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  • Description

    Elona+ Custom (aka E+C) is an addon mod to Elona+.
    It aims to provide more and better translation to the game, while also introducing a few features meant to serve as quality of life options.
    We try our hardest to keep E+C 100% compatible with E+, so that players can go back to E+ seamlessly if they want or need to.

    Credits

    • Elona: Original game developed by Noa
    • Elona+: Elona mod developed by Ano
    • Elona+ Custom (E+C): Elona+ mod originally created by AnnaBannana, currently maintained as a joint project by AnnaBannana and BloodyShade

    E+C received contributions from several members of the Elona community:

    • Soudai53 (Item translations for E+C)
    • 名無しくん (Code updating for E+C)
    • Hebiko (Translations for various things for E+C)
    • PeatearB (Translations for various things for E+C)
    • Many others in this wikia and over at the jp board for reporting bugs as well

    Installation

    • BEFORE DOING ANYTHING, PLEASE BACKUP YOUR SAVES!
    • Install Elona+ as you normally would.
    • Unpack the E+C archive inside the Elona+ folder, such that the ElonaC.exe file is in the same folder as elonaplus.exe
    • If asked to overwrite files (like talk.txt/config.txt), do replace them.
    • Launch the game through ElonaC.exe instead of elonaplus.exe in order to play using E+C.


    If you are using WINDOWS 8/8.1/10, please try setting the compatibility of the .exe to WINDOWS 7 before reporting errors. Also make sure the 2 scene .hsp files are in the same folder as the .exe

    Downloads

    Everything related to E+C can be found on my site:
    BloodyShade's Elona Repository

    Alternatively, I keep the working versions on mega as well:
    Latest Version: E+C 1.71.1
    Notes for the latest version:

    • Added
      • Some more text fixes/translations.
      • Added missing heart trigger for fallen soldier evolution from 1.71.
      • Added some Custom AI evolution actions:
        • Added 1.71 evolution actions.
        • Added hyper dash for horse (all 5 types) and cattle evolutions.
        • Added fire a volley to xeren auto tank's evolution.
      • Added missing special actions to specific monster's Custom AI:
        • Dark Eye - Spiral King
        • ShineSnail - <Snail> the android rider
        • Blood Stream - H sister, blood golem, kali, performaid bloodress
        • Vindalian Jiu-jitsu - <Arma> the tour guide, ultimate golem, <Mary> the insect master, <Ajetalio> the seminar lecturer
        • Throw Greater Potion - Alchemist <Naplus>
        • Shadow rush - <Getuei> the ninja master, <Conductor Koala>, performaid cocruel
        • Curtain of Smoke - <Eila> the fugitive Kunoichi, red ninja, new citizen
        • Attribute - <Mary> the insect master, yellow fire dragon, <Vansesda> the ancient fire
        • Holy Veil - <Raizel> the old wizard
        • Contingency - death hamster
        • MP Breath - phantom of end, <Lazasye> the destroy, performaid bitchiack, dhwty
        • Super Armor - <Urcaguary>
        • Smash Ground - <Neres> the amnesiac
        • Multiple Gather - dread rabbit
        • Over-Ray - performaid desweeper, unitdead-joker
        • Fire a volley - <Lankata> the lightning of blue
        • Pressure, Tag Force - zanan old soldier
        • Blade Turbulence - stormbling
        • Blade Strings - hellstling
        • Shield Parry - <Alfred> the cangnan wind
        • Abyss in the eye - chaos serpent
        • Smoke Mirror - <Tezcatlipoca>
        • Resolution Hand - silver fox brother
    • Changed
      • Changed journal/dialog for Sophia's meetup date to the same as the in-game clock.
    • Removed
      • Removed "Display Pet Mana" tweak since Ano implemented the tweak into E+.


    Older Versions:
    E+C 1.70.1
    E+C 1.69.3
    E+C 1.69.2
    E+C 1.68.1
    E+CU 1.67fix2.2
    E+CU 1.67fix2.1
    E+CU 1.67fix.1
    E+CU 1.67.2
    E+CU 1.66.3HF1
    E+CU 1.65.1


    Please report any bugs you find (if possible, try to isolate it to E+C). Provide as much information as possible as to how/when the problem happens, and if possible, provide a save file just before the problem happens in case it can be easily reproduced like that.

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    • Thanks for the update. I don't remember reading it in the Elona+ update, but it also autosaves every time you enter the wilderness from the world map too.

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    • Thanks for the thread and the updates :)

      On a side note, is "Unofficial" necessary anymore? Didn't Anna say you could take over and that she'd probably step aside but still help with translations and such from time to time?

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    • Well, sort of, it's not like I was "made official" if that is even a thing, and since she wasn't involved in this, I decided it was better to just leave it as it is.

      If we do work on it together (which honestly I'd prefer, if she even has the time herself), then probably. I guess I just don't feel "entitled" to it since most of it really isn't my work or anything..

