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Author Topic: AAR Releases / Bugs (current version: 0.4.2)  (Read 76212 times)

clef

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Re: Ashford Academy Redux (current version: 0.1.1)
« Reply #30 on: January 06, 2019, 07:36:54 pm »

First and foremost I am happy that someone took AA and is improving it.
I always thought that it is the HentaiHighscool game with more potential.
So thank you for working on it!

What I liked the most of your changes is the introduction of the STAFF SUPPORT. AA needed a revamp of currency/system to buy policies/unlockables. I think that a STAFF SUPPORT value is perfect for this duty. And I also liked your idea of how you can also regain staff support changing a policy. Infact one of my suggestion is simply based on this mechanic (more about this below).

Another thing is the tooltips that appear when hovering over stuff like stats. These kind of things seems small, but helps the player a lot. It also helps developer that want to add content.

STRESS. I like the idea of this bonus/malus infact one of my suggestion (the third) was pretty similar. Still need to play the last version, so maybe I will give you more feedback on the mechanic another time.



OVERCOMPLICATING:

This is the "bad" feedback: I fear you tend to overcomplicate.
One easy example is: policies and rules? what's the difference?
I mean, you did a great job with all the code you created. It's obvious you have experience coding so you could have easily merged them in the same class codewise. And also gameplay wise there is no difference between rules and policies.


Another example is the img_e system. I am sorry because I know that this is probably one of the changes you were most proud of.
But, you have built a new system on top of the event system, so now there are two systems that do the same thing but with different commands. And from what I have seen the img_e system is not "simpler" than the event system, just different. (The event system was already pretty easy to understand).
Also I know you did the img_e system to take into consideration dress code of the image, but you could have done the same thing with the normal event system.
Plus in my opinion having all images match the dresscode is impossible/counterproductive in a game like this. I would simply suggest to change the dresscode policy into: PERMISSION to wear casual clothes, PERMISSION to wear sexy clothes, PERMISSION to be naked. Easier and open to more game options/content.


I am a bit sorry for the bad feedback I gave you. But I hope it can help you improve the way you approach coding.





SUGGESTIONS:

STAFF SUPPORT:
(click to show/hide)


SECOND SUGGESTION:
(click to show/hide)


MORALE SUGGESTION (OBSOLETE):
(click to show/hide)

« Last Edit: January 06, 2019, 08:04:00 pm by clef »
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dreamchaser

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Re: Ashford Academy Redux (current version: 0.1.2)
« Reply #31 on: January 06, 2019, 10:33:25 pm »

New Version: 0.1.2
This improves mod support (specifically for "Goldo's event pack #1"), fixes the cafeteria, fixes some other bugs (including a crash in one event) and incorporates the new Susan and Marina as written by clef (with some polishing of the text by me).

With that last point, this really contains more in terms of new content than a point release should. But whatever, this is early days.  8)  ;D

Please report any bugs, I hope I didn't add to many new ones in with the new content.  ::)

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dreamchaser

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Re: Ashford Academy Redux (current version: 0.1.1)
« Reply #32 on: January 06, 2019, 11:43:51 pm »

First and foremost I am happy that someone took AA and is improving it.
I always thought that it is the HentaiHighscool game with more potential.
So thank you for working on it!

What I liked the most of your changes is the introduction of the STAFF SUPPORT. AA needed a revamp of currency/system to buy policies/unlockables. I think that a STAFF SUPPORT value is perfect for this duty. And I also liked your idea of how you can also regain staff support changing a policy. Infact one of my suggestion is simply based on this mechanic (more about this below).

Another thing is the tooltips that appear when hovering over stuff like stats. These kind of things seems small, but helps the player a lot. It also helps developer that want to add content.

STRESS. I like the idea of this bonus/malus infact one of my suggestion (the third) was pretty similar. Still need to play the last version, so maybe I will give you more feedback on the mechanic another time.


Thanks a lot for the detailed feedback, I appreciate it.  :)
As for the following bad feedback, don't worry about it, as it's all constructive. We'll have to agree to disagree about most of it, but I'll detail that and my reasoning on the individual suggestions.

