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[Resources] Seaside Pharmacy mod

Started by Jman, Jul 12, 2024, 11:32 AM

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JmanTopic starter

#30
Oh, yeah, it seems I haven't really updated the internal version numbers for CJBT. :-*

'Bonanza Edition' is neronero's advertising line. It means most of the mod's changes are taken from my old supermod/fork Bonanza. It's not really quite the same as the original JobMod, they serve somewhat different puproses. That is, CJMT is not an update of CJM.


I can load your '1-4-LT1.save', do the fix of consoling 'story_add_event("meet_doctor")' and get the Doc to show up. What exactly is your problem there?



Yeah, this mod doesn't really add any new mechanics, just another merchant so there are more consumables available to buy. You could feed your masochist girls more monster juice now, though. ;)

I don't think hard drugs are even on the horizon for BK right now.



Quote from: mmm520555 on Aug 11, 2024, 11:30 AMI don't need stallion men on the farm, animals on the farm, or tentacles on the farm.
I see a conspicuous absence of sex robots in your denial. :P
And with strange aeons even death may die...

Minxin

#31
Quote from: mmm520555 on Aug 11, 2024, 11:20 AM
Quote from: PANDA129 on Aug 11, 2024, 06:01 AM
Quote from: mmm520555 on Aug 11, 2024, 01:04 AMI loaded multiple modules for the game,
one is [Brothel_King-v0.3t-Chinese.zip ],
two is [ All The Fallen 4.0],
 three is [Art material replacement ],
 four is [ HH_mod_0.31 2024.7.23],
and five is [ King's Way 2.0 2022.5.21].
and five is [ Chris' Job 2.2 高级版 2024.7.9].

哦我亲爱的兄弟,汉化版本还未完成,我们每天都还在继续翻译工作,美术素材替换和修复BUG。有些BUG是原版自带的,有些是翻译后产生的。鉴于作者很快就要发布下一个版本,所以我们没有在国内论坛发帖,打算等到下一个版本稳定后再说。如果你要测试论坛的模组,最好还是别用汉化版本。GitHub上汉化补丁也在一直更新,爱来自中国。
The latest Chinese translation update date is July 12, oh my god! It's such a long time ago!
Dear Chinese translator, please allow me to write a poem to urge you to update the Chinese translation files of the 0.3 beta version in time.

The brothel is waiting for a new chapter, and the Chinese translation has been waiting for a long time.
Time is like flowing water, and the translation seems to be forgotten.
The king's flag dances in the wind, and the story is waiting to be continued.
The players are eager and look forward to it.
I hope you will work hard and present your masterpiece soon.
你好,我是0.3t汉化的成员之一。
因为担心在汉化过程中造成对坏档。(或许有救,但我不知道该怎么做)
但我担心的事其实已经发生了,现在使用最新版本的话,旧的存档将无法使用。
考虑距离到上个汉化版本发布已经一个月了,时间确实隔的有点久,我稍后会再发布一个版本。(希望不要再出现因为愚蠢操作而导致的BUG :P

Hello, I'm one of the members of the 0.3t Chineseization.
For fear of causing irreversible damage to the save during translation. (There may be a way to save it, but I don't know how to do it)
But what I feared has actually happened, and now the old saves will not work if the latest version is used.
Considering that it's been a month since the last translation was released, it does seem like a bit of a long time, so I'll release another version later. (Hopefully no more bugs due to stupidity :P )


另外,刚刚我运行这个MOD的时候,出现了几个报错,基本都是跟音效有关,一个缺失字体,还有一个文件夹错误。
游戏里读取的是'sounds'文件夹里的音效,但MOD里面提供的文件夹名称是'sound'。
我不确定字体文件原版有没有,因为MOD里面没有提供字体文件。
但这些错误只要点击'忽略'直到遇到商店,就能正常使用。

Also, just now when I ran the mod, I got a couple of errors, basically related to sound effects, a missing font, and a folder error.
The game reads the 'sounds' folder, but the folder name provided inside the mod is 'sound'.
I'm not sure if the font files are present in the original, as they are not provided in the mod.
But these errors just click 'Ignore' until you encounter the store and it works fine.