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    • Don't go to Noyel in E+Custom right now,  at least during the festival of jure - walking through the center of town it *always* crashes

      http://i.imgur.com/IJT6E4v.png

      I've got a save file for you bloody, but apparently theres no private messaging here

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    • Thanks for the report, I'll take a look, must be something in particular that is located on that side of the map. It only happens in custom I'm assuming, right?

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    • Yes i checked outside of custom

      I'm just some asset that custom isn't accounting for that crashes it every time i try to walk to where the graphic will show

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    • Ok, I'm trying to whip up a new program here that should help me with the diffing process too, and should help alleviate mismatching errors (due to how the decompiled stuff is generated, the diffing process becomes harder when certain new stuff is introduced, which is also the case in this version).

      EDIT: I'm pulling the 1.67 version for now, I will be updating the links in a few hours.

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    • Could you turn the anti-anti-savescumming changes into a toggle maybe? If it's not too much to ask, I'm willing to work with the changes personally, but custom isn't something I want to drop

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    • I intend to eventually make that into a tweak option, however right now I don't have the time to invest into researching all the code changes I need to plug the tweak into/modify in order to get that done. At the moment I'm mostly trying to get a working version out asap. I still have some changes I want to do to make my life easier going forward as well.

      EDIT: Version 1.67.2 is now out, things should be working fine now, I developed 2 more tools in order to help me with some housekeeping and the diffing process. Too bad I have never found a perfect and really intelligent diff tool, and I've tried many so far. But I should be in a better position to verify things now.

      Regardless of that I still have to find the time to properly document the anti-scumming changes to create a tweak. Anna if you are there and interested on this I would appreciate the help hehe.

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    • - Saves on opening monster ball (I'm still not sure how this one relates to scumming? I'd love if someone could explain it to me... Maybe something to do with shades?).

      - Everything to do with the rare treasure flag, which seems poorly implemented in the first place. I'd much rather it just happen rarely on generation, with luck and attributes influencing. That seems like it'd work better for both players and scummers alike. Things of note are that it's timed to the last time the game was open.

      - Similarly, wells are affected by the rare treasure flag.

      - Your game saves on going up or down a floor.

      - Scrolls of ____ material are guaranteed to get results, but go in a straight line.

      - Black cat autosaves on adding stats, so if you're exceptionally lucky, you could get an autosave with every other lick, hah.

      - Assassins trigger auto-save.

      - Certain NPCs seem to save the game on services used. (Need more clarification here.)

      - Potential is gained at higher rates, and decreases faster. I'm counting this as an anti-scumming change, as it discourages slow styles of play until you hit things that let you get potential/growth scrolls, at which point pure grinding becomes ideal. It also seems like something Ano might tweak later, simply because the numbers seem fuzzy.

      This is not a comprehensive list. Just a mix of my own limited observations, the changelog, and other things I've seen people comment about on the wiki and elsewhere.

      But with the help of other users, it could be. Hope it shaves a chunk of time off your work at least.

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    • One relatively simple placeholder countermeasure may be adding a toggle that changes all instances of autosave = 1 to 0 in the code.

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    • Latest Version: E+CU 1.67fix.1
      Notes for the latest version: Not fully tested, but shouldn't be more unstable than 1.67.2

      • The 1.67fix changes were ported over.
      • Minor translations/text fixing (as is usually the case, though I forget to mention these).
      • I implemented more auto-stacking of items, for example when you cook stuff, it should now properly stack if the items are identical. Implemented the same for things created with the pot for fusion and to a lesser extent blending (antiseptic).
      • "Anti-anti-save-scumming" tweak (found under gameplay), which basically does:
        • Re-enables the F2 save loading out of wizard mode.
        • Disables auto-savings.
        • Disables some "hard saves" introduced in 1.67, which act pretty much like auto-savings.
        • Sets the rare drop flag to 100 (active), ignoring the 10 minute rule.
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    • Thank you! It must've taken you quite a bit of work.

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    • Wow. Thanks for the hard work. I'm interested in playing again after a long break from E+.

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    • This is amazing! Thanks for the hard work as always!

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    • Latest Version: E+CU 1.67fix2.1
      Notes for the latest version:

      • The 1.67fix2 changes were ported over.
      • Minor text fixing.
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    • May I suggest F2 loading and re-enabling the rest of savescumming being separate tweaks?

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    • Can you make it so that spell potential doesnt drop at the same rate as skill potential? It used to be about 10% potential decrease upon level up all around, but now its much more. For the regular skills it's understandable, becuase training gives you a whole lot more potential per plat. But spells still gain only 20% per sleep.

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    • I don't see much point in a reload function if you run the risk of it auto-saving while you are in the middle of doing or testing something, so them not being separate makes the most sense to me, however if more people request that, I will consider.

      About the potential change, I'm with Anna in the position that I don't want to mess around with/alter game balance more than necessary, hence I'm not going to touch those changes.