OVERCOMPLICATING:

This is the "bad" feedback: I fear you tend to overcomplicate.
One easy example is: policies and rules? what's the difference?
I mean, you did a great job with all the code you created. It's obvious you have experience coding so you could have easily merged them in the same class codewise. And also gameplay wise there is no difference between rules and policies.
Of course I could have merged them. They both derive from the same base class after all. The reason for having them seperate is for the game menus.
Policies open up a seperate menu where you pick your policy choice, and you can have seperate policy choices which open up later in the game (like the sexy dresscode).
Rules on the other hand either exist or don't, they have no choices that can be added in later. And the game does not open up a submenu but instead crosses out the picture for a disabled rule.
Also, having policies and rules seperate gives me more room to add them before I run the risk of the screen overflowing. All in all, I am quite happy with having this divided. And since most code simply operates on both rules and policies, there is very little code duplication going on here.

Another example is the img_e system. I am sorry because I know that this is probably one of the changes you were most proud of.
But, you have built a new system on top of the event system, so now there are two systems that do the same thing but with different commands. And from what I have seen the img_e system is not "simpler" than the event system, just different. (The event system was already pretty easy to understand).
Also I know you did the img_e system to take into consideration dress code of the image, but you could have done the same thing with the normal event system.
Plus in my opinion having all images match the dresscode is impossible/counterproductive in a game like this. I would simply suggest to change the dresscode policy into: PERMISSION to wear casual clothes, PERMISSION to wear sexy clothes, PERMISSION to be naked. Easier and open to more game options/content.
Well, the whole thing which got me into recoding Ashford Academy was the wish to see clothing appropriate to the dresscode in the events. So you will have very little luck in getting me to discard that.  ::)
There is that dresscode "none", which lets the player see most of the content throughout the game. You only have to switch to dresscode "naked" if you want your students to run around naked during normal activities.
And even aside from picking the right dresscode, the whole image tagging system is deeply embedded into the code base, and it won't go away again.
I didn't have the img_e system from the start actually, I just added in an event subclass event.img to pick the image. It's just that that made the event definitions even longer than they were already. So I wrote myself the convenience function img_e to be able to define events more succinctly.
If a mod author does not want to use img_e, or the image tagging system as a whole - well, nobody is forced to use it, the old system is still there to use.

STAFF SUPPORT:
Suggestion: not a currency.

The first is about the staff support. As I said I liked it and I think that it can be a great tool to balance and offer some decision making to the player.
At the moment you use it as a currency, like money. You produce and consume it.
My suggestion is to give player a fixed pool of staff support. So for example a player starts with 15 point of staff support and this number will not increase normally. It can only be increased with some specific events: for example reaching 50, 75 and 100 with academics and athletics, or other one-time-only events that will happen as the player progress through the game.

The player can use these point to activate/change policies. Not much differently from how you have coded the policies now. For example if I want to activate the casual dress code I will need to invest 10 points in it. If I want to improve students morale and set the teacher leeway to zero tolerance I will have to invest 5 points. Later if I want to activate the sexy uniform policy that costs for example 15 points I will have to change the teacher leeway to regain 5 points.
This can be a good way to give the player the need to balance his gameplay.

Doing this would also means to change how unlockables work. This system is ok for activating/disabling policies but not to "buy" unlockables. So unlockables should be transformed in policies or be based on something else, like events and/or school stat.
Interesting suggestion, since it would make it easier for players to switch stuff around, so also easier to correct mistakes.
But as you wrote, it would also mean to have to rework unlockables completely.
Also, part of the idea of how staff support is used, and how student stress works, is that it's a big ask of the school to change something fundamental like the dress code, or class size, or whether students can be spanked as a punishment.
One thing I wanted to change in comparison to canon Ashford Academy is to make it harder on the player to switch policies. It should not just be a choice in a menu you could toggle time and again. It should have impact. My way of consuming staff_support on policy change does that. Your suggestion does not.

SECOND SUGGESTION:
The suggestion is: keep things simple.
In particular now I am referring to stats. There are too many stats and you are generating also new stats. Too many. You should try to simplify the system. Keep only the useful/meaningful ones. Those that don't have a real usefulness for the sake of the gameplay should be cut out.

So here are some personal comment on the stats:
MORALE: it has always been a not very important stat. Can be cut out. Question: how does it affect the school and the events? If it is just a number that goes up and down with no consequences cut it.
Morale tracks how happy your students are. I think that is kind of important. Lots and lots of events use it to decide whether to trigger at all (if it depicts a sad or happy student), or which choices it offers, or what the effects of the event are. Not going to be cut.

