[RELEASE] Technical Forms - Complete Edition

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richman2
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Re: [RELEASE] Technical Forms - Complete Edition

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avatarbr wrote: Fri Apr 22, 2022 2:57 am
:w00t: :w00t:

I am really happy to see a new update. I will test soon, since I need to replace a few pictures I did in the previous versions (some models are not my taste), and that take some time (need to rename and resize a lot of pictures :-( ).

I am not sure how to report bugs. A screenshot of that grey error screen would help?
Hey there! Happy you looked by! Probably you're a master for renaming/ resizing pics and things but in case it helps: "Bulk Rename Utility" is my old but gold renaming freeware that does every job perfectly.

For resizing I can't help a lot. I use just brime.net (Bulk Image Resizing Made Easy 2.0) i.e. an online utility which is not great but simple.


Mhh bug reports... good question. Didnt actually think about. Typically and if I were more confident in the code, I'd say screenshots will do the job. But in this case I just expect a lot of them so I'm not sure if this is suitable. Don't know. It's just when I play myself and I notice a minor issue I just fix it on the fly and hence don't even recognize that for others this would be a serious issue. I remember only the real bug stuff which gave me a hard time solving and hence I remember. Those are not so many though. So it really depends what happens/ how many.

Let's see. If you dont bother put on the screenshots here or DM me. In case you recognize it's too much, focus on major stuff and judge yourself. Like: Missing image or glitch in image change is not nice but maybe not worth screenshotting and reporting as long as there are issues to run the game at all.

When screenshotting: Sometimes the error message doesnt fit one screen. This now happens often cause I heavily rely on call functions and implemented very dynamic stuff. Typically somewhere towards the end but not right at the end of an error screen there is THE actual error and problem/ Line of code where it messes up. Of course this is the interesting part.

What I worry more about is that if someone completely different plays it, someone with different preferences and no knowledge of the game, the outcome and event series of the game is not just different (which would be intended) but at some point gets confusing. Small stuff like someone tells you "Nice to see you again" although you didnt meet yet or big stuff like soming crucial doesnt get activated cause you took a specific path I rarely or never took. It just got complex...


For the time being have fun playing!
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Re: [RELEASE] Technical Forms - Complete Edition

Post by avatarbr »

richman2 wrote: Fri Apr 22, 2022 10:59 pm
avatarbr wrote: Fri Apr 22, 2022 2:57 am
:w00t: :w00t:

I am really happy to see a new update. I will test soon, since I need to replace a few pictures I did in the previous versions (some models are not my taste), and that take some time (need to rename and resize a lot of pictures :-( ).

I am not sure how to report bugs. A screenshot of that grey error screen would help?
Hey there! Happy you looked by! Probably you're a master for renaming/ resizing pics and things but in case it helps: "Bulk Rename Utility" is my old but gold renaming freeware that does every job perfectly.

For resizing I can't help a lot. I use just brime.net (Bulk Image Resizing Made Easy 2.0) i.e. an online utility which is not great but simple.


Mhh bug reports... good question. Didnt actually think about. Typically and if I were more confident in the code, I'd say screenshots will do the job. But in this case I just expect a lot of them so I'm not sure if this is suitable. Don't know. It's just when I play myself and I notice a minor issue I just fix it on the fly and hence don't even recognize that for others this would be a serious issue. I remember only the real bug stuff which gave me a hard time solving and hence I remember. Those are not so many though. So it really depends what happens/ how many.

For the time being have fun playing!
Hey, thanks for the informations.

I am using InfanView. You can resize and rename at the same time. But I am a little crazy, and try to rename one by one to match positions/clothes/orientation :lol: :lol:

I start today, and did not get any major bug, but I think the Holyday with Anri get a jump in the pictures. The first time you talk to her, looks like the pictures are from a indoor set, and then she is in the beach. Not a big deal for me.

Not a bug, but something I maybe screwed:
Spoiler: show
I took the shunka 'vase to see if would trigger a encounter. She found me in the way of the mais room. well, I need to click the back buttom because I did screw these pictures (not resized :lol: ). When I reload and try again, did not got the encounter again :weep: Did I miss the vase part?

EDIT: Yes, I did screw that part. fixed with console command
One last thing, I jumped to the final part (day 17?) and I lost the chance to pick the changes from the other temple. I changed via console (the edge in time option), but I think I lot of people will start from there and will not know how to change that.
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Re: [RELEASE] Technical Forms - Complete Edition

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avatarbr wrote: Sat Apr 23, 2022 12:32 am

Hey, thanks for the informations.