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    • I was wondering, would you accept donations of minor, user created code? If making toggles and maintaing that would be too much of a hassle, would a branch of Custom (with in-game warnings not to bother you if something goes wrong) be acceptable? Something like a Custom+.

      I was curious because while browsing the source I noticed that the pet evolution code seems pretty simple, and I was thinking about adding some more evolutions for vanilla creatures (yerles machine infantry |machine heart|-> yerles elite |machine heart|-> yerles latest, etc). From what I've seen it shouldn't have much of an impact, and should be backwards compatible should the user ever stop using custom.

      I was also thinking about possibly some more radical changes (if I get more familiar with the code) which would almost certainly require a branch (E++?). I probably won't make it to that point, but I figured I would ask anyhow. 

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    • I'm not too keen in turning custom (or at least E+CU) into a new variant in and of itself, and adding content veer in that direction to me. Not sure what is Anna's opinion on that though.

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    • are there any good guides out there for what I'd need to know to mod elona?

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    • Perhaps I should clarify. Is there anything that can be changed simply? Or am I going to have to decompile it? I only ask because I can find no resources outside of simple graphical changes.

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    • I meant compile, not decompile.

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    • I'd rather this discussion take place elsewhere rather than this custom-specific thread, but from what I know it is mostly changing the graphical side of it (interface, item/npc sprites, portraits, etc), music and text to some extent. You can also create custom maps/npcs.

      I'm not the most well versed person when it comes to modding Elona in general though, so maybe you can gather more information by creating a new thread about it. I know there are some pages on the wikia about customization as well.

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    • Okay, thanks for the help. My apologies for going off topic.

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    • Thank you so much for the efforts on the E+C and the current E+CU versions. 

      Recently, I attempt to build a mod base on E+C. The main purpose of this mod is to save player's time from repetitive works by automation and add some convenient tweaks without harm to the balance like what Anna have done before.

      In order to learn the code of E+, I have downloaded your revised decompiled version of E+CU1.66.3HF1 and already made some modifications from this version to build my MOD (I am willing to show more details if you would like to know). Since this MOD is based on Anna and your work (and given that Anna's absence these days), may I ask a few questions to you about the publication of the mod?

      1. Could I publish my mod on the internet but still have your work inside? (I tried to rewrite every function in my mod, but the existed tweaks and UI design in Custom are so good that I want to keep most of them if possible.)

      2. If I could publish the mod, what should I need to keep in mind for the credits information inherited from E+C and E+CU? 

      http://imgur.com/a/7xrns

      At here I reserved all the information about E+C and E+CU, if there is anything else I need to do, please feel free to tell me. 

      3. As we all know, Ano, E+'s author, has made a lot of modification in the version of 1.67. (including many anti-scumming changes that I don't like too) I have heard that you are already dealing with this changes and the anti-scumming problems (which are so difficult for me to solve). Then I am wondering if I could use your works on E+CU (especially for those things against the anti-scumming) in the future?  _(:зゝ∠)_

      Thanks for your attention and looking forward to your reply. 

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    • Hmm, I don't know about Anna's thoughts on this, but to me, as long as the proper credits are given, I don't mind. However it isn't just my work, it's Hebiko and others too (for the translations for example).

      If I may ask, what sort of tweaks did you do? I wouldn't mind incorporating things that align with Custom's goals if people are willing to donate code, but I understand if you want to have your own mod, separated from E+C/E+CU.

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    • Bloodyshade wrote:
      Hmm, I don't know about Anna's thoughts on this, but to me, as long as the proper credits are given, I don't mind. However it isn't just my work, it's Hebiko and others too (for the translations for example).

      Well, first of all, thanks for the permission. It's totally OK for me to donate all of my codes to E+CU as long as it helps or is needed. Developing an independent mod is just because I'm afraid my code is too ordinary to be adopted. Frankly, I don't have much coding experience like you and Anna, so I just follow what Anna have done (like the format and habit of coding)  and try to realize my ideas (so I suppose it may not be too difficult to align with Custom). It is my honor if I could cooperate with you and other people.

      Right now, I'm working on the writing of manual for players and the detailed annotations for myself. But maybe I could show you some of my current progress. 

      Firstly, I have rewritten the configuration of Custom Tweaks (here I just named it as PowerUp Kit or PK as abbreviation)

      http://imgur.com/a/lC6aU

      As you can see, the tweaks in PK could be categorized as 5 kinds. 

      【1 Hack commands

      players can use it to execute some functions (inspired by the F11 function and wishes). Press H button, and then by input "1", or "2" or something like that, different functions would be executed one time as a result. 

      Current commands including:

      i. Output the PC and allies data.  (used as the input data for later analysis in Excel)

      ii. Output the level and monster ID from discarded ranch (used as the input data for later calculation in Excel)

      iii. Sorting all the NPCs in discarded ranch by their "quality as the materials of gene engineering", the quality is estimated through their attributes and levels. 

