitemfromarray(['average','nice','perky','decent']) + '[/color] [color=yellow]' + nameTits() + '[/color] are firm and inviting. ',

It can write "nice" twice

That's how you know they are NICE nice. It's corrected in the next version, thanks mate!

(1 edit) (+1)

Also not sure if it's vanilla or mod-related, but I have some strange things about toxicity

1) I save a game

2) open save file and check slave's toxicity, its null

"toxicity": null,

3) finish day and in report slave suffers from magical toxicity or even mutates

Edit: actually toxicity is tox_cur in save file

(+1)

The strangeness you found is the vanilla design for using the "setget" keyword on variables simply to access other values inside a dictionary. This design completely bypasses the member variables that appear in most of the code, so they remain null.

description.gd, line 714

gaping = '$his massive, [color=yellow]gaping[/color] [color=yellow]' + nameAsshole() + '[/color] that is so wide it looks like the side walls of his asshole make a red flower. ',

side walls of his asshole make a red flower

Should be $his

Also strange bugs with hairstyles

First, $his doesn't work in description


Second, hairstyle change is half-broken. When you click on hairstyle option it chooses previous one. So choosing straight hair makes character bald and it's impossible to choose bun.

Tried reinstalling everything and enabling only bugfix and this mod, nothing changes. In vanilla game everything is fine.

The hairstyle issues with Bald are a known issue. It was a feature added in by another teammate so I tried fixing it to the point of functionality so it’s not CTDing or throwing up errors but haven’t hammered out a better fix for what it was intended to do yet.

Also, why hairstyle descriptions is not in func features() like in vanilla, but in hairlength descriptions as [hairstyle] ?

And there is no hairstyle for shoulder lenght

And maybe I'm just unlucky, but it seems too many characters are generated with bald hair length

One more thing, when I use Deadly Blow battle hangs, no options for next party member and can't end turn


It appears that Deadly Blow is missing the effect field: "effect = null,". While I'm not entirely certain this is the cause, I am certain that if you were playing with the debug mod and used this ability then it would cause battle to soft-lock as the debug response to the missing field would be to abort the function and skip the part that manages the battle states.

I'm not sure how that would have happened either, but the fix has been added for the next version. Thanks for the catch and the fix respectively!

I don't know if it can be useful, but with the debug mod this is the error the appear in the debug console if I use Deadly Blow.

This definitely would have been helpful if it was the first report of the problem as it pinpoints the exact cause. However, this issue has been solved as I was able to figure it out by comparing the ability's data with other abilities.

(1 edit)

Oh okay, sorry for begin late. I just returned on this game 2 days ago. I'll just wait for the fix. And thanks for your hard work.

(1 edit) (+1)

Just some feedback what I seen so far.

Lizardman armor racial trait doesn't work, doesn't seem to be any data was it meant to be augment scale or new armor bonus altogether?

Beastkin squirrel racial trait doesn't work on the player, works fine with other party members - granted you can change base carry to 20 with constants time being.

Beastkin Bird is unable to have tattoos on their arms or legs not sure if intentionally or not - Arachna can't have tattoos on their legs as example.

-EDIT- Trait: Vigorous doesn't work and from what I seen the energy_mod stat doesn't seem to work at all.  Scratch that actual problem lies with character creation generator not properly running code effect half time, pretty noticeable when it doesn't apply any mental stats from strength or traits also may not register starting flying movement race correctly end up no attack and speed increase, still shows up that tool tip that unit is flying.

Will Mass Heal be properly design to work as attendant or am I missing something? so far you can only use it at mansion and only effects currant party members not any of captive in jails may have, not in open fields or in battle quite the let down and in abilities script its literary stuck in placeholder state - masshealcouncil I believe it was.


Ralphs tweaks .

The tentacle hybrid has - Error at getting description for skin:pink

Anomaly  I seen so far:
Its possible while rare for starting player character and slave after creation menu to gain additional +4 in any one random stat, like orc having +4 magic affinity for no reason, seen strength and endurance - only seen endurance on player so far.

Sometimes newly generated slave/npc for whatever reason, trait that normally give negativity stat may end up give positivity instead, been mention from previous post worth mention it happens in  Ralphs tweaks and both cases might actually be same cause.


Other thoughts and balancing matters...

Is there going be warrior based specialist for player character? Deadly blow can't be learn by the player and would give player edge with damage and speed boost matching their assassin and warrior slave counterparts - the closest thing player can choose is their starting race to be strength based beast/halfkin bird for dat 40% damage and speed mod.