I am using InfanView. You can resize and rename at the same time. But I am a little crazy, and try to rename one by one to match positions/clothes/orientation :lol: :lol:
That's what I call dediaction :)
Sometimes I try to do the same but not in great detail. On a large scale that's why I mostly stick to japanese/ asian pics for the game although I'm not overly into asians. It just fits the setting too well and there are too many nice shots on the net with adians/ japanese in a temple/garden/traditional japanese environment than you will find with the western model type you like best.
avatarbr wrote: Sat Apr 23, 2022 12:32 am I start today, and did not get any major bug, but I think the Holyday with Anri get a jump in the pictures. The first time you talk to her, looks like the pictures are from a indoor set, and then she is in the beach. Not a big deal for me.
Ha! You got me. There where two pic folders named differently Anri23 and Anri23holiday1 or something but inside it was just both named anri23 (x) so I assume code picked randomly one series and then switched or something but certainly got confused.
avatarbr wrote: Sat Apr 23, 2022 12:32 am Not a bug, but something I maybe screwed:
Spoiler: show
I took the shunka 'vase to see if would trigger a encounter. She found me in the way of the mais room. well, I need to click the back buttom because I did screw these pictures (not resized :lol: ). When I reload and try again, did not got the encounter again :weep: Did I miss the vase part?

EDIT: Yes, I did screw that part. fixed with console command
Spoiler: show
I'm not 100% sure but I guess the encounter in the corridor might be linked somewhat to the vase but I think (if it is the one I think about) it is mainly depending on your shunka paragon. Thats by the way a downside to the current game mechanics as shunka paragon mainly comes from agreeing to slap your balls and then with every monkey. There is other stuff too to get shunka paragon (saying thank you...) but slapping is the main source. Means: If someone doesnt agree to that there is only tiny chance to get those encounters. On the other hand: That's what path dependency means I guess.

You could also mean an encounter with her which is meant to be the first encounter after you return from Nanako. This one should be completely independet from the vase. Depends more on sleeping a first time after Nanako at Anri's place.

There is also an encounter indeed depending on using the vase one or two? times. But then it is clearly linked. Like Shunka knocks on the wall to tell you she hears you or something.

As a hint: The vase thing isnt that a big thing. It will get slightly more important towards the later stages well into what I call the Kaho regime, when it also interacts with the shrine. I recommend to "fill" it now and then. But it is less a key feature as one might think. The shrine is way more important to push encounters and hence the story in terms of dependencies.
avatarbr wrote: Sat Apr 23, 2022 12:32 am One last thing, I jumped to the final part (day 17?) and I lost the chance to pick the changes from the other temple. I changed via console (the edge in time option), but I think I lot of people will start from there and will not know how to change that.
That's why I tell people it comes with downsides to just jump :) But thanks for the hint! I could think about a sophisticted "jump menu" or something where you could pick your preferences. Also it would be possible to build that into the dialogue with Anri about your preferences. Will think about it. The jump menu will certainly be way down the road cause I need a comprehensive set of variables. Next step will now be to actually delete unsued variables from older parts of the game cause it gets tough to keep track what variables mean and search them...
Talking about it... I think encounters with Kaho check you ability to edge in time and builds dependencies on that without checking if you actually opted for that... need to check that.

EDIT: Just threw a short sequence of menus in the jump to Part IV in which you're asked before jump not just for the name but also for the preferences (some of the q_like_... variables)


BTW
https://mega.nz/file/V1J2RZoI#ioj7hIl74 ... 6vPIXluQqc

that's an updated call.rpy which fixes several copy+paste bugs I encountered. I wont update every single file where I find a bug but some bugs (esp. in calls that are called regularily) really bother. You could just replace yours.
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Re: [RELEASE] Technical Forms - Complete Edition

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richman2 wrote: Sat Apr 23, 2022 10:14 pm
That's what I call dediaction :)
Sometimes I try to do the same but not in great detail. On a large scale that's why I mostly stick to japanese/ asian pics for the game although I'm not overly into asians. It just fits the setting too well and there are too many nice shots on the net with adians/ japanese in a temple/garden/traditional japanese environment than you will find with the western model type you like best.
:lol: Too be fair, I just try to mimic the nude/clothed pics, but if I found some similar positions, I try to keep that, in case the text say something pic related.

richman2 wrote: Sat Apr 23, 2022 10:14 pm
Spoiler: show
I'm not 100% sure but I guess the encounter in the corridor might be linked somewhat to the vase but I think (if it is the one I think about) it is mainly depending on your shunka paragon. Thats by the way a downside to the current game mechanics as shunka paragon mainly comes from agreeing to slap your balls and then with every monkey. There is other stuff too to get shunka paragon (saying thank you...) but slapping is the main source. Means: If someone doesnt agree to that there is only tiny chance to get those encounters. On the other hand: That's what path dependency means I guess.