Couldn't find file 'sounds/beach.ogg'.
Could not find font 'CHOWFUN_0.TTF'.
name 's_hmm' is not defined
name 's_erm' is not defined
name 's_giggle' is not defined


Quote from: Jman on Aug 11, 2024, 06:33 AMYeah, so it's not 0.3, it's 0.3 Chinese. Which replaces item names, and that plays hell with the freebie item the Doc gives you.
Brothel_King-v0.3t-Chinese确实修改了物品名称,但目前看来一切正常。 :)
Brothel_King-v0.3t-Chinese did change the item names, but everything seems to work fine so far. :)
《青楼之王》以及《标签工具》的中文翻译: https://github.com/XyMinxin/Brothel-King-Chinese-Translate

mmm520555

I just entered the game again and used [1-4] to save the game, but it still doesn't work.
I think this is probably because I used an incomplete Chinese version, or a bug caused by the different usage environment [such as Microsoft system version and region]. I think we can stop here, because the official 0.3 version will be released soon. If I find this error again at that time, I will report it again.

I feel that we can talk about new content. As you said, I don't hate using sex machines. Yes, I think using them will not pollute my girls because they don't produce body fluids, let alone semen. I want to punish a virgin girl. After the punishment is completed, she is still a virgin, or she has been bullied by the machine, but not by animals or insects in a broad sense, using the mouth, vagina, and anus of the punished girl.
If the sex machine has consciousness, I can treat it as [NTR]. After NTR, the girl is still a virgin girl and I love her.
If she is [raped] by other men or animals, I will not touch this girl again. I will only sell her or throw her into a brothel and let her engage in [group sex] prostitution.

Regarding drugs, I don't want to know about them, because in my country, selling 1KG of drugs may lead to the death penalty, and life is directly [game over].
The sedatives I just mentioned may cause ambiguity. I think I can give another example. For example, a girl with a negative trait of [obesity] can buy weight loss potions or other corresponding drugs at the pharmacy to help her eliminate or reduce her negative traits. At present, the drugs in the pharmacy are basically [strong mental control category] drugs, which I don't like very much. I prefer to chat and have sex with girls every day to increase feelings. If a girl is disobedient, I would rather rape her again and again, rather than use monster juice, which I think is disgusting.

Regarding monster juice, if the game world is advanced magic, then if it is [purified] [disinfected and sterilized] by means similar to real-world technology companies, then I will also be happy to accept it.
In the main plot, I was forced to drink monster juice and turned into a monster. This plot actually made me uncomfortable, but I am a Chinese player and will not talk about it and ask for corrections just because I don't like it.

Inclusion is a force that makes people freer and more open, without restrictions or constraints.

JmanTopic starter

#33
Quote from: Minxin on Aug 11, 2024, 12:19 PMAlso, just now when I ran the mod, I got a couple of errors, basically related to sound effects, a missing font, and a folder error.

I'm not sure if the font files are present in the original, as they are not provided in the mod.
Yeah, some of these are from Headhunter, and since I always have that installed, I missed adding them. Updated the download.

Also fixed the 'sound' directory name. :-*

Quote from: Minxin on Aug 11, 2024, 12:19 PMBrothel_King-v0.3t-Chinese did change the item names, but everything seems to work fine so far.
It works now, because I updated the mod to use potion item image filenames instead of internal names. Didn't work before.



mmm520555's other posts don't really seem to fit the mod thread. Perhaps make a new one, or use one of the existing big threads? You can copy over your posts there, and delete them from here, or maybe ask a mod to move them if not sure.
And with strange aeons even death may die...

JmanTopic starter

Updated to use the new 'papa_labels' system.

The mod will throw an error and launch you into the Pharmacy intro right away when you hit chapter 2. While inconvenient, ignoring the error should do no harm (short of maybe disabling all your mods again, as happens sometimes).

While Goldo's new mod-specific chapter labels are nice, what I was after was the ability to add 'story_add_event' kind of calls to chapter start labels, not launching into the added label directly. While I could work around this, I'd really prefer to have that extra functionality, too. Pretty please? :)
And with strange aeons even death may die...