      For ii and iii, they are used for the developing of pet's attributes through gene engineering. (I have made a calculator for that)

      iv. any kind of test for debugging.


      【2 UI enhancement】

      Similar to the UI tweaks in E+C. make the display of data in a better way. 

      For instance, I have added a tweak of "Marking important consumable items."

      http://imgur.com/a/zNxGf

      If players toggle this option, then some valuable items will be marked with striking symbols so that they would be much easier to be purchased from shops or picked at outside. 


      【3 Auto PC Tweaks】

      This is still under developing and I haven't got anything finished. 

      The basic idea for this part is to make repetitive works being done automatically so that player (or at least me) could be saved from the tedious grinding of skill levels or the harvest from ranch or farms or fishing etc... 

      This part is also the main point of PK. However, I would not realize it as a "stupid robot" (indefatigable doing the same thing with a very limited profit, the way that any normal person would definitely not to choose). 

      I will show more things for this part as long as I get some results.  the current ideas may include:

      i. Let the PC harvest the farm automatically (search the information of items in farm maps and then move the PC and pick related items. 

      ii. Let the PC clean the ranch automatically, and something like this...

      iii. Let the PC automatically take battle in dungeons (find targets and pick trophies, imitate the enemy AI against enemy themselves)


      【4 Non-battle Tweaks】&【Advanture Tweaks】

      Similar to the convenient Tweaks for non-battle and battle time.

      Perhaps because I am most familiar with the non-battle things in E+, the 4th part have the most options currently. They are:

      i. More Challenge  Quest

      Quintupled the spawn rate of challenge kind quest. 

      ii. Less time-consuming Quest

      decrease the spawn rate of some kind of quests to its 1/10.

      iii. Return enhancement. 

      Add more options for the 【return】magic:

      11Port Kapulポート・カプール 32the Embassyパルミア大使館 33Noyelノイエル 36Lumiestルミエスト 57Ludusルードゥス 53Kurualmクルアルム 54Valmヴァルム 80Dock眠れる神艦・船渠 72Sacred Library of Irvaイルヴァ神立図書館 82Irma and Thalia's Workshop隠れ工房イルマ・サリム 75Mirage Tower陽牢の塔

      and [Your home]  becomes available even in South Tyris and Lost Irva. However, after leaving home, the PC may back to the position they use return, not the position of home like normal leaving mechanism from a town. 

      iv. Fast purchase in shop.

      If this option is toggled, then the shop will only show the valuable items in the buying pages. and the await limitation and the confirmation option, as well as the number choose box will be disabled. Consequently, daily purchase of the valuable (though consumable) items become much more easier than before. 

      http://imgur.com/a/M9168

      ↑ the buying page when both the flag of 2.1 and 4.4 are turned to "on". 


      For the adventure tweaks. 

      I have made two tweaks, one is "Increase spawn rate of .", the other is "Skip Dimension Fishing anime."

      In summary, All of the tweaks are presented in the way similar to E+C (can be toggled to active or disable). For PK, all the results produced by these tweaks should be also possible to achieve in a way without them. In other words, I would not add any tweak that may go beyond the limitation of normal game.

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    • Meanwhile, I have uploaded the code and the execute file of the current mod. It may help to introduce my work as a supplement. 

      http://pan.baidu.com/s/1sljR9rJ

      You can find the button to download the file at here:

      http://imgur.com/a/sWLzJ

      Because I am not familiar with the dropbox things outside mainland China, so hope you could download it successfully. 

      _(:зゝ∠)_

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    • Hmm, I like many of those ideas, though some of them might be frowned upon by the community, and could perhaps be changed a bit to accommodate concerns.

      For instance, I really like the ideas for filtering and marking certain items on the shop, to make it easier to spot items you might want. Would be nice if we could softcode that into a text file so people could specify the item ids they want to filter too, say people want to stock up on dye for some reason, they could.

      The 'hacking' menu should mostly be fine, as long as it doesn't really change game balance, from what you said it seems to be information dump options, which could be abused depending on the information provided (bypassing informer costs, etc). And in that case might fit better in debug/wizard mode.

      The 'automation' tools are a bit cheat-y I feel, unless some modification is done, for example, you might make picking up things on the farm cost stamina and pass turns, say 1 stamina for each harvested tile + some amount for the initial cost of using it (much like the super lure works).
      Not too sure about the dungeon one though, while harvesting crops and cleaning up the ranch are more trivial tasks, I think dungeon crawling is too big a part of the roguelike genre to simply automate and make trivial itself.

      I'm not too sure on the quests ones, town hopping to hunt for quests has been a part of Elona for a long time now that I think most people don't mind doing it, would also make it very easy to gain favor really quickly just doing challenges in Palmia or so.

      The spawn rate change really depends on where this rate is increased and how, so I'm unsure on that one for now.
      The animation skipping I don't really mind, I personally disable animations too, since I like a more 'fast-paced' gameplay.

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    • Thanks for the reply. Glad to hear your comments and It's no problem to change the codes if they are implemented in E+CU.