You could also mean an encounter with her which is meant to be the first encounter after you return from Nanako. This one should be completely independet from the vase. Depends more on sleeping a first time after Nanako at Anri's place.

There is also an encounter indeed depending on using the vase one or two? times. But then it is clearly linked. Like Shunka knocks on the wall to tell you she hears you or something.

As a hint: The vase thing isnt that a big thing. It will get slightly more important towards the later stages well into what I call the Kaho regime, when it also interacts with the shrine. I recommend to "fill" it now and then. But it is less a key feature as one might think. The shrine is way more important to push encounters and hence the story in terms of dependencies.
Yeah, I did spoil myself looking at the code to find the variable. I think I got the other encouters, so I think that should be the one about the vase. But the spoiler was worth because I know she
Spoiler: show
would give me the vase back to fill more, and that is what I fixed via commands.
richman2 wrote: Sat Apr 23, 2022 10:14 pm Talking about it... I think encounters with Kaho check you ability to edge in time and builds dependencies on that without checking if you actually opted for that... need to check that.
Oh yes, one question about that.
Spoiler: show
The changes she give you will affect all the encounters or just the ones with her? She also said the changes will appear slowly. That means will be progressive changes? Thinking anout that, maybe this can be a spoiler, and better to wait and see how that goes.

richman2 wrote: Sat Apr 23, 2022 10:14 pm EDIT: Just threw a short sequence of menus in the jump to Part IV in which you're asked before jump not just for the name but also for the preferences (some of the q_like_... variables)


BTW
https://mega.nz/file/V1J2RZoI#ioj7hIl74 ... 6vPIXluQqc

that's an updated call.rpy which fixes several copy+paste bugs I encountered. I wont update every single file where I find a bug but some bugs (esp. in calls that are called regularily) really bother. You could just replace yours.
Thanks. I will download that.
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Re: [RELEASE] Technical Forms - Complete Edition

Post by richman2 »

avatarbr wrote: Sun Apr 24, 2022 1:28 am
richman2 wrote: Sat Apr 23, 2022 10:14 pm Talking about it... I think encounters with Kaho check you ability to edge in time and builds dependencies on that without checking if you actually opted for that... need to check that.
Oh yes, one question about that.
Spoiler: show
The changes she give you will affect all the encounters or just the ones with her? She also said the changes will appear slowly. That means will be progressive changes? Thinking anout that, maybe this can be a spoiler, and better to wait and see how that goes.
Let me shortly get deeper into that cause this is an element where I did get ahead of myself with coding skills:
Spoiler: show
The short answer is: It affects all encounters IF I updated the calls. To be honest I thought I disabled the option where Kaho gives you the possibility to change something in case you agree ons ome further stroking enitrely cause I was unsatisfied. Obviously I overlooked something. :lol: As of now I'm pretty unsatisfied with how this is introduced in the game and explained and stuff. Really have to get it into the story in a better way. Also, I'm currently thinking about to make a system that just gives you kinda "skillpoints" and say at the shrine or the still basically unused meditation room you can use those to steer your teasing in the direction you prefer. But anyway: The idea is to make it possible that probabilities of edges, time per Form, total length of an encounter, Monkey .... can be changed ALTHOUGH every encounter will still have their own profile.
This is btw a feature which is pretty new. I really got deep into automating calls for teases. Let me explain what is meant by "steering"/ progressive changes using a code example:

The following is an example of a random Form selection for those characters using joanna voice (later I'll also use calls that take specific arguments for monkey probability, max length, speed and stuff, but let's stick with the easy ones):


label calljoannapickmasu: #beside maybe other Moe in woods, 10% Monkey, 5% edge, length (18-46), 70%/20/10 smf -->SLOW
As you see as comment, 'joanna' voice in this call has kind of a base profile: 10% monkey probability after each masu Form, 70% chance for a slow speed for next Form, 20 for medium, 10 for fast... etc BUT this is only the base profile!