BEHAVIOR: I think it is important. It should be used to be sure that word of what happens in school does not get out. The more student became deviant and inhibited the more they need to know how to behave. It does not mean that there is not bullying or similar, it just means that they know when it is "appropriate" to have certain behaviors, so they don0't get caught. If behavior is low while inhibition and deviance are high, reputation should decrease until something bad happens.
ACADEMICS/ARTISTERY/ATHLETICS: I would take out artistery. It does nothing that could not be done with academics.
Agreed about artistery. It's barely used by events, and feels kind of unneeded.
I had kept it in to stay compatible to mods for canon Ashford Academy, but I can easily emulate it with academics like I do for other backwards compatibility variables without losing anything.
So yeah, probably going to be removed for 0.2.0. Thanks for the suggestion!

DEVIANCE: important. Used to determine which kind of events happen.
INHIBITION: important. Used to determine which kind of events happen. I would change it into EXHIBITION. So it can be like all the other stats and go from 0 to 100 and not the contrary.
Exhibition: Eh, maybe. stress goes into the other direction too, and its coded in now (because that is the way it was.) Yes, it would simplify some of the code. Emulating inhibition would be cumbersome, because it has to stay supported for mods. A maybe (later).

REPUTATION: important. Can be used for game overs. You have to keep an eye on it or you risk to be fired. SUGGESTION: hard cap the max at a low value, like 10.
I actually plan to change this to a mix of gainable stat and calculated from academics, athletics and policy/rule choices. No guarantees on that, it's just a rough idea.  ::)
I don't want to cap it low, since it is the primary means to escalate income. It's hard enough to start rolling in money as it is. No need to make it any harder.  ;D

STAFF SUPPORT: great idea. Already suggested modification above.
STUDENTS: important. I think it only affects income. Still is the main source of income, so important. Maybe it should also affect the risk of being caught and so the need of high behavior?
LUST: you already have 2 sex school stat. What does this do that you could not do with the other 2? Remember keep things simple. I am not against this stat. It can be used to evaluate the frequency of the sexual events, but try to think if you actually need it and what it does exactly/mechanically. If it is simply used to select the event to show it overlaps its use with the other two.
Lust was actually hidden before. But in playtesting I found it very annoying to have to guess what its value is, so I started displaying it. With enough feedback I might go back to hiding it again (and make myself a debug menu so I can verify my events work as they should...)
Why did I introduce the stat, if it was hidden anyway? Because I didn't want to constantly check for combinations of deviance and inhibition, as was the case before. Additionally, having lust allows me to model effects of policies which make your student hornier, like having more provocatively dressed students around them.
You did notice that "lust" is a stat you can't change by events, right? It's constantly calculated anew, and then used to decide what happens. I have written in the readme how I understand lust, inhibition and deviance, and when you should check what. Yes, that requires a bit of thinking from the event author, but then again, when to trigger sexy events and when not is kind of the core of the whole game. So I really think it is worth it here. And as I said, without lust, I just found myself writing more complicated event checks...

STRESS: Ok, I like this bonus/malus system. But you didn't need a new stat since there is already a MORALE stat. What does this stat adds that could not be achieved with MORALE? Again keep things simple and don't get caught in micro-differences between two definitions. I have seen the system you created for the STRESS, but you could have achieved the very same thing with the MORALE stat that at the moment is pretty useless.
Maybe it helps if I explain where I am coming from here:
The morale stat was already there, and is very useful when writing events (see above).
But while reworking the canon events, I had quite a few events that displayed exhausted students (not sad ones!), and they had weird checks on stats like academics or morale, which did not really seem to fit, and were used inconsistently.
So while trying to reformulate the conditions, I got to thinking about how I should decide whether the students where stressed out or not.
Having already programmed lust as a derived (=calculated) stat, I decided to do the same here, so that I could have policies and rules which are stressful (spanking) give an increase to stress, and buildings that destress, like a bath or a pool, do that.
And then I thought about stress further and thought about what happens when the dresscode changes, or when classes get reshuffled because their size changes.
Would that not stress the students out too, until they get used to the new status quo? So I invented temporary stress, which ticks back down over the weeks again.
And all in all, I am quite happy with how that all came out and interacts, and I absolutely don't see it duplicating morale.
To me, there is a big difference between being stressed out, but happy (you work alot on something you enjoy) and having lots of time but being sad (you are bored or melancholic).
Not the same at all, and the game will show you vastly different events for the two cases.