      For the filtering item thing., I have a similar idea like you for the next step and am wondering maybe I could learn something from the spell writer UI (reserve books) so that players can choose their preferences. Unfortunately, either HSP or the code of E+ is difficult to me so I probably need more time to improve this part. 

      The hacking menu is the setting of correlation between the input text (or command) and the reserved functions. The reason I add this category is that apart from tweaks which are controlled by flag, sometimes we also need some buttons to activate functions once at the right time (manually trigger). You are right that currently it mostly used as debug mode for me. But maybe in the future, it may incorporate more useful things like one button to use all the buff magics. (which you don't need to judge when and which to use, and no need to press the key from 0 to 9 haha)

      For the automation things, sorry I didn't introduce it properly. The automation thing is never non-cost. On the contrary, I will attempt to follow exactly the same way as what the original code did. For instance, the harvest thing in the farm. what I will do is to add subfunction to judge which tiles the PC need to move and pick things. How the PC move to that tile and how he pick the items, just using the existed code (unless there is no way I can do with that). As a result, not only the consequence but also the process should be exactly the same if the player wants to do it manually. That's how the automation saves players time from repetitive grinding: not by changing the data, but to help player judge what to do. Then let the origin codes run itself to achieve the goal. That's also what I said: use the Enemy's AI against the enemy.  the PC may do the same thing in the battle (or become somehow more stupid because I am not capable of making a good AI based on the existed one or totally build a new one by myself, haha)

      By the way, I also agree that the battle thing is too big and complicate to simply replaced by automation. What I suggest is that when we grinding our battle skills, automation in the dungeon with weaker monsters rather than conquer it manually may be more friendly to the player. Automation is never capable of providing a satisfying strategy to defeat strong enemies (which is the most interesting part in the battle I suppose), However, with more grinding by automation, the PC becomes stronger and the player finds its easier to defeat the same or even tougher enemy. That is what I think the automation's contribution to the battle. 

      All in all, please feel free to adjust the code if you want to add any of them in the E+CU and I am willing to provide more information as you need. For the publication of PK mod, haha, it's just an extra product of personal interests (I would like to use it by myself in the first place) and aims to the other (actually, only a few) Chinese players who are willing to play with English translation version of E+. 

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    • Hi, I have made an update about the automation part. 

      Here is the demo video about the Auto-harvest in farm and Buff magic package in one button.

      ElonaPlus Custom 1 66 3HF1 PK 5 5 2017 9 37 51 PM00:23

      ElonaPlus Custom 1 66 3HF1 PK 5 5 2017 9 37 51 PM

      I add some codes at the beginning of *pc_turn

      So when the Auto function is activated, the PC will know how to find the target, and then move to it and conduct the action. 

      All the move part and action part is from the original code. So theoretically, there should be no difference between the manual or automatic operation. You can see this from the decrease of buff's duration (which means the pass of turns), and changing of log and EXP at the bottom.  

      Hope this demo video would put my idea more straightforwardly: Not broke any balance, but save our time from repetitive works. O(∩_∩)O

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    • That does look pretty useful in that case, and shouldn't affect the gameplay of people that don't want to use it. How are the buffs selected for the auto-buff option, and how does it deal with casting failure, mp usage, overcasting, etc?

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    • Currently, the choice of buffs is reserved in code (all 10 kinds). Given that all of them are useful in some way and their costs are so little, I suppose it should be OK that we add all of them in the package.

      For the activation part, haha, that's a little bit tricky. I insert the function at the beginning of PC’s turn.  The function corresponds to shortcut key ‘2’ will be temporarily replaced by casting of the buff magics. Meanwhile, auto-turn should be turned on to avoid any conflicts if the player activates other keys during the period.  

      So the casting may be failed indeed, mp usage, overcasting...all the things are just the same as usual. In fact, you can see that the MP is decreased from 53732 to the 53279.(May need to put the demo video in fullscreen mode to see that). After that, just put the origin shortcut key function back.  

      By the way,  we don't need to worry about the casting failure, just use this tweaks again, and all the buffs that already existed would be skipped so that only the remaining buffs will be added in the second round. If still failed, then do it again. Same way for the expiry of partial buffs. 


      Also, I test the overcasting thing as you have mentioned. the pop-up box for confirmation works as normal. And I was surprised that we can still choose cancel or confirm for this box. Frankly, I thought it would be a bug when auto-turn is turned on and in theory, no key is allowed to be activated during this period. 

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    • That shouldn't be too bad in that case, then. About the auto-harvesting of farms, what happens if say, a monster spawns and gets in your harvesting path, will the code cancel the auto-harvest or be stuck attacking it in melee for example?

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    • Since the farm doesn't generate strong enemies and PC can swap position with NPCs, this shouldn't be a big problem. (Though if necessary, I will add another module for the judgment of fighting back during harvesting. but I suppose it should be better if the player defeated all the enemies in advance). For the loop part of automation. here is a countdown variable to end the function. Basically, if PC cannot find the next target in 30 turns, the auto things will stop anyway. and this countdown value could be optimized in the future if more people want to test this tweak and kindly give their feedback haha.