Goldo

Quote from: Jman on Aug 26, 2024, 09:17 AMWhile Goldo's new mod-specific chapter labels are nice, what I was after was the ability to add 'story_add_event' kind of calls to chapter start labels, not launching into the added label directly. While I could work around this, I'd really prefer to have that extra functionality, too. Pretty please? :)

Why not have a chapter label that looks like this?

label Jman_intro:
    $ add_event('whatever_event_I_want_whenever_I_want')
    return
Maker of BK. Looking for the latest patch for BK 0.2? The link doesn't change, so bookmark it!

JmanTopic starter

Oh, yeah, I'm stupid. :-[

New, properly initiated Doctor uploaded.
And with strange aeons even death may die...

Pekpuuu

This mod suffers from a similar problem as the jobmod. After you restart your game the mod stops functioning. Reading a bit about saving in renpy, the big problem is init python variables aren't saved by renpy. This makes sense as they're created before the game even starts but poses a problem as a bunch of variables aren't being saved.

init -1 python:

    merchant_greetings['Doctor greeting'] = "Hmph.{w=1.0}{nw}"
    merchant_greetings['Doctor bought something'] = "Take it twice per day, and don't forget to wash your hands!{w=1.0}{nw}"
    merchant_greetings['Doctor no money'] = "Hey! I'm not running a charity here!{w=2.0}{nw}"
    merchant_greetings['Doctor sold something'] = "I suppose I'm running short on these...{w=1.0}{nw}"
    location_tb['visit_doctor'] = "tb doctor"
    merchant_title["Doctor"] = "Medicine"
    papa_location["The Docks"] = "Taverns"

    game_image_dict["Characters"]["doctor"] = [
                                            declare('doctor', 'NPC/misc/stranger.webp', "tall"),
                                            declare('side doctor', 'NPC/misc/hood_portrait.webp', 'p', x=152, y=152, gallery=False),
                                            declare("bg shop_storage", "backgrounds/shop_storage.webp", "p", wide=True)
                                            ]

    game_image_dict["Characters"]["found_item"] = [
                                            declare('found_item1', 'UI/Treasure1.webp', 'f', x=0.9, y=0.9),
                                            ]

    s_beach = "beach.ogg"
    s_erm = "erm.mp3"
    s_hmmm = "uhm.ogg"
    s_hmm = "uhm.ogg"
    s_giggle = "giggle.mp3"

    IT_Potion = ItemType("Potions", usage = "use_auto", filter = "consumable", sound = s_bubbling, adjectives = "misc")

    #try:
    #    NPC_doctor
    #except:
        #NPC_doctor = NPC(name = "Doctor", portrait = "side doctor", bg = "bg shop_storage", item_types = ["Potions"])
label seasidepharmacy_init():
    ## Important! It is necessary to copy the mod template to a variable upon initializing it if you would like mod variables to save together with the player's saved game (ie. most cases)
    # Trying without for now, seems to work
    # $ chrisjobmod = mymod_template
   
    "Seaside Pharmacy is open!"

    python:
        NPC_doctor = NPC(name = "Doctor", portrait = "side doctor", bg = "bg shop_storage", item_types = ["Potions"])
        potion_item_candidates = [x for x in item_dict.keys() if "tonic" in item_dict[x].pic.path.lower() or "medicine" in item_dict[x].pic.path.lower() or "love potion" in item_dict[x].pic.path.lower() or "monster juice" in item_dict[x].pic.path.lower() or "wine" in item_dict[x].pic.path.lower()]
       
        for x in potion_item_candidates:
            if item_dict[x].type.name == IT_Misc.name:
                item_dict[x].type = IT_Potion

        taverns.menu = ("Visit Papa Freak", "visit_papa")
        taverns.menu_costs_AP = False
        seafront.menu = ("Visit Seaside Pharmacy", "visit_doctor")
        seafront.menu_costs_AP = False

        try:
            event_dict["meet_doctor"]
        except:
            event_dict["meet_doctor"] =  StoryEvent(label = "meet_doctor", location = "seafront")
        try:
            doctor_name
        except:
            doctor_name = "Hooded person"

        city_merchants.append(NPC_doctor)
        #location_tb['visit_doctor'] = "tb doctor"

        #merchant_title["Doctor"] = "Medicine"
       