EXTRA EFFORT: Not really a stat as much as a bonus/malus for stat changes. But now you have created the STRESS system, so I would suggest you to cut this other value.
Admittedly a bit of a flavor stat. Canon AA simply gave you the weekly bonus all at once, I wanted to spread it out over the week to feel more realistic. Sure I could go back to the old system, or simply hide it, but honestly, what does it hurt? This way you can see at a glance what impact your teacher focus for the week will have, which in canon AA, you could not (may also have just been a static value there? Too lazy to check...). You are basically arguing for hiding information from the player here, and I am going to need more feedback to convince me that is the way to go.

GOOD/DARE/EVIL POINTS: take them out. Already too many stats. Some hidden stats only makes the game harder to manage/improve.
Having a hard look at good and evil points is on my to do list. They are there because I have migrated them from canon AA.
That said, without evil points, I would probably have to cut a good bit of content. I admit I am not good at writing an evil character or rape scenes, but just the same I am not sure I want to take this road out of the game completely. So maybe, but unlikely.

The stat dare_points I invented, because I wanted to reintroduce some of the content I initially cut because I did not migrate the new_game_plus mode over.
The content behind new_game_plus did not fit the rest in writing style, and I am dubious about the whole idea of only unlocking stuff after you have lost once.
But on the other hand, I did like the idea of having additional options unlock once you have learned to take some risks, so this was my compromise to be able to add risky/unlikely options back in. I like it so far, and I don't see how it hurts the player.

OTHER HIDDEN STATS: I don't remember if there are other hidden stats. If there are the suggestion is always the same: keep it simple and "are they REALLY neded?".
There are no other hidden stats.

This is a brief summary of my opinion on the stats. But the suggestion in general is keep it simple. Keep what is REALLY needed and cut the rest.
I currently have no plans to add new stats.
But if I see a chance to make events feel more life like because I calculate another derived stat (hidden or not), which I can easily use to check how the event should proceed - I am going to implement it.
Since all the content from canon is converted now, I think it's unlikely I will find something else I need, but no guarantees...

So, there you have my feedback to your feedback.
As I said, thank you for taking the time to write down your suggestions. And removing artistery will actually very likely happen.
For the rest, we'll just have to agree to disagree. But hopefully I was at least able to explain my reasoning.

Please also keep in mind, that at the end of the day I am investing the time I do into programming this game because I like the way it plays, in the way that I have written it, and because I like to code I have written, in the style which I have chosen. Even if your or other players tastes would like something else more. What I have done, is to make the whole thing as flexible as possible, so that the game can be adjusted by mods a good bit to feel differently.

Boy has this post gotten long... Good night!

PS: Even though I have made the game more complex, one thing nobody has to be afraid of is this turning into another Hentai High School in terms of complexity. I very much like being able to simply click through events day by day and seeing how they slowly transform. That to me is the core of the game, and it won't change. Promised.  :)
« Last Edit: January 07, 2019, 12:08:46 am by dreamchaser »
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Sir Edward Ross

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Re: Ashford Academy Redux (current version: 0.1.2)
« Reply #33 on: January 07, 2019, 03:46:52 am »

A humble suggestion: given how old some of the mod packs are, I think it would make sense to pre-install them, rather than requiring users to install them separately.

This has two benefits: you don't need to maintain full backwards compatibility for the old events (at least, not indefinitely), and users don't have to hunt for the old mod packs (or understand how to install them). Even if you never plan to refactor the old events, the simplicity from the user perspective would be nice. But I have to imagine that if you're refactoring the codebase anyway, you may find it convenient to migrate old events that use hooks you don't want to continue supporting into the main game.
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dreamchaser

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Re: Ashford Academy Redux (current version: 0.1.2)
« Reply #34 on: January 07, 2019, 12:10:18 pm »

A humble suggestion: given how old some of the mod packs are, I think it would make sense to pre-install them, rather than requiring users to install them separately.

This has two benefits: you don't need to maintain full backwards compatibility for the old events (at least, not indefinitely), and users don't have to hunt for the old mod packs (or understand how to install them). Even if you never plan to refactor the old events, the simplicity from the user perspective would be nice. But I have to imagine that if you're refactoring the codebase anyway, you may find it convenient to migrate old events that use hooks you don't want to continue supporting into the main game.