#Time frame max via tme
$maxim=46+stats_tme
if maxim <=10:
$maxim=10
if maxim >70:
$maxim=70

Why just "Base Profile"? See above: In the base profile the lenght of a Form is chosen randomly between 18 seconds and 46 seconds (see down where the actual pause in seconds after a sound is determined, i.e. the wait variable in $wait=renpy.random.randint(18,maxim). Where 18 is still a hard lower limit, upper limit is maxim. And what is maxim? is it 46 seocnds? No. It is 46+stats_tme and stats_tme is a variable which can be positive or negative and will be changed thorugh interaction with Kaho. So say you opt for please shorter commands for each Form, stats_tme will go negative and reduce the maxim upper limit for the randomly chosen timefrime. Now why will it happen gradually and slowly? Obviously there is still a lot of randomness in the game. And changing the upper limit of a interval from which a random number is chosen wont have an immediate impact. Thats why I wanted to warn. And about base profiles: The 46 (in this case) might be 25 for a maiden who by default likes shorter commands.

#speed probs via spd level
$speed = renpy.random.randint(1,100)
$speed=speed+stats_spd

#monkeychance via mky level
$monkeychance = renpy.random.randint(1,100)
$monkeychance = monkeychance+stats_mky
Same is true for monkeychance. Well slightly different cause probability doesnt work with interval directly. A random no from 1...100 is taken. Is number is changed by stats_mky. In a next step if that number is <=10 a Monkey is called. I.e. the chance in a base case is 10%. But if you like the monkey the chosen number will be lowered, which makes it more probable that the random 1...100 no is below 10.
So why didnt I just modify to monkeychance<=(10+mky_stats) and make mky_stats positive for like monkey.... Well because I did same for speed and had to replace the stuff in already written code. Hence I searched for an option which makes the work easier. Pasting a new block in all parts was easier than changing exisiting stuff.
Still if I had my level of coding half a year ago I would had coded all thosecalls even more generically. Like passing names and everything.



if monkeychance<=10: #10%chance of monkey
if monkey_slap_enable:
voice "audio/voices/salliangrymonkey.mp3"
$renpy.pause(2.5, hard=True)
$shunka_paragon+=5
else:
voice "audio/voices/joannamonkey.mp3"
$renpy.pause(1, hard=True)

$monkeychance = renpy.random.randint(1,100) #now used for edgechance
#edgechance via edg
$monkeychance = monkeychance+stats_edg
if monkeychance<=5: #5%chance of edge
play sound "audio/gong.mp3"
$renpy.pause(1.0, hard=True)
call anriedgeskillgoto from _call_anriedgeskillgoto_135

$randommasu_old=randommasu
$randommasu = renpy.random.choice(['joannasnake', 'joannacat', 'joannadog', 'joannaowl','joannaeagle','joannadragon','joannacatsnake','joannacateagle','joannacateagle', 'joannadogeagle', 'joannadogsnake', 'joannasnakedragon', 'joannasnakeowl'])

jump expression randommasu


label joannasnake:
if randommasu==randommasu_old:
"Keep the Form!!{nw}"
pass
else:
voice "audio/voices/joannasnake.mp3"
$renpy.pause(0.8, hard=True)

if speed<=70:
$pacepick='joannasnake_slow'
elif speed>70 and speed<=90:
$pacepick='joannasnake_medium'
else:
$pacepick='joannasnake_fast'

There is a later version of calls where I implemented the sayer to have a voice stating fast/medium/slow and then the form. That's not the case here yet. It's pain in the a** to implement in my not very genericly written code

#$pacepick = renpy.random.choice(['joannasnake_slow', 'joannasnake_medium', 'joannasnake_fast'])
jump expression pacepick

label joannasnake_slow:

play sound "audio/beats/snake100.wav" loop
$wait=renpy.random.randint(18,maxim)
$renpy.pause(wait, hard=True)
#$renpy.pause(18, hard=True)
stop sound
return

label joannasnake_medium:

play sound "audio/beats/snake140.wav" loop
$wait=renpy.random.randint(18,maxim)
$renpy.pause(wait, hard=True)
#$renpy.pause(18, hard=True)
stop sound
return

label joannasnake_fast:

play sound "audio/beats/snake180.wav" loop
$wait=renpy.random.randint(18,maxim)
$renpy.pause(wait, hard=True)
#$renpy.pause(18, hard=True)
stop sound
return


So for the time being: Dont worry too much about, it will change many encounters very gradually and probably you wont recognice directly. I mean, how do you check whether Maid X commands you a monkey in 5% or 8% after a Form?
On the other hand, from experimenting I know that for events happening often (like sequences of Masu forms commanded in one session) even small changes can be felt. Thats why in the long run I want to go down that road of letting the player take control where he wants to develop.

Long story short: To elaborate this system will take time. My vision for this kaho part was to turn more into an RPG-like thing. I.e. I needed some ideas which skills you could possibly leanr and what they could change. The stop option screen was the first step. Having a say about how teases look like would be the next step.