        #merchant_greetings['Doctor greeting'] = "Hmph.{w=1.0}{nw}"
        #merchant_greetings['Doctor bought something'] = "Take it twice per day, and don't forget to wash your hands!{w=1.0}{nw}"
        #merchant_greetings['Doctor no money'] = "Hey! I'm not running a charity here!{w=2.0}{nw}"
        #merchant_greetings['Doctor sold something'] = "I suppose I'm running short on these...{w=1.0}{nw}"

        #papa_location["The Docks"] = "Taverns"

    return

These changes should allow the mod to function, but may cause problems if the mod is installed, but not activated. merchant greetings etc are created at init python by goldo so they cannot be saved, meaning you will have to add them at init too. NPC_doctor has to be created after game start so it can be saved. The current mod system doesn't seem conducive to this type of mod, but perhaps there is a hacky workaround.

JmanTopic starter

#38
I don't think saving is the problem, it's rather the fact that 'merchant_greetings' is recreated on each engine start (as mentioned towards the end). E.g. 'event_dict' or 'papa_location' don't suffer from that, since they're created during actual game restart and saved.


I'm not sure what the problem is with just adding those merchant lines and other stuff into an init block, since they should be unavailable without actually activating the mod?



Anyway, uploaded a new version. Not sure it's 100% problem free, since I didn't understand the non-activation issue.
And with strange aeons even death may die...

Pekpuuu

Your fix misses moving NPC_doctor to seasidepharmacy_init. Without it the shop can still be accessed, but their inventory will be empty after you restart your game. My point about the activation is mostly false as if you deactivate the mod through the mod's own menu the shop will disappear. The only case where it is relevant is papa_location.

papa_location change in seasidepharmacy_init doesn't stick. If you use your fix, save, restart your game and reload papa_location will have reverted back to Seafront. If you put papa_location into init python, like I did, it will stick, but it will also change papa_location even if the mod isn't activated. Which was what I was getting at. Not sure if it will cause problems though.

JmanTopic starter

#40
Okay, another version.



Moved the NPC definition so the store doesn't get overwritten.

Forced 'papa_location' to be saved by redefining it during mod init. Changes should persist through mod deactivation from the '?' menu, though not the main menu. But it would be better if Goldo actually defined this as a saveable dict in the first place, because this is likely to mess up any other mods that might use 'papa_location'. Granted, two mods messing with it would be somewhat incompatible anyway, but still...
And with strange aeons even death may die...

mmm520555

I wonder if the big guy "Jman" will update this MOD? Make this MOD a MOD that only needs to be placed in the "Mods" folder?
Because I am a game player who uses Chinese translation, any MOD that overwrites the game files should be used with caution, because if the MOD patch is installed first and then the Chinese translation patch is installed, the MOD will become invalid.
If the Chinese translation patch is installed first and then the MOD patch is installed, it may cause the Chinese translation patch to become invalid.

I think that if the effectiveness mechanism of this MOD can be changed, it will be very beneficial for other players who use translation patches [non-English reading players] and obsessive-compulsive players.

And big guy "Jman", if the MOD is installed and enabled before the game starts, then when you play for the first time, will there still be potions in the "store" on the right side of the game interface?
After all, the protagonist is still in the [slums], still in the initial place, and is not allowed to go to the [coastal area].

JmanTopic starter

#42
All the files not in the 'mods' directory are extra resources that the base game does not have, like button images, sounds and fonts. So it's not possible to do what you suggest without stripping these out. Or, well, it is, but I don't want to, mainly to detect conflicts like you're alluding to. Having two font files with the same name in two different places and from two different authors is a worse situation than them explicitly conflicting. The first will fly under the radar, the second is easily resolved via renaming.

But they also shouldn't conflict with the Chinese patch unless the patch itself is using new files with the same names. I'd hope that this is not the case, but if it is, I can change the file names.

The general 'store' should still potentially have every item available (although the selection is small enough that you might not get any medicine items at all). The mod basically only moves the medicines from the Gift Girl to the new shop, and makes them more plentiful due to the Pharmacy only stocking those few item types. And Gift Girl is also a chapter 2 merchant, so no harm done wrt overall item availability.
And with strange aeons even death may die...