Eh, that is not a bad contingency suggestion, thank you.
Once we are at the point that either bugs in the mods become a problem, or that I don't want to add backwards compatibility for something because it is too much work, then I'll aggregate mods whose author isn't active anymore into the AAR download.

But that is still down the road a bit. It's only been less then a week that I have published a version which actually has all the canon AA content.  ;)
All I did was test out whether a mod by chance already worked, and very luckily, it did.  8)
I don't want to spend the time finding and testing out the other mods right now. I have a long list of stuff I want to implement in the base game instead.
If people come to me with links to other mods plus info about what works and what does not, then I'll either fix the bugs which get reported, or we start talking about aggregating lightly fixed up mods into the download.  ::)

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Chaoz

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Re: Ashford Academy Redux (current version: 0.1.2)
« Reply #35 on: January 08, 2019, 02:14:31 am »

Hey, awesome work on the new version!

There is one thing I've noticed, certain events return you inhibition back to a fixed value like 70. After looking at the code, this seems to be because the function that tries to limit stat decreases never actually checks whether the stat is already below the limit before applying the decrease.

So if you have 40 inhibition and an event tries to decrease inhibition with a limit of 70, your inhibition is going back up to 70 which i don't think is the desired effect.
In my local copy i changed the dec function of the stats class so that it first checks whether the value of the stat is already below the limit and then simply returns.

Cheers

Chaoz
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dreamchaser

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Re: Ashford Academy Redux (current version: 0.1.2)
« Reply #36 on: January 08, 2019, 07:40:31 am »

Damn you are right, I tried to fix a bug, and instead introduced a new one.  :(
Proper fix incoming once I am back from work!
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clef

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Re: Ashford Academy Redux (current version: 0.1.2)
« Reply #37 on: January 08, 2019, 12:30:45 pm »

Hi, Dreamchaser.
I understand your answer and motivations  ;).


In the meantime I have worked on something else. I have updated some old events from RG (Randomgirls) and gfs. I also found new images for generic students and teacher.

At the moment there are 11 students and 2 teachers, all with many dresses and 7 expressions.
And there are also the 17 events I upgraded from the old mods (I upgraded the code, didn't perform any polishing of the writing and since I wrote those a lot of time ago, it may not be very good)


The package is a bit heavy...
link: http://www.filedropper.com/rgirl_2


It's still a work in progress.
At the moment all these students have a name, but I think I will take 4-5 of them and make them specific and leave the rest as nameless generic students.

Anyway I hope that someone will use the characters in this pack/mod to create some event.
It's not that hard^^, give it a try!

« Last Edit: January 08, 2019, 12:33:20 pm by clef »
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dreamchaser

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Re: Ashford Academy Redux (current version: 0.1.3)
« Reply #38 on: January 08, 2019, 12:32:12 pm »

New Version: 0.1.3

A quick emergency release.
While fixing a rarer bug in 0.1.2 in the stat inc/dec functions, I accidentally broke their behavior with limits.
The effect was, that your stats would get set back to stat limits you encountered in events, making deeper progress into the game impossible.

Fixed and tested in 0.1.3. As with all 0.1.x releases so far, saves stay compatible (contrary to what I feared), so you don't have to restart. Just copy your save files over.

Additionally you get a few random new image choices I added in yesterday before splitting of the 0.2.0 branch for structural changes.

Hopefully there are no game breaking bugs left now.  ::)
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clef

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Re: Ashford Academy Redux (current version: 0.1.3)
« Reply #39 on: January 08, 2019, 01:10:26 pm »

I 've seen the gate background. Probably a place holder?

Here you can find some possible gates.
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dreamchaser

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Re: Ashford Academy Redux (current version: 0.1.3)
« Reply #40 on: January 08, 2019, 05:54:48 pm »

Thank you, clef!

I have taken the last two pictures, resized them, and added them as gate_day and gate_evening into the game. That looks much nicer for the intro!  :)
« Last Edit: January 08, 2019, 06:50:20 pm by dreamchaser »
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Squantanamo

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Re: Ashford Academy Redux (current version: 0.1.3)
« Reply #41 on: January 08, 2019, 10:05:26 pm »

I've been getting this error every day in the class slot.

