devolution

Author Topic: General Discussion  (Read 3821903 times)

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Offline Xela

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Re: General Discussion
« Reply #5970 on: October 03, 2015, 09:07:45 AM »
- I need to know lvl_max for all stats at lvl 1. Including health and mp. We don't have it in gui, and I have no idea where to look in the code.

Code: [Select]
            stats = {
                'charisma': [0, 0, 100, 60],
                'libido': [0, 0, 100, 100],
                'constitution': [0, 0, 60, 40],
                'joy': [0, 0, 100, 200],
                'character': [0, 0, 100, 60],
                'reputation': [0, 0, 100, 100],
                'health': [100, 0, 100, 200],
                'fame': [0, 0, 100, 60],
                'mood': [0, 0, 1000, 1000],
                'disposition': [0, -1000, 1000, 1000],
                'vitality': [300, 0, 300, 500],
                'intelligence': [0, 0, 100, 60],

                'luck': [0, -50, 50, 50],

                'attack': [0, 0, 60, 40],
                'magic': [0, 0, 40, 30],
                'defence': [0, 0, 50, 40],
                'agility': [0, 0, 35, 25],
                'mp': [0, 0, 40, 30]
            }

Last value is the lvl_max. It is further modified by the class traits.

- Are you sure it's a good idea to not increase at all mp with level up unless there is a mage class?

There are being increased (or at least they should) just like all other stats. Mages just get far greater bonuses and warriors get penalties to set them apart.

- Luck is still from -50 to 50?

Yes.

- Vitality max can be changed by traits without issues in the game, right? I hope so, at least. Some of traits do it, assuming that it will make character more or less enduring.

Yes... but not with class traits I think, vitality is one the FIXED_MAX stats that is not supposed to differ between character significantly.
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Offline DarkTl

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Re: General Discussion
« Reply #5971 on: October 03, 2015, 10:52:23 AM »
The moment I tried to use a line like
Quote
"mod_stats": {"charisma": [-4, 2], "agility": [2, 2]},
I got
Quote
  File "game/script.rpy", line 98, in script
    python:
  File "game/script.rpy", line 104, in <module>
    chars = load_characters("chars", Char)
  File "game/library/functions - loading data.rpy", line 128, in load_characters
    char.apply_trait(traits[trait])
  File "game/library/characters/classes - characters.rpy", line 1904, in apply_trait
    self.traits.apply(trait, truetrait=truetrait)
  File "game/library/characters/classes - characters.rpy", line 218, in apply
    char.stats.apply_traits_mod_on_levelup()
  File "game/library/characters/classes - characters.rpy", line 916, in apply_traits_mod_on_levelup
    if not self.level%trait.mod[key][1]:
KeyError: u'charisma'

Offline CherryWood

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Re: General Discussion
« Reply #5972 on: October 03, 2015, 11:13:03 AM »
I just noticed that the new tagger doesn't allow to use :deapthroat: without :blowjob: tag.
Is that a rule? I'm sure I used them separately until now so I have to fix it on older packs If that's how it's supposed to be. That's np at all, but are there more required combinations like that?


And may I ask about the plans for SE? I'm a bit confused with the new screen that removed the access to the old content.
« Last Edit: October 03, 2015, 11:31:52 AM by CherryWood »

Offline DarkTl

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Re: General Discussion
« Reply #5973 on: October 03, 2015, 11:29:19 AM »
I don't think one can do dt without doing bj of some kind. It's like a subcategory for bj which Xela asked as to add to the system.

I'm afraid the tagger never could write dt without bj, it always checked if there is also bj tag enabled, and if it wasn't, it ignored dt tag. The change in gui logics reflects its normal behavior, making it more obvious.
So you'll have to check if there are pics with missing bj tags. It probably won't take too much time with the help of masks.

Offline DarkTl

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Re: General Discussion
« Reply #5974 on: October 03, 2015, 11:31:29 AM »
And may I ask about the plans for SE? I'm a bit confused with the new screen that removed the access to the old content.
Yes, we have an awesome gui and concept made by Gismo, but currently it lacks actual logic behind it  :D
When Xela will finish jobs and stuff, he will code new logic for new SE.

Offline CherryWood

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Re: General Discussion
« Reply #5975 on: October 03, 2015, 12:43:54 PM »
Oki, I needed to reupload some stuff anyway


Yes, we have an awesome gui and concept made by Gismo, but currently it lacks actual logic behind it  :D
When Xela will finish jobs and stuff, he will code new logic for new SE.
Great, I'm definitely interested in making some content for that. Especially if we allow the scripted mini-events to happen and be displayed in text report.