What would you prefer? A skilltree-like menu where you can use "skillpoints" you earned before? Or Kaho or someone else offering you once at a time to choose?
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Re: [RELEASE] Technical Forms - Complete Edition

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OK, o the code is a lot more complex than I thought now. I was thinking was all fixed yet. Very impressive!

BTW, I found the 'clickable' book. Did not know that was possible to do until you said something about that early. I bet that gave you a lot of ideas to use.

one question/request: It's possible to move the 'I edged" buttom? It's placed rigt in front of the picture you are trying to edge for (I got one than looked like a mustache on the girl :lol: , and that was a turn off)
What would you prefer? A skilltree-like menu where you can use "skillpoints" you earned before? Or Kaho or someone else offering you once at a time to choose?
For me, the once at time choose looks better. I don't think putting a lot of options would be great.

I will think about some ideas to share too.

Last thing, I found a few bugs in the Kaho encounters. I think it's a audio file missing (or a incorrect file name call). One of the errors happens after she give you 3 option for the encounter( I pick the fast one).

That said, I don't know how the China Matsuoka triggers. I did all the other encounters and still nothing.
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Re: [RELEASE] Technical Forms - Complete Edition

Post by richman2 »

avatarbr wrote: Mon Apr 25, 2022 3:09 am OK, o the code is a lot more complex than I thought now. I was thinking was all fixed yet. Very impressive!


BTW, I found the 'clickable' book. Did not know that was possible to do until you said something about that early. I bet that gave you a lot of ideas to use.
Thank you! Yeah I'd say I made huge progress in coding. Sadly I get closer to a point where a clean re-writing of stuff with today-knowledge would be the way to go instead of implementing changes in old noob-like written code. But the truth is: nobody does that. It's just way tooo boring work to do if unpaid :lol:
And yes the clickable thing was something I recently discovered and it blew my mind. The limitations are mor my image-processing skills. Like the thing with the book you saw looks (I'd sa) okayish but it took me ages to get there what for graphical pros would be 10min job. But I guess it's the same as with coding. But yes a lot of ideas. Mini-Map as soon as the currently small 'world' gets a bit larger, maybe icons/things on pics randmly showing up which need to be collected by click in time (as a task for a Maiden or something), make fun like "touching" breasts in pics possible with effects or - well you will see I implemented it also at the shrine to circumvent the annoying typewriting thing. And well finally I imagine a skilltree thing using that option. I#m just excited about it.
avatarbr wrote: Mon Apr 25, 2022 3:09 am one question/request: It's possible to move the 'I edged" buttom? It's placed rigt in front of the picture you are trying to edge for (I got one than looked like a mustache on the girl :lol: , and that was a turn off)
Do you talk of my custom made screens like when you edge at the shrine or for the vase thing or the regular menu-style edging task after "gong"? The latter might be more difficult as I rely on pre-built menus. The former should be easy (but it's held more transparaent anyway) cause it's custom made. Will consider but as for the standard menu-style to change would be not that easy.
avatarbr wrote: Mon Apr 25, 2022 3:09 am
What would you prefer? A skilltree-like menu where you can use "skillpoints" you earned before? Or Kaho or someone else offering you once at a time to choose?
For me, the once at time choose looks better. I don't think putting a lot of options would be great.

I will think about some ideas to share too.
Not sure if you got me right here, but as it's down the road no need to discuss in detail now. But yeah happy if you share ideas.
avatarbr wrote: Mon Apr 25, 2022 3:09 am
Last thing, I found a few bugs in the Kaho encounters. I think it's a audio file missing (or a incorrect file name call). One of the errors happens after she give you 3 option for the encounter( I pick the fast one).

That said, I don't know how the China Matsuoka triggers. I did all the other encounters and still nothing.
On the bug... from what you write I had that bug too I think after I uploaded and fixed it. But from what you wrote I couldnt identify the script part exactly. In that cases it's useful to provide me with a piece of dialogue text which is unique. Even something like Kaho said "edge for my breast" or something would help to Ctrl+F it quickly.

On the other thin - to meet China is crucial! Like for new encounters especially centered but not restricted to the woodhut.
Let me look into that.
Spoiler: show
The base idea is: You return some day after some shrine visits and performance from the shrine and meet Kaho. You talk with Anri about her. Maybe it's necessary to meet Kaho in the onsen several times to please her. Ask Anri about "How to progress" and she will give you hints what to do. I will check if edgeskilllevel is mandatory there whcih might not work in case ou disabled the timed edging. But I'm confident that I cared for that.
After you met Kaho in the Onsen two or three times (always with prep for daily edges and shrine visits before) you talk to anri again. After day 21 and with other conditions she will tell you.
Anri then presents you Kaho as your new Mistress and Kaho tells you to search for China. She is in Shunka's room beside your bedoom. She should talk to you when you return (or maybe next day?) if you dont go there actively.

