aphrodisiac + stall is always an option if your willpower is high enough
basically spam aphrodisiac + healing
As someone who plays management games mediocrely,
skill issue. Really, even if you get shafted hard in wk 1 with quests it's not very hard to clamber out; just sign with fighters or mage guild, go adventuring, grove and goblin caves are easy ways to get tons of exp and decent gold [sell loot], use gold early to buy armor and just run around.
If you can't get 500 pts after paying 4k, you're too slow and not spending enough exp on upping charm factor for mc; if you trihard, you should reliably get 500 pts at on or around the 4k payment
Princess Persuasion:
Assuming you don’t just mind control her.
Preparations:
First, you have to get her willing to consider living. Here, a hidden stat named sympathy comes into play, as well as your charm factor. If sympathy + charm factor >= 10, you advance past this stage. Otherwise, you fail, and you may get an opportunity the next day.
There is another hidden stat named Sympathy2 in the game files for the second stage persuasion. Upon Sympathy2 hitting 11 or higher, you will succeed in your recruitment.
Applies to both routes:
Now for the actual routes:
Marry:
Enslave:
right, so i did copy and paste the individual code blocks i'm pretty sure into the correct places, but strive still flips out. does anyone know where changerace() even is?
EDIT: OHHHH, so you wanted me to port the code blocks into ARIC's scripts, not the applied scripts. That makes more sense, since changerace() isn't in the applied constructor.gd but IS in aric's constructor.gd
well, you can disregard me entirely ig.
so, i made a thing, with lots of help from redle and ank (thanks again!). Don't know if you want it Arics, but it is compatible with 9.4, and should be compatible with deviate's changes (haven't tested yet).
anyways, craftable equipment is now easy to add! just put a load() over the icon of the equipment you want to craft and over the icon of the equipment you will use to craft (if you want to use equipment to craft equipment) and then go to items.gd and type out a new recipe.
and link the item to the recipe, duh.
warning: probably buggy, hopefully i haven't forgotten any snippets of code elsewhere in the world (i don't think i did). I would do all the icon preloading, but sometimes that's also a bit glitchy, so leave it to you to preload when you want.
just found a bug that fires an error in console but does nothing else (but is regardless very annoying to me)
your bottled fluid items (milk, semen, etc) don't have toxicity value entries, so every time they're used the console yells "but there is no toxicity" (loose quote)
the game itself isn't impacted, and I'm pretty sure just setting the toxicity for each to zero should do the trick.
938 in v9.4 modded code (actually, my changes might not have taken effect because I'm editing the base game applied code, pls tell me if mods override changes in base game)
if all conditions are met, the relations go up by 15 to 30, but otherwise the code says "lol screw you"
editto: if you wanna add it, here's my modded version:
if (person.relations[i.id] <= 200 && !person.traits.has("Fickle")) || person.traits.has("Monogamous"):
if (person.traits.has("Monogamous")):
globals.addrelations(person, i, -rand_range(25,50))
if (!person.traits.has("Fickle")):
globals.addrelations(person, i, -rand_range(25,50))
edit 2 electric boogaloo:
i also was bored and made the tentacle spell a little more user-friendly (i.e. make cases where you can have fun with it, not just pain)
ok, for everyone's future reference, it's in the mansions.gd file, and it's filed as person.relations. In other words, in files>scripts>mansion.gd, anywhere you find person.relations is where there is relations based stuff.
For characters without fickle or with monogamous and not already above 200 relation, there is a rand 50 to 100 penalty to relationships. holy fuck. i'm currently changing that so not fickle is 25 to 50 and monogamous is 50 to 100.
uhhh, odd question, but are people sharing the master bedroom supposed to go from neutral to hostile in two days? not sure if it's some kind of overflow/underflow bug or what, or if it's just base game mechanics, but the three girls sharing the master bedroom all hate each other, the three being chloe, cali, and my starter slave.
using constants and 9.4. Notably, the command prompt shows no errors. shruggerino.
also, thanks for the update, very cool :D
The code is in [your strive 2 folder]\src\custom_effects.gd.
func writ_of_exemption_use():
var character = person
var acceptance_req = 100
var acceptance_chance = 0
state.remove_item("writ_of_exemption", 1)
input_handler.get_spec_node(input_handler.NODE_INVENTORY, [{mode = 'character', person = person}]).hide()
input_handler.scene_characters = [person]
if character.loyalty == 100 && character.submission == 100:
acceptance_chance = 100
else:
acceptance_chance = (character.loyalty + character.submission) / 2
acceptance_chance = acceptance_chance - acceptance_chance*variables.personality_conversion_rates[character.personality]
if acceptance_chance >= randf()*acceptance_req:
input_handler.interactive_message("writ_of_exemption_success",'char_translate',character)
character.set_slave_category('servant')
character.loyalty += 25
else:
input_handler.interactive_message("writ_of_exemption_failure",'char_translate',character)
state.remove_slave(character)
input_handler.update_slave_panel()
input_handler.rebuild_slave_list()
What this means is: maxed out loyalty gives 50% chance for a freed slave to stay. maxed submission gives the other 50%. anything in between is linear. You can change these numbers to be less annoying, or whatevs.