Now that magic scaling weapon are thing, mind blast spell should have a 0 turn cool down - spells are strong as mage specialist player that is correct, aren't as non mage -  some weapon skills with hit not to far from non mage mind blast damage and a lot closer with cursed blade I don't mind spell-blade being thing but dedicated mage should always be casting.

That being said of mages are we getting fireball spell or at least mage slave will as it part of their profile description to burn things or any other offense spell in general currently only ever had two offense spells for longest time:  mind blast and acid spit.

Would it possible add variety of +7 damage weapons like bow, axe, lance etc like you see some race profile picture in gear section, the illusion of free choice they all do same thing and update Umbra's gacha trade system include new items.


Lastly how do get slime breeding/morphing to work was there something I need turn on? Can't seem find the selection for body morphing the , splitting part or do slime conversion with unborn child.

I don't know how it happened, but during the combat I can't select the target enemy, and the "end turn" button broke. I was spamming "1" to use the basic attack while selecting the enemy, so maybe this is the cause.

The debug console keep writing the same line again ad again.


On a side note, sometime when I minimize the game window the buttons broke in the same way. This happen in several zones, not only in combat.

Sorry if those are already know issues. I tried to search for them but I may have missed them.

Just to re clarify problem occur in both normal and debug mode, you will most likely run into the issue in large group of bandits where using 1 button ends up soft locking game, smaller number of enemies don't run risk of it occurring or significant less to happen and same script error code as the poster.

never happend to me even with 14+ bandit camp, are you using sure hit, or some skill like that btw wich can be obtain in the debug mod if i'm not mistaken ?

Nope, I use only aric's expansion mod, random portraits and the constants mod.  I just used the constants mod to change the stats. The problem trigger sometimes (not always) when I keep spamming "1" while also spamming left click to select the enemy. 

strange indeed

(2 edits)

Just the attack skill, only used constants mod and what it has to offer and the error code points to damage effect scales calculation, doesn't really say where or what group is.

Honestly could be something simple like loading problem with custom images that maybe bit too large size for what its use for,  just creating stress on game engine having to resize image and use said image in attack animation causing it to stagger when force to speed up which can end up skipping something leading back to problem.  Give that wild theory try later.

You may want to verify that you are looking at the correct file or lines of code. The error message points to this line:

if scene.targetskill.targetgroup == 'enemy' && scene.selectedcharacter.group == self.group:

This line has nothing to do with damage at all. It checks that you haven't selected one of your own party members as the target for a skill that targets the enemy. "group" shows up twice in this line, both being the string member variable of combatants that indicates which group they are apart of.

 I have not yet ruled out the possibility of a race condition due to rapid inputs, but it should not be the case that something was skipped due to poor performance.

(1 edit)

Oh yeah, thanks for pointing that out I pretty much went with first thing I saw on top the page with 'go to' line function search, still getting hang of coding  and it was literally in next code func below.

Anyways think you might be correct with rapid inputs, did some stress test with large images all that was achieved creating lag spikes no change in script flow, only when mashing button inputs you get the problem and a lot sooner in frenzy manner.

(1 edit)

Not certain that this is the only gap, but neither the key press event for skills nor the skill button press function checks the battle state before doing stuff. Adding the following couple of lines to the start of pressskill(), should cover this gap.

func pressskill(skill):
    if period != 'base' && period != 'skilltarget':
        return

Note that this site converts leading tabs to spaces, so you will need to convert them back to tabs.
This should mean that the window for pressing the 1 key after a mouse click was only about 1/30 of a second.

The code line worked, wasn't able to deliberately create any soft lock or seen any odd effects.

So yes it suitable to stop odd chance of the problem occurring.

I haven't been able to track this bug down yet, but all signs currently point to this bug not being the result of AricsExpansion as it does not alter the relevant code.

It's compatible with Improved random portraits?

Sorry if it's already asked/answered, but did a general search and besides a comment by aric asking for permission I found nothing

I believe that was explained in a prior version of the setup instructions, but is no longer included. There are very few mods capable of conflicting with the Improved Random Portraits mod, and those that do conflict will quickly correct themselves as it is considered an essential mod. Thus this mod does not conflict with the Improved Random Portraits mod. I recommend using this version(/t/984434/randomportraits-and-portrait-pack-editor-for-the-10-ver...) as it is more up to date.

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