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    • I see, that is very interesting. I'll look more into it once I have a bit more free time to devote to actually developing stuff. I have one or two tweaks/features I thought of developing as well, so I might give that a go too.

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    • Good luck! Looking forward to the E+CU and thanks a lot for you and other people's efforts on porting to the latest version. You know we are counting on you guys, not only for the translations but also the sprite and the technique to deal with all the inconvenience produced by Ano ~\(≧▽≦)/~. (just a joke, haha. Never mind)

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    • Gamegame, that sounds awesome, and I hope it gets in. Have you considered something simple for fishing, like: if hungry end, if no baited pole bait pole or end, if burden 2 end, if tired wait, else fish? Something similar for cooking? Auto alchemy of poorly cooked food with auto fill charge (at least until you run out of stored charges or stamina or unexploded rods of alchemy)? Perhaps an upgrade to your autofarm to use fertilizer and kumiromi gem? Replant empty field squares or all empty squares with selected seeds? Auto-weeding? Larger areas (the upstairs floor of a house COVERED in fruit crops)? Fruit tree management (pick up 1 tree and move it, bash it empty, pick up fruit, put tree back in pile)? Hope you like an idea or got an inspiration from it, even if it's not food related :).

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    • Latest Version: E+CU 1.67fix2.2
      Notes for the latest version:

      • Minor text/spelling fixes.
      • Hopefully fixed the E+ 'bug' where the new flowers had that extra "wild flower" in the name
      • Fixed a long-standing E+ text bug where some materials collected from allies would display as 0, that was due to the wrong variables being used. (also fixed it to correspond to the correct materials)
      • Added a new feature: when you interact with yourself, you'll see a "Collect materials" option, if you select that option, you will collect the materials from all your allies at once, rather than having to interact with each one/dismount just for that. This isn't a toggle tweak, however you can just not use it if you don't want to.
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    • Looks like you forgot to change the version number.

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    • Oh dear, the bane of my (and Anna's) existence that damn string hehe. I'll change it just in case.
      EDIT: links updated.

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    • BloodyShade I applied the newest version and the nickname portion of character generation replaced every choice with *debug*. I did start fresh and reapplied custom, it fixed the problem. I figured I would let you know just in case you have some insight as to what caused the problem. p.s. did not use wizard mode at all nor did I edit any options. Either way thanks to you for your work on custom. : )

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    • Hmm. From the code:

      if ( list(0, 0) == (-1) ) {
      	if ( gdata(828) == 1 ) {
      		listn(0, cnt) = "*Debug*"
      	}
      	else {
      		listn(0, cnt) = random_title()
      	}
      }
      

      gdata(828) is the flag for wizard mode, so it should only ever replace the titles with *Debug* in case that is active. I didn't really change anything related to that specifically, so it shouldn't be E+CU itself.

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    • 23.122.7.101 wrote:
      Gamegame, that sounds awesome, and I hope it gets in. Have you considered something simple for fishing, like: if hungry end, if no baited pole bait pole or end, if burden 2 end, if tired wait, else fish? Something similar for cooking? 

      Haha, Thanks for the suggestions! Most of these ideas are indeed quite convenient for players and worthwhile to try. And you have mentioned many details which need to be concerned in the automation. Here are some of my thoughts related to your suggestions. Probably not easy for implement (some of which maybe even beyond my capability) but will be added in the future. 


      1 More judgment for the stop of automation

      run out of stocks, stamina and other required parameters will stop the auto-mode for sure.

      Also, there is a river or any other obstacles that cannot be broken. Then the auto-mode will stop too. 


      2 Tweaks for auto-eating for PC when hungry. (Like Anna did for pets)

      Once toggled, the function will check the (not rotted) food in PC's bag and automatically eat it when PC's satiation is below 5000. 


      3 Fertilization incorporated in auto-farm

      IF the tile contains crops in the bud state, then automatically use fertilizer on this tile.

      (Auto-weeding has been already incorporated, you can see this from the demo video above.)


      By the way, I am wondering for different players how many fertilizers can be carried in the PC' bag? You know the maximum weight limit is totally different according to PC's attributes. Thus it could be much difficult to improve the algorithm for the PC who cannot carry enough fertilizers. Similarly, given that the frequency of sowing (as well as Kumiromi gem) could be much lower than that of harvest,it's more efficient to let the players making their wise decisions by themselves. _(:зゝ∠)_ 

      (Don't steal the entertainment of solving problems from players is an alternative but more sophisticated way to say "Sorry, I just can't do this and that" haha.)


      Fruit tree harvest is also a good idea and I'm willing to add code to deal that. Unfortunately, Trees could be distributed more randomly than the crops in farm and animals in ranch.So how to optimize the route for multiple targets is really a problem for me. I am thinking that many I could save all the target temporarily in an array and with some calculation and sorting things, the array would finally provide the best route for harvest. 

