Okay, will reserve a place for them. It's still in the making. Just setting the stage and stuff and I want to use more mapping in the village. Like opening doors by clicking on them, which requires even more time.avatarbr wrote: ↑Tue May 31, 2022 12:57 am
BUT, I loved the village idea. Please save a little house for me. I think Destiny and Catie could live there, and then I could expand their story. With a exclusive house, I could experiment more without messing with your progression.
I am not a big fan of waiting, but I understand your idea. Could be better make something you can't go back, like "travel to the village take too long, you will not be able to go back to the temple today, and will sleep in the village"
Anyway, I feel you are working on the 'New Mistress' path with that.
With waiting, yes I know but... be nice to the gods and you don't nee dto wait too long ;) We will see, it's just early stage. I'll now try to insert the competition I talked of. You're right it's already in teh files but just not bound in.
Re: creating beats... Yes I know it's pain in the ass to make good beats which even work smoothly with loops and are reliable and use the same "sound" as the rest of the beats. For why Mayuki/Masumi naming and for why 140-->180bps I dont know/ dont remember. Although beats wasnt my part I can imagine when you start with Dog 180 is kinda okay and then you have later made dragon or snake and relize it's too fast.
Oh yeah those copy/paste errors are hard to find in the calls... try to identify where.
Just forgot the "6" after last rndojo in rndojo_active==Falseavatarbr wrote: ↑Tue May 31, 2022 12:57 am EDIT: finished, but some things did not trigger, and got some bugs. Not sure if just because you made a quick release.
- After finishing the side story and all the dojo teases, got an error:
Code: Select all
File "game/250from_lby_dojo.rpy", line 88, in script ... if rndojo1_active==False and rndojo2_active==False and rndojo3_active==False and rndojo4_active==False and rndojo5_active==False and rndojo_active==False and catie1_active==False and catie2_active==False and catie3_active==False and catie4_active==False and catie5_active==False: #prevent infinite loop NameError: name 'rndojo_active' is not defined
On (your) lake teases: They appear with a certain (30%?) probability when you arrive at the lake AND you need to have visited the shrine before.avatarbr wrote: ↑Tue May 31, 2022 12:57 am Finished all the hunt quest, but did not get the lake teases. I even did the long wait in the lake, but I just get a 'nothing here yet ' message. Got a error when going to the lake once, but I can not reproduce that. Maybe where should trigger the teases?
I am not sure if you included the competition already You said "quick and dirty integration", but I am not sure if that was released.I see the file with the competition, but don't know if can trigger yet, because I could not start.
But I am sure I missed some China teases (I think I remeber playing more before), but her door is locked.
I wrote that in a hurry to not forget. Later I will see again.
See woodhut-file; stroll to the lake menu option:
$tease=renpy.random.randint(1,100)
if tease<=30 and shrine_performed_today==True:
if lake_encounter1_done==False:
jump lake_encounter1
if lake_encounter2_done==False:
jump lake_encounter2
if lake_encounter3_done==False:
jump lake_encounter3
On China teases... that's possible. Things got pretty path dependent now. Like did you visit the Shrine that day already and stuff like that. I'd say the game approaches a stage where content is that rich and plenty that you won't necessarily encounter all possible encounters before "proeeding" to a next "stage" or "level" in the game. Buuuut might also be a bug :)
Okay took that.avatarbr wrote: ↑Tue May 31, 2022 12:57 am EDIT 2:
Forget about something. I did not know about the loop option, so the last Catie encounter can work better with that. I uploaded a fix for that last encounter with her:
https://mega.nz/file/BEZl2YBY#xKQ5MNJpo ... speuu6an_Y
mhhh will look into... probably it's about an image is in front of the slideshow or something. Cause shrinemapped is shown as screen while slideshow is shown as images. Might be screen covers images or something.avatarbr wrote: ↑Tue May 31, 2022 12:57 am
Now, something stranger happened. I am not getting the random pictures when you perform in the Shrine. Just the background stay there. The edge works still.
Before that, I just discovered about random pictures and looked at the code. I used that on a test file, changing the folder, and worked. Can not be just a coincidence, even I using another instalation (2.15), I know the save file are shared in appdata.
So, something is going there.
EDIT3:
I am checking what could be, and maybe was a coincidence. What I did:
- run the test file on my current save, worked with both folders (my folder and the random folder)
- Loaded a older save and the shrine is ok there.
Checked the shrine_spirit variable in both, 8 in the old and 26 in the new. I changed the new for 8, but no luck.
But still, shows I visited as 19 days in a row. another save with 10 days in a row and spirit=11 worked.
EDIT4:
Did a few tests, and looks like when shrine_knowsboxedging = true give the error. I am not sure how that works, but the code is missing the '= True'.
ex:Code: Select all
if shrine_performed_today==False and shrine_knowsboxedging: show screen shrinemapped
EDIT again lol:
After testing with ==True, did not work.
Maybe is a problem with hiding the shrinemapped, because I chenged shrine_knowsboxedging to False, and that fixed.