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[Resources] Trait King mod

Started by neronero, May 16, 2022, 08:26 PM

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Goldo

Quote from: DarkFire on Aug 21, 2023, 02:20 AMI don't know how this triggered:

I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/BKmain.rpy", line 896, in script call
    $ calendar.play_alarms() # Also triggers "day" conditional events
  File "game/BKevents.rpy", line 735, in script call
    $ ev.play()
  File "game/Mods/Friends and Foes/friends_and_foes.rpy", line 2260, in script
    python:
  File "game/Mods/Friends and Foes/friends_and_foes.rpy", line 2281, in <module>
    if not g.obedience_check() and dice(8) == 1 and grumble_escape_counter > cooldown_counter:
  File "game/BKgirlclass.rpy", line 4248, in obedience_check
    target = self.get_obedience_check_target(act, train=False)
  File "game/BKgirlclass.rpy", line 4235, in get_obedience_check_target
    if self.get_effect("special", "link obedience"):
  File "game/BKgirlclass.rpy", line 2717, in get_effect
    r += get_effect(brothel, type, target, change_cap=change_cap)
TypeError: can only concatenate tuple (not "int") to tuple

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

Full traceback:
  File "game/BKmain.rpy", line 896, in script call
    $ calendar.play_alarms() # Also triggers "day" conditional events
  File "game/BKevents.rpy", line 735, in script call
    $ ev.play()
  File "game/Mods/Friends and Foes/friends_and_foes.rpy", line 2260, in script
    python:
  File "C:\Users\Dani\Downloads\Brothel_King-0.3t\Brothel_King-pc\renpy\ast.py", line 1138, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "C:\Users\Dani\Downloads\Brothel_King-0.3t\Brothel_King-pc\renpy\python.py", line 1122, in py_exec_bytecode
    exec(bytecode, globals, locals)
  File "game/Mods/Friends and Foes/friends_and_foes.rpy", line 2281, in <module>
    if not g.obedience_check() and dice(8) == 1 and grumble_escape_counter > cooldown_counter:
  File "game/BKgirlclass.rpy", line 4248, in obedience_check
    target = self.get_obedience_check_target(act, train=False)
  File "game/BKgirlclass.rpy", line 4235, in get_obedience_check_target
    if self.get_effect("special", "link obedience"):
  File "game/BKgirlclass.rpy", line 2717, in get_effect
    r += get_effect(brothel, type, target, change_cap=change_cap)
TypeError: can only concatenate tuple (not "int") to tuple

Windows-10-10.0.19045 AMD64
Ren'Py 8.1.1.23060707
Brothel King 0.3t v230805
Mon Aug 21 04:16:55 2023


It is a bug in the vanilla test version, which I will fix.
Maker of BK. Looking for the latest patch for BK 0.2? The link doesn't change, so bookmark it!

RobinScales

So the features of negative trait removal and willing enslavement practically never activate for me, which is a shame, because it's why I primarily use the mod.
I'm about 6 months in the game, with a roster of about 20 girls.
Besides my first girl, I'm *only* using free girls, and their fear is all negative and love/mood is usually capped out for their rank. All but the newest girls have had their negative fixations removed.

Yet in all that time only a single girl has proposed a price tag on herself, and only one girl (the starting girl) has triggered the event that leads to trait removal enough to actually remove a single bad trait. 4-5 Other girls have triggered the event too occationally, once or twice but not enough to get an effect.

I feel like the further into the game I get, the rarer these events become, in spite of how much *more* girls should be eligible for both events.

I'm not running any other mods and I'm on 2.0

Not sure if this is a bug or by design. Maybe getting other daily/weekly events overrule these events? Idk, but if it IS design, I'd recommend increasing the trigger rate on these events by a *lot*.