I also think that the gui is great. Only I would maybe propose to add a selectable autosell checkbox for items for convenience?
« Last Edit: October 03, 2015, 12:48:01 PM by CherryWood »

Offline Xela

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Re: General Discussion
« Reply #5976 on: October 03, 2015, 01:15:38 PM »
The moment I tried to use a line likeI got

Try it again, this should be fixed with the last update.
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Offline DarkTl

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Re: General Discussion
« Reply #5977 on: October 03, 2015, 01:58:06 PM »
Yes, it works now, thus I was able to test it. I picked a mage with big boobs trait and set her charisma and agility modifications to 0 in json.
And only boobs traits have the new mod field so far. So,

Lvl1: charisma 5 agility 5. Works as intended.
Lvl2: charisma 5 agility 5. Weird. Big boobs have line like "mod_stats": {"charisma": [2, 2], "agility": [-1, 2]}, so it should begin to work already since it's a second level.
Lvl3: charisma 5 agility 5. Looks like it doesn't work...
Lvl4: charisma 7 agility 5. Wtf? Agility is at its minimum, so it's not surprising that it never changed. But why she got +2 to charisma at lvl4? By level 4 she should have charisma 9 already. Mages don't have any penalties to charisma.
Even if you don't count the first level, it should be 7 at lvl3, not 4.

Then I wanted to test agility, but encountered a weird behavior.
Numbers for stats in json are supposed to be percents. If I write agility 50, it means that the character will have 50% of possible agility. So I wrote in json "agility":50 and started testing it.
Lvl 1: charisma 5 agility 12/25. Works as intended, it's about 50% indeed
Lvl 2:charisma 5 agility 20/30. Wtf? It should be 15/30 even if mod_stats doesn't work as intended.
« Last Edit: October 03, 2015, 02:28:15 PM by DarkTl »

Offline DarkTl

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Re: General Discussion
« Reply #5978 on: October 03, 2015, 02:35:32 PM »
The more I test, the more confusing it becomes.
I removed all side traits, only race and body ones remained. And removed charisma field from json.
Lvl1: charisma 5/60.
Lvl2: charisma 17/65. 17? I honestly have no idea how to explain it.

Offline Xela

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Re: General Discussion
« Reply #5979 on: October 04, 2015, 12:11:02 AM »
I'll try to figure out what's going on...
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Offline Xela

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Re: General Discussion
« Reply #5980 on: October 04, 2015, 04:44:48 AM »
I don't know m8... I need the exact setups that fail or confuse you, we went to great length to make systems interesting and less linear than before, a lot of thing could be going on, that's why I did not believe you when you said you could work the system easily.

So far all my tests suggest that the system is working as intended, you erratic increases are most likely due to max/lvl_max increases paired with the new traits, I am almost 100% sure of that...
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Offline DarkTl

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Re: General Discussion
« Reply #5981 on: October 04, 2015, 05:07:41 AM »
Let's see...
I've attached a json I used for testing. It's not exactly written by the rules, but it's probably not the cause. Another file is a bit modified body traits json. I only changed boobs traits there, adding new mod fields instead of old ones and decreased max bonuses.

When I test, I change character level in json and run the game.
So for charisma:
lvl 1: 5/60
lvl 2: 17/65 - why suddenly 17? It makes no sense.
lvl 3: 5/70
lvl 4: 27/75 - wtf?
lvl 5: 7/80 -  :o

Offline Xela

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Re: General Discussion
« Reply #5982 on: October 04, 2015, 05:10:53 AM »
Thanks, I'll take a look.
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Offline DarkTl

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Re: General Discussion
« Reply #5983 on: October 04, 2015, 05:15:13 AM »
Then I added to char json "charisma": 50, nothing more.
For charisma:
Lvl 1: 30/60 - correct
Lvl 2: 49/65 - ???
Lvl 3: 40/70 - in theory it should be 70/2 + 2 from boobs trait = 37... But let's say it was a bit randomized or something.
Lvl 4: 64/75 - ???
Even levels always look especially weird for some reason. Odd levels are more or less ok, though their logic is a bit vague. But even ones break progression on spot.
 
« Last Edit: October 04, 2015, 05:22:33 AM by DarkTl »

Offline Tyrgalon

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Re: General Discussion
« Reply #5984 on: October 04, 2015, 06:10:04 AM »
I read something about a new demo? Got the o.45 alpha version myself, havenĀ“t seen anything more recent around.