The tease I talk about begins with china saying "So you must be %(player_name)s! I think you searched for me! As long as Kaho-san is your Mistress this will be my room. Shunka is... I don't know which room she took but maybe the small room outside."

Technically the preconditions are kaho_china_enable and kaho_china1done==False where kaho_china_enable gets activated in course of anri introducing kaho as described before.

After that you need to turn actively to here I think by approaching the room next to your bedroom directly to get the next encounter with her. You will be taught that this is only possible after a shrine visit.

So actually shouldnt be too difficult to trigger the China series. But maybe it's tricky to get that you need to please Kaho in the onsen first and talk to your Mistress inbetween.

Let me know if that solved your problem. It's worth encountering her I'd say.
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Re: [RELEASE] Technical Forms - Complete Edition

Post by forbiddendesire »

richman2 wrote: Thu Apr 21, 2022 9:07 pm Hey folks!

Maybe this is a deadcat and nobody cares but in case someone is still interested: Please find an update here:

https://mega.nz/file/xoQ2VLpI#61ObR8sz6 ... lqUTvew4BI

It's called Version 2.15

Different from last time I had no support for testing and editing. Hence: Do expect errors and bugs! Do expect a lot of them.

Especially cause I recently made some coding progress (like how to use image mapping and stuff) which typically comes at the price of...bugs. Also I made everything a lot more dynamic but it's not streamlined yet.

I want to be very clear that this is not a polished thing. It's just what I did for myself and which is work in progress I wanted to share. Basically there are a lot of new teases but the story develops only a bit and very slowly after Nanako but don't expect too much storywise. It's now more a thing to hang out in the temple and explore. To advance you really need to care for the Shrine. I'm not sure how transparent the game mechanics are and it might well be that you think you are stuck although there are many unexplored teases... dunno

One issue and maybe anyone knows some renpy and how to solve that:

I can imagine some of you have old save files and want just to go on. Cause there are many new variables and stuff I suspect this won't work. At least not in a way you can solve without any coding knowledge whatsoever and probably without knowing how things had been coded/ mechanics I had in mind it is a nightmare to fix it individually. Does anyone know a solution to that?

To make things easier I prepared several "jump points" at the beginning. Like the texts tell you: It's not recommended but in case you played until end of Nanako (which was th last version, right?!) it should be a sure thing to jump there.

Have fun!


Although it doesnt make any sense cause it might well be that I stop working at it again ...tomorrow... I still want to share some plans:

- I'm eager to implement more of picture mapping. Like in-game in picture clickable areas. Maps, tasks, easter-eggs - things like that. Just so happy I got that, wanna use it more. Still dreaming of a sophisticated skilltree-menu or backpack menu or stuff. But although I get closer it is still beyond my knowledge and I lack of ideas for such an RPG-like setting.

- Storywise I want (well "need") to implement a new competition to avoid things getting too boring.

- need to reduce/ streamline all the different ways you currently can evolve. The multiple paragon-systems are way too complex and mostly stand separated from each other which is no good.

- seriously thinking about implementing some text-to-speech japanese ... just because I can and it's a fun/nerd style element


Cheers!
This is great, thanks for the hard work! I haven't played Technical Forms in a long time, good excuse for me to start again. I'm planning to start from the beginning. It's maybe a dumb question, but this version includes the complete game from start to finish and the additional story you added in the previous versions too right? Lots to keep track of, very complex!
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Re: [RELEASE] Technical Forms - Complete Edition

Post by richman2 »

forbiddendesire wrote: Mon Apr 25, 2022 4:14 pm
This is great, thanks for the hard work! I haven't played Technical Forms in a long time, good excuse for me to start again. I'm planning to start from the beginning. It's maybe a dumb question, but this version includes the complete game from start to finish and the additional story you added in the previous versions too right? Lots to keep track of, very complex!
Hey :wave:

short answer is yes, the 2.15 version (i.e. the download) contains simply everything. If you really start from the beginning it's really massive I'd say.

So enjoy!
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Re: [RELEASE] Technical Forms - Complete Edition

Post by forbiddendesire »

richman2 wrote: Mon Apr 25, 2022 6:23 pm
Hey :wave:

short answer is yes, the 2.15 version (i.e. the download) contains simply everything. If you really start from the beginning it's really massive I'd say.

