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Re: Bug reports by Goldo
[Today at 08:06:27 pm]


Re: Writing events for BK by Goldo
[Today at 07:36:02 pm]


Re: Futanari Overhaul Mod!! (v1.0.2) by DasBrain
[Today at 06:47:15 pm]


Re: Bug reports by Jman
[Today at 06:09:19 pm]


Re: Writing events for BK by Lokplart
[Today at 04:46:07 pm]


Pages: [1] 2 3 ... 10
 1 
 on: Today at 08:06:27 pm 
Started by Goldo - Last post by Goldo
From f95zone:

Quote
The latest patch has broken training constitution or obedience which will never raise.

This is because in BKclasses.rpy resolve(), the code around line 4590 tests against an incorrect variable:
if self.type == "obedience":
further down:
if self.type == "constitution":

In both cases "self.type" contains the string "train", and should (probably) be replaced by "self.act".

I haven't checked it yet, but I did notice training constitution doesn't raise it at all, maybe there's more behind it?

This was fixed already. I don't know which version of the game F95 players are running, but I'm inclined to ignore their bug reports if they can't be bothered to come here and get the latest patches... Seriously, there's zero excuse, you don't even need to log on to access this forum.

A bug: the "girl" cheats go off screen and all the buttons under change fear are unusable

Er, no, it does not (see proof below)... Unless you changed the base resolution (1366.768) and/or added new cheats to the girls menu, in which case you cannot expect me to correct user-made changes... You can use the long_menu() function if you need to make the menu longer somehow.

Edit: Anyway, I have a proper bug, too: BKclasses.rpy, line 914, 'effect' instead of 'e'.

Nicely spotted, I'll correct it in the next patch.

Anyways, as for girl energy, this seems like it would be easily solved by just adding a line near the end of BKgirlclass.randomize() which sets current energy equal to max energy.

It's already there; I could move the init_function into the girl class after Trait generation and before max energy is set, but it wasn't my intention to make the init_function only useful for traits. I think it's just easier for the modder to insert in his own function whichever line of code is necessary to make it work.

Items with random gain effects are even worse off than the previous bug indicated. They roll for chance to apply twice, once in girl.use_item() and once more in effect.gain(). All attempts use up one charge, too, regardless of whether they had an effect.

I think I missed that bug report? Indeed, I will disable the check in 'use_item' in the next patch.

 2 
 on: Today at 07:36:02 pm 
Started by Goldo - Last post by Goldo
The thingy works now. Thanks! And sorry for causing such a mess.. :-[ :-[

Are you kidding? You allowed me to squash a bad bug and make the code and OP instructions cleaner. I owe you!  :D

It can't be 'accepted', true. It can be 'begged', 'resisted' or 'refused'. It's the last one that's excluded. Personally, now that I'm aware of it, I gave 'resisted' 'refused' weaker gains and bigger obedience penalties. She's telling you to stuff it and you're just standing there and taking it.  ::)

I disagree. When she refuses very strongly, it makes sense to give up unless you're playing a nasty, evil type. Stuffing a good or neutral player with a big obedience hit in that case is unfair, when the alternative is forcing a girl to do something she hates.

But when she resists, she's like: 'Meh, I don't like that much...'. If you give up then, she'll think you're soft. Hence the higher obedience penalty. This is a grey area where neutral or even good players can sometimes ignore her wishes with less ill effects.

 3 
 on: Today at 06:47:15 pm 
Started by Devient_Futa - Last post by DasBrain
Bascially a search and replace on NormalSchool with ModSchool and Smallville with Lexville in all .xml files in the folders.

Then load the events and check them for errors. There shouldn't be, but just to make sure.

 4 
 on: Today at 06:09:19 pm 
Started by Goldo - Last post by Jman
Items with random gain effects are even worse off than the previous bug indicated. They roll for chance to apply twice, once in girl.use_item() and once more in effect.gain(). All attempts use up one charge, too, regardless of whether they had an effect.

 5 
 on: Today at 04:46:07 pm 
Started by Goldo - Last post by Lokplart
It can't be 'accepted', true. It can be 'begged', 'resisted' or 'refused'. It's the last one that's excluded. Personally, now that I'm aware of it, I gave 'resisted' weaker gains and bigger obedience penalties. She's telling you to stuff it and you're just standing there and taking it.  ::)

Oh. I got it now. I was looking at it the wrong way. In my head she would always either resist or beg, which is totally not the case. Thanks

 6 
 on: Today at 04:31:33 pm 
Started by Goldo - Last post by Jman
It can't be 'accepted', true. It can be 'begged', 'resisted' or 'refused'. It's the last one that's excluded. Personally, now that I'm aware of it, I gave 'resisted' 'refused' weaker gains and bigger obedience penalties. She's telling you to stuff it and you're just standing there and taking it.  ::)

 7 
 on: Today at 04:21:12 pm 
Started by Goldo - Last post by Lokplart
Oh.. I see.. I just don't understand how her response could be "accepted" if you already clicked "give up"

 8 
 on: Today at 04:15:12 pm 
Started by Goldo - Last post by Jman
There are 3 tiers of refusal. The check avoids awarding positive modifiers when the girl unambiguously tells you to stuff your training. Whether that's a good call or even intentional, IDK.

 9 
 on: Today at 03:35:01 pm 
Started by Goldo - Last post by Lokplart
Anyways, as for girl energy, this seems like it would be easily solved by just adding a line near the end of BKgirlclass.randomize() which sets current energy equal to max energy.
There actually is a line like that (189, to be exact). IDK why it doesn't account for Lokplart's traits, but it does for vanilla (and Bonanza) ones.

Becuase custom triats are added in the init function Goldo implemented a few days ago, which gets called after randomization.
I think a similar check would be needed either after the function is called. Right now I'm doing that exact same line in my buy event to solve this.

 10 
 on: Today at 03:31:55 pm 
Started by Goldo - Last post by Lokplart
Hi.
In BKclasses, line 4561, in the function that gets all the stat changes.

What situations does this "if" avoid?
Code: [Select]
if self.response != "refused":
And why aren't the things inside of it straight under this "if"?
Code: [Select]
if self.MC_reaction == "give up":

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