Not really fun to spend over 6 months, trying to cure a girls anxiety or brattiness, even if it might be more realistic

vadi92

Quote from: RobinScales on Dec 01, 2023, 07:30 PMSo the features of negative trait removal and willing enslavement practically never activate for me, which is a shame, because it's why I primarily use the mod.
I'm about 6 months in the game, with a roster of about 20 girls.
Besides my first girl, I'm *only* using free girls, and their fear is all negative and love/mood is usually capped out for their rank. All but the newest girls have had their negative fixations removed.

Yet in all that time only a single girl has proposed a price tag on herself, and only one girl (the starting girl) has triggered the event that leads to trait removal enough to actually remove a single bad trait. 4-5 Other girls have triggered the event too occationally, once or twice but not enough to get an effect.

I feel like the further into the game I get, the rarer these events become, in spite of how much *more* girls should be eligible for both events.

I'm not running any other mods and I'm on 2.0

Not sure if this is a bug or by design. Maybe getting other daily/weekly events overrule these events? Idk, but if it IS design, I'd recommend increasing the trigger rate on these events by a *lot*.

Not really fun to spend over 6 months, trying to cure a girls anxiety or brattiness, even if it might be more realistic

It's more of a design. But you can change it in the TK_events.rpy for something higher.
For the in demand trait: line 175 (you have 6% chance/day to trigger it.
Evolving neg trait: line 180
Free girl enslavement: line 88
Getting the unknown trait: line 99
For developing said unknown trait: line 208

RobinScales

Thanks!
Though still surprised at the numbers in the code. At least 8 of the girls have been fixation-free for at least 16 in game weeks or more, yet only the starting girl triggered the event enough times. Weird.

Not really a coder, can you explain line 187 for trait removal? Does it mean that the minimal time gap between trait-removal training is the sum of 4 rolled d6's?

neroneroTopic starter

#49
Quote from: RobinScales on Dec 01, 2023, 07:30 PMNot sure if this is a bug or by design. Maybe getting other daily/weekly events overrule these events? Idk, but if it IS design, I'd recommend increasing the trigger rate on these events by a *lot*.
It's a bit of both, TK used to have quicker progression, but it was toned down after reports that it got a bit too crazy in the lategame. it's tough to strike the right balance since your brothel can contain so many girls at that point, while you'll only have 1 or 2 for a long while in the earlygame (and difficulty settings can impact the grind/timescales a lot so YMMV)

I'm open to suggestions, but I think the best solution might be to poke around in the files and tweak a few values to your own liking.


Quote from: vadi92 on Today at 06:54 AMyou have 6% chance/day to trigger it
* 6% per week, per girl. The label "traitking_day" in the code runs with random intervals of 3-11 days in between.
Changing this line could be one easy fix to speed up progression:
$ calendar.set_alarm(calendar.time + 2+dice(9), StoryEvent(label="traitking_day", type="day"))It tells the game when to repeat traitking_day. Calendar.time means today's date, and 2+dice(9) means 2+ a random number between 1 and 9. So insert a smaller number there and all progression will go faster.

Most triggers have all kinds of conditionals attached. Eg: A free girl will only offer to enslave herself if she's in a great mood, trusts you, has a decent amount of work experience and doesn't have a dominant personality. And then there's a 12% weekly chance that she does it. So there's more to it than just random chance of course.

edit:
                            # schedule evolution training
                            calendar.set_alarm(calendar.time + dice(4), StoryEvent(label="fix_neg_interact", call_args=[girl, trait], order = 0, type="morning"))
Is this the line you mean? calendar.set_alarm means: trigger an event at this date in the future. So this line says: Make the event where you interact with her to fix her negative trait happen somewhere in the next 4 days.
My Girl Packs: [ link ] - Trait King mod: [ link ]

RobinScales

Thanks, both of you!

I'll tinker with the numbers a bit.

Though if you are willing to hear feedback as the mod's dev, I'd recommend shorter time frames.
Like I said, I managed to make it to the final district, with a full roster, in 6 months, and only managing to cure *1* girl of a bad trait, and get a single offer of an enslavement contract in all that time.
And I am practically at the end of the game.