Code: [Select]
I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/script/dse-schedule.rpy", line 104, in script call
    call events_run_period from _call_events_run_period_1
  File "game/script/classes/event.rpy", line 350, in script
    python hide:
  File "game/script/classes/event.rpy", line 350, in <module>
    python hide:
  File "game/script/classes/event.rpy", line 357, in _execute_python_hide
    if event_is_banned(i.name) or not i.check(eobjs):
  File "game/script/classes/event.rpy", line 64, in check
    if not i.eval(self.name, valid):
  File "game/script/classes/event.rpy", line 103, in eval
    return eval(self.expr)
NameError: name 'behavior_rules' is not defined

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "game/script/dse-schedule.rpy", line 104, in script call
    call events_run_period from _call_events_run_period_1
  File "game/script/classes/event.rpy", line 350, in script
    python hide:
  File "D:\Illusion\AshfordAcademyRedux-0.1.3-pc\renpy\ast.py", line 882, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "D:\Illusion\AshfordAcademyRedux-0.1.3-pc\renpy\python.py", line 1913, in py_exec_bytecode
    exec bytecode in globals, locals
  File "game/script/classes/event.rpy", line 350, in <module>
    python hide:
  File "game/script/classes/event.rpy", line 357, in _execute_python_hide
    if event_is_banned(i.name) or not i.check(eobjs):
  File "game/script/classes/event.rpy", line 64, in check
    if not i.eval(self.name, valid):
  File "game/script/classes/event.rpy", line 103, in eval
    return eval(self.expr)
  File "D:\Illusion\AshfordAcademyRedux-0.1.3-pc\renpy\python.py", line 1944, in py_eval
    return py_eval_bytecode(code, globals, locals)
  File "D:\Illusion\AshfordAcademyRedux-0.1.3-pc\renpy\python.py", line 1937, in py_eval_bytecode
    return eval(bytecode, globals, locals)
  File "<none>", line 1, in <module>
NameError: name 'behavior_rules' is not defined

Windows-8-6.2.9200
Ren'Py 7.1.0.882
Ashford Academy Redux 0.1.3
Tue Jan 08 16:07:03 2019
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dreamchaser

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Re: Ashford Academy Redux (current version: 0.1.3)
« Reply #42 on: January 08, 2019, 11:06:34 pm »

I am pretty sure that you are running with a mod, since my code does not use this variable.

Canon Ashford Academy does, though, and it's missing in backwards_compatible.rpy, so that will be the problem (the mod you use is referencing it).
I have added the variable in there, so with the next version, the crash should vanish.

If you don't want to wait until I release a new version, you can add this code to update_backwards_compatible_vars() in game/script/backwards_compatible.rpy :
Code: [Select]
        if hasattr(store,"teacher_leeway"):
            if teacher_leeway=="none": store.behavior_rules="behavior_zero"
            if teacher_leeway=="verbal": store.behavior_rules="behavior_verbal"
            if teacher_leeway=="physical": store.behavior_rules="behavior_physical"
            if teacher_leeway=="spanking": store.behavior_rules="behavior_physical"
            if teacher_leeway=="bdsm": store.behavior_rules="behavior_no_limit"

Out of curiosity, which mod are you trying to run? I'd try it out myself for a bit, and see whether my fix really works, and whether there is anything else missing...

Thank you for the bug report, as I do want to get AAR as backwards compatible as possible.  :) (Though please do tell in the future which mods you are running with, since I might not always be as good at figuring things out  ;D)
« Last Edit: January 08, 2019, 11:23:39 pm by dreamchaser »
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Squantanamo

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Re: Ashford Academy Redux (current version: 0.1.3)
« Reply #43 on: January 08, 2019, 11:19:56 pm »

I think it must be scorp mod because once i deleted it, the error ceased being an issue. Your fix worked as well. Thanks!
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Yanderekko

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Re: Ashford Academy Redux (current version: 0.1.3)
« Reply #44 on: January 09, 2019, 10:17:36 am »

On the topic of artistery:

I would personally prefer if this stat was expanded upon rather than removed. The division of academic/athletic/creative is archetypical to depictions of schools and school life, and the creative/artistic/cultural angle doesn't really overlap well with academics at all on a conceptual level. And from a purely pornographic viewpoint, events related to music, painting and sculpture are as unique and interesting an addition as events related to sports.

Besides, I like having three stats for student performance. It feels nice and balanced. Especially since you have three different stats related to student mood/behavior (morale/behavior/stress) and three stats related to student sexuality (deviance/inhibition/lust). Having only two stats related to student performance would seem lopsided in comparison.
« Last Edit: January 09, 2019, 10:20:40 am by Yanderekko »
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