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Heartache 101 ~Sour into Sweet~
Custom content (archived discussion)
edit: I meant to post in the testing page. Go there if you'd like to help with the testing of the new character customizer app.
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Custom content (archived discussion)
Wouldn't making it temporary defeat the purpose of it for most people? I don't know of a good way to limit it. The only idea I have is to maybe make mention of the fact that a custom content package involves attribute manipulation on this page so that people know this before they mix it with other content.
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Custom content (archived discussion)
A duplicate profile is the only way I know of for that to happen. In any event, I really doubt it's anything you did, Marrend. It's either a duplicate profile or else a glitch in the game. If the latter we need to find out why it only happened once and only to Epischdrew.
Custom content (archived discussion)
Are you certain you don't have two copies of masako_profile.txt? Or two copies of her profile in any of the files in the Profiles directory? What version of the game are you running?
It's gonna be hard (but I suppose not impossible) to talk me into that one. You can do lots of crazy things with custom characters, but those crazy things generally don't spill into what's going on with any other custom characters that may be installed. Once I allow the changing of attributes at will, User A could have a story that makes the player's attribute jump up or down in such ways that it renders User B's carefully planned story route difficult or impossible to complete.
author=dude797
I think this would also be a good time to bring up attribute change mid story again. I would really loveto torture/grief playersto put more weight on each decision, as it could potentially harm/improve your attributes.
It's gonna be hard (but I suppose not impossible) to talk me into that one. You can do lots of crazy things with custom characters, but those crazy things generally don't spill into what's going on with any other custom characters that may be installed. Once I allow the changing of attributes at will, User A could have a story that makes the player's attribute jump up or down in such ways that it renders User B's carefully planned story route difficult or impossible to complete.
Idolcraft
I didn't think that there was one, but I just did a search and found that somebody did make a guide. At a quick glance, some of the names are spelled wrong and I can't vouch that the information is all correct, but hopefully that helps!
Custom content (archived discussion)
Here's what I have in mind:
If you include "masako_profile.txt" in the first line at the top of a stories file but the game can't find that file, it will generate a warning and then proceed to ignore the story file in question. In other words, you should put all stories with dependencies on a profiles file that the player may or may not have into a file of their own. If the player hasn't got that profiles file, the game will "turn off" the contents of this stories file. Obviously, this is something you do for optional story events.
Secondly, if the game encounters a particular story with a condition such as "CONDITION = 1 DONE IN masako_story.txt" but it can't find "masako_story.txt", it will generate a warning and then effectively convert this broken condition into an impossible condition. The story will technically be in the game but the player will never see it. (except through story test mode; it will be counted in the records, too)
Does that sound reasonable?
Yep, it goes without saying that if you want to make sure players are able to see them, you should mention the dependency here when you post your content.
If you include "masako_profile.txt" in the first line at the top of a stories file but the game can't find that file, it will generate a warning and then proceed to ignore the story file in question. In other words, you should put all stories with dependencies on a profiles file that the player may or may not have into a file of their own. If the player hasn't got that profiles file, the game will "turn off" the contents of this stories file. Obviously, this is something you do for optional story events.
Secondly, if the game encounters a particular story with a condition such as "CONDITION = 1 DONE IN masako_story.txt" but it can't find "masako_story.txt", it will generate a warning and then effectively convert this broken condition into an impossible condition. The story will technically be in the game but the player will never see it. (except through story test mode; it will be counted in the records, too)
Does that sound reasonable?
Yep, it goes without saying that if you want to make sure players are able to see them, you should mention the dependency here when you post your content.