So enjoy!
Awesome, thanks! One more question, do you have any plans to release this on android? I was using the previous versions on android with JoiPlay, but doesn't seem to be working with the 2.15 version
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Re: [RELEASE] Technical Forms - Complete Edition

Post by richman2 »

forbiddendesire wrote: Mon Apr 25, 2022 9:29 pm
Awesome, thanks! One more question, do you have any plans to release this on android? I was using the previous versions on android with JoiPlay, but doesn't seem to be working with the 2.15 version
Mh thats beyond my knowledge. Neither do I know JoiPlay nor did I ever use or tried the "Android" Build option with Renpy. But in case you know how to do, or need any files do so that, let me know. I'll happily provide you with everything you need.

I can click on "Build Distributions --> Android" and see what happens though.

EDIT: Clicked it and it seems I need some updates and dependecies like JAVA DK to install to build Android version. Downloaded and installed but doesnt work. Will try next days.
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Re: [RELEASE] Technical Forms - Complete Edition

Post by avatarbr »

Hey, just to let you know, I think I found the China problem in the Kaho_and_China_regime_teases file :

#from lobby if
onsencount>=5

Even after finishing all onsen teases (I got that mesage asking me if I want to reset), I only got 4. Not sure if I skiped one or got a error.

Now I got a new encounter with Anri, I think is the one to unlock more ( I stoped before trying).



I got another error yesterday, but this time I could save it in the traceback file:
Spoiler: show
I'm sorry, but an uncaught exception occurred.

While running game code:
File "game/12_fromlake_shintoshrine.rpy", line 379, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 280, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 385, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 274, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 379, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 382, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 388, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 391, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 382, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 388, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 379, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 385, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 236, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 391, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 236, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 385, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 242, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 388, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 236, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 379, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 379, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 283, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 391, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 193, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 379, in script call
$renpy.pause(5, hard=True)
File "game/anri_afternanako_teases.rpy", line 3074, in script
if moe2break_enable=True:
SyntaxError: invalid syntax (game/anri_afternanako_teases.rpy, line 3074)

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

Full traceback:
File "game/12_fromlake_shintoshrine.rpy", line 379, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 280, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 385, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 274, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 379, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 382, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 388, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 391, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 382, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 388, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 379, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 385, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 236, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 391, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 236, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 385, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 242, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 388, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 236, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 379, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 379, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 283, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 391, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 193, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 379, in script call
$renpy.pause(5, hard=True)
File "game/anri_afternanako_teases.rpy", line 3074, in script
if moe2break_enable=True:
File "D:\Technical Forms\TechnicalForms-2.15-pc\renpy\ast.py", line 1832, in execute
if renpy.python.py_eval(condition):
File "D:\Technical Forms\TechnicalForms-2.15-pc\renpy\python.py", line 2057, in py_eval
code = py_compile(code, 'eval')
File "D:\Technical Forms\TechnicalForms-2.15-pc\renpy\python.py", line 692, in py_compile
raise e
SyntaxError: invalid syntax (game/anri_afternanako_teases.rpy, line 3074)
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Re: [RELEASE] Technical Forms - Complete Edition

Post by richman2 »

Thats very helpful, thanks for all the bug reporting!

avatarbr wrote: Tue Apr 26, 2022 12:57 am Hey, just to let you know, I think I found the China problem in the Kaho_and_China_regime_teases file :

#from lobby if
onsencount>=5

Even after finishing all onsen teases (I got that mesage asking me if I want to reset), I only got 4. Not sure if I skiped one or got a error.

Now I got a new encounter with Anri, I think is the one to unlock more ( I stoped before trying).
Oh damn thats a crucial one!
Thanks for hinting on that. Actually I cared for in the jump prep that the player already has some onsencounts. So did you. So what happened probably... I checked script and several times wrote onsencount=+1 instead of onsencount+=1

the latter means: set value of variable onsencount up by 1
the former means: set value of variable onsencount to ...1

Hence after that command even if you had 6 onsenvisits it will be 1 again and counting up. That's really a crucial thing to fix before others who dont know how to use the console play! So many thanks again.
avatarbr wrote: Tue Apr 26, 2022 12:57 am I got another error yesterday, but this time I could save it in the traceback file:
Spoiler: show
I'm sorry, but an uncaught exception occurred.