      This is extremely important for automation not only for harvest but also for the auto-battle in future. I will keep you informed once I get some progress about this issue. 

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    • Looks like fix3 is out already.

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    • 124.169.18.148 wrote:
      Thanks for the update. I don't remember reading it in the Elona+ update, but it also autosaves every time you enter the wilderness from the world map too.

      it always auto saved every time you enter the wilderness

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    • EverSoWicked wrote: Looks like fix3 is out already.

      That is only experimental, I'm not going to port that until it is "stable".

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    • I am not going to update the game version for experimental builds. Not going to promote an unstable fix when I introduce newbies to the game.

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    • XenoRaku wrote:
      124.169.18.148 wrote:
      Thanks for the update. I don't remember reading it in the Elona+ update, but it also autosaves every time you enter the wilderness from the world map too.
      it always auto saved every time you enter the wilderness


      No it didn't.

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    • That was one of the 1.67 changes.

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    • After about a week I should have some free time each day, though I will be working a little on something else also.

      Bloodyshade, is there anything in particular you'd like me to work on? I'm not too sure what all has happened since I've been away. Coding or translation is fine.

      I see you mention about highlighting "important" items in some way. I think there's an external program that does that, but I think it wouldn't be too difficult to have a text file in the elona directory with a list of strings, and then highlight the names of items in that list whenever they're in an inventory. If you want me to look into it, I can starting from Saturday.

      You can message me on google hangouts / gchat / whatever you want to call it any time.

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    • AnnaBannana wrote:
      After about a week I should have some free time each day, though I will be working a little on something else also.

      Bloodyshade, is there anything in particular you'd like me to work on? I'm not too sure what all has happened since I've 

      Hi, Anna. Glad to see you! Finally, I have the chance to thank you for what I learned from your coding in the E+ Custom.

      Recently, I have worked on the convenient and automation tweaks based on E+CU. For the coding part, I follow your style of add changes (like make them optional and add labels at the beginning and the end of every change) and save the tweak variables from an independent file. 

      For the "marking important items". I have made some codes to achieve that point but doesn't have the time to improve it so that players can custom their preferences on what items they want to marked with striking symbols. 

      Here are the source code and annotations I made to remind myself the position and effect of all the changes(though not fully updated). Hope it would save you some time for the work. (Or maybe we could work together on that if it would be possible)

      http://pan.baidu.com/s/1jIKDOsI

      You can find the button to download the file at here:

      http://imgur.com/a/sWLzJ

      P.S. you can use Navigations in Word to find the "marking important items" part in the annotation file. Sorry for the messy writing.

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    • Hi there.

      I'm happy to see you enjoyed E+ Custom. Honestly a lot of my coding in it was sloppy, but if it's helped you out, then I'm glad.

      As for marking important items, it will definitely save me a little bit of time after seeing where you've done the work. Honestly, I think it will be very simple to do, since I already know about file handling with HSP (or knew... I might have forgotten!). I don't think it's a big enough thing to require collaboration on, but I'll post anything I do publicly if you want to incorporate it into your own builds.

      Essentially what I have in mind is this:

      1) Look for a txt file in the Elona directory

      2) If it exists, load up to 25 lines into a string array.

      3) When displaying names, check to see if the item string contains any of the lines that were loaded, highlighting them if so.

      I might even try to whip up something tomorrow if I have some time in the morning. Anyways, we'll see.

      Thanks for the link, and let me know if I can help with anythng.

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    • Hey Anna, make that 50 or 100 instead, just in case, some people might want to load up on a lot of different things :)

      If I can help with anything, let me know, I'll be working on properly documenting stuff from custom (both yours and mine).

      EDIT: My idea was to create a max_item size array, and use item ids instead for the list, that way you could just parse the list and set array(id) = 1, then when checking them for marking you could just check if array(id) == 1, and if so it would be marked, that way you don't have to parse strings for each of the items and each of the strings every time you open the store page.

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    • AnnaBannana wrote:

      Hi there.

      I'm happy to see you enjoyed E+ Custom. Honestly a lot of my coding in it was sloppy, but if it's helped you out, then I'm glad.

      It sounds like a very feasible way to custom the preference.I will try to learn something from that haha. (~ ̄▽ ̄)~ 

      To be honest, I have already used many of your designs in Custom. Despite the merging of Submenu, I copied the configuration interface (otherwise really don't have any idea of how to make them) and the toggle idea. Hope you don't mind and thanks a lot for your kindness. 

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    • Wikia ate my first comment, but I'll try to replicate it as best I can. I will add the code and text files to pastebin, with my comments here.

      Code Pastebin: https://pastebin.com/iinpBTrs


      ItemList Pastebin: https://pastebin.com/u82wrxjV

      Summary

      • Adds five astericks to the beginning of item names for items that have been specified in ItemList.txt. Compatible with both EN and JP, with separate settings for each.