$renpy.pause(5, hard=True)
File "game/anri_afternanako_teases.rpy", line 3074, in script
if moe2break_enable=True:
SyntaxError: invalid syntax (game/anri_afternanako_teases.rpy, line 3074)
--HATE IT! it is if moe2break_enable==True: NOT if moe2break_enable=True ....grrr and yes I know (notice to myself) that for checking if True it is not necessary to type ==True


Need some sleep now
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Re: [RELEASE] Technical Forms - Complete Edition

Post by forbiddendesire »

richman2 wrote: Mon Apr 25, 2022 10:11 pm
Mh thats beyond my knowledge. Neither do I know JoiPlay nor did I ever use or tried the "Android" Build option with Renpy. But in case you know how to do, or need any files do so that, let me know. I'll happily provide you with everything you need.

I can click on "Build Distributions --> Android" and see what happens though.

EDIT: Clicked it and it seems I need some updates and dependecies like JAVA DK to install to build Android version. Downloaded and installed but doesnt work. Will try next days.
Thank you :-) I know you're very busy, I don't want to make you spend too much time on that.
JoiPlay is just an app for Android which lets you play games like html, renpy and RPGMaker games. Not fully compatible but the best we've got. On closer inspection of the error log file, seems like the errors are coming with the video teases (specifically when the channel "movie") is used. I'll try removing these and see. Hopefully shouldn't break anything?
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Re: [RELEASE] Technical Forms - Complete Edition

Post by avatarbr »

A few more bugs I found:

When you go to the room next to yours, and
Spoiler: show
you get Kaho explaining about the vase true meaning
, I think there are some misspelling when calling some conditions: edgingskill and edgingskilllvl

And, after that, still
Spoiler: show
can't talk to Shunka about the vase. I got one ramdom encouter with her, but nothing new about that. Maybe another condition is wrong. I will check some files to see if I find it.

EDIT: I think I found it:
default shrine_knowsaboutvaseoffering=False before the 'vase encouter'. So, I think that is intended.
Another one is that:
Spoiler: show
While running game code:
File "game/12_fromlake_shintoshrine.rpy", line 379, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 280, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 385, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 274, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 379, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 382, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 388, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 391, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 382, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 388, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 379, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 385, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 236, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 391, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 236, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 385, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 242, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 388, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 236, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 379, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 379, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 283, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 391, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 193, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 379, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 193, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 233, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 379, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 245, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 391, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 283, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 382, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 379, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 242, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 382, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 196, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 379, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 379, in script call
$renpy.pause(5, hard=True)
File "game/Kaho_and_China_regime_teases.rpy", line 901, in script
if q_like_stopmenu:
File "game/Kaho_and_China_regime_teases.rpy", line 901, in <module>
if q_like_stopmenu:
NameError: name 'q_like_stopmenu' is not defined

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

Full traceback:
File "game/12_fromlake_shintoshrine.rpy", line 379, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 280, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 385, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 274, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 379, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 382, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 388, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 391, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 382, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 388, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 379, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 385, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 236, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 391, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 236, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 385, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 242, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 388, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 236, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 379, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 379, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 283, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 391, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 193, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 379, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 193, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 233, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 379, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 245, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 391, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 283, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 382, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 379, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 242, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 382, in script call
$renpy.pause(5, hard=True)
File "game/bedroom2.rpy", line 196, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 379, in script call
$renpy.pause(5, hard=True)
File "game/12_fromlake_shintoshrine.rpy", line 379, in script call
$renpy.pause(5, hard=True)
File "game/Kaho_and_China_regime_teases.rpy", line 901, in script
if q_like_stopmenu:
File "D:\Technical Forms\TechnicalForms-2.15-pc\renpy\ast.py", line 1832, in execute
if renpy.python.py_eval(condition):
File "D:\Technical Forms\TechnicalForms-2.15-pc\renpy\python.py", line 2059, in py_eval
return py_eval_bytecode(code, globals, locals)
File "D:\Technical Forms\TechnicalForms-2.15-pc\renpy\python.py", line 2052, in py_eval_bytecode
return eval(bytecode, globals, locals)
File "game/Kaho_and_China_regime_teases.rpy", line 901, in <module>
if q_like_stopmenu:
NameError: name 'q_like_stopmenu' is not defined
I wish that file could be saved with multiple instances, so I would have a few more.



EDIT: I was reading the newdojotease1, and now I understand your explanation about the RND encounters :lol:

But, I still don't understand this part:

call callraveenapickmasu from _call_callraveenapickmasu_33

It's go from 33 to 43. What are those? Maybe a simple counter or a RNG seed, so the commands don't repeat?

I want to try creating some random encouters in that file, but not sure how to do that part.


EDIT2: I created a tease inside the newdojoteases folder, but I can't make the game load that. Is that implemented yet?
PS: god damn it, the game do not allow tab or random spaces in the code :lol: I fixed that (no error on load), but still can't get the dojo tease to run when I enter the dojo
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