      Usage (Modders)

      • Add the code segments from the pastebin to the specified areas in the Elona+ source. Distribute ItemList.txt with builds or separately. If you want to remove JP settings, the change should be simple (contact me if you need help).
      • Be mindful of variable/parameter names if you're using a different version of the base source than I used to write this.
      • Use the RAW paste data from pastebin; the normal paste strips tabbing.

      Usage (Users)

      • Open ItemList.txt in your Elona directory. It contains four columns: ID, Type (e.g. bottle / rod), Name, and Value. If you want an item to be highlighted, change the value for that item to 1.
      • Changes to ItemList.txt require a restart of Elona to take effect.

      Comments

      • As I suspected, it was pretty easy to implement. Thanks to Gamegame123 for shortening that time by providing me with info on where to insert the astericks.
      • Originally I wanted to use the GetTabbedParameter function I had already created, and I made the necessary modifications to grab a specific tabbed parameter in a line with multiple tabs. Unfortunately, this proved to be too slow, adding about 15 seconds to Elona's boot time. As such, I wrote the subroutine specifically for this task. The effect on boot time should now be inconsequential.
      • Interestingly, this could be used to filter, not just highlight. In other words, have items not even display in inventories unless marked. Could use separate values for this. 0 is display but no highlight, 1 is display and highlight, 2 is no display... etc. If there is interest, I might look into implementing that.
      • If you encounter any bugs or have questions, please contact me.
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    • Actually, if you want to implement the filter, it's literally 3 lines of code.

      Insert:

      if(ItemHighlight(inv(3,cnt)) == 2){
      	continue
      }
      

      after

      		if ( invctrl == 11 | invctrl == 12 | invctrl == 25 | invctrl == 27 ) {
      			showmoney = 1
      		}
      		else {
      			showmoney = 0
      		}
      		repeat invrange, invhead
      

      In the *com_inventory label. This will filter out anything marked with "2" in ItemList.txt from (all?) inventory screens.

      You could optionally add a tweak to enable/disable the filter, to remove the need of having to restart Elona if you needed to remove the filter. Or even add a tweak to re-initialize from ItemList.txt if people wanted to change while playing.

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    • Item highlighting/filtering has been implemented and incorporated into a tweak option.

      Thanks AnnaBannana and Gamegame123, for the code and idea. Looks good

      I'll be releasing this with the next version/fix whenever that gets released.

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    • Hi, there. Here is the current progress of the automation part. 


      ElonaPlus Custom 1 66 3HF1 PK 5 13 2017 12 24 05 AM00:37

      ElonaPlus Custom 1 66 3HF1 PK 5 13 2017 12 24 05 AM

      1. The first thing is the full version of Auto-harvest on a farm. players can choose whether they want to weed, fertilize or replace the fertilizer separately. If they want to do all things in one round, then the first demo presents the result. (In the current demo, fertilization and harvest are not merged so that you could see more clear how the Auto-harvest works. In the normal version, harvesting will be followed once the tile is fertilized.)


      ElonaPlus Custom 1 66 3HF1 PK 5 14 2017 6 17 54 PM00:27

      ElonaPlus Custom 1 66 3HF1 PK 5 14 2017 6 17 54 PM

      2. Secondly, I also add the codes for Auto-fruit harvest. This time, I change the route calculation method so that the Auto things can do it properly even for the randomly distributed targets. Haha, I suppose it wouldn't be so long for the day that I can collect all the trophies automatically right after a meteor magic. 
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    • Oh wow, I wonder what are the chances of the fruits rotting while doing that, I mean, what if you actually fill the whole map with fruit trees?

      On a side note, where should I change the code to remove the 200 items limit on inventory? I have tried to find it in about 4 opportunities, but I can't make head and tails of that code, too spoiled by Java and C#

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    • Possible new map type? Archimedean Spiral.

      Still playing with various parameters on it, so I don't know if I'll actually post the code to implement it. Can be a bit of a slog to traverse too if you get stuck on the outside edges of the spirals.

      But since I have a handle on the mapgen code now, if you have suggestions for a map type, throw them my way. I know knew random maps are something people have been requesting in general.

      @177.154.139.201:

      It's possible, but it's not as simple as just changing a value.

      Elona stores player items, map items, and active npc items in one big array. When you look at inventories, it just changes the offset that you look at.

      Currently, it's set to 200 items for the player, 20 for each npc, and 400 for the map. If you look at the inv_getheader function, it should be pretty easy to tell how that's set up. So let's assume you want to double the player's inventory. Step by step...

      1) Expand the inv variable by another 200 sets (note that it's a 2D array)

      2) Update the save/load function to accomodate the additional 200 sets

      3) Modify the range of the player's inventory in the inv_getheader function (double it, in this example)

      4) Modify the start position and range of other npc's and the map inventories

      5) Write a script that will shift all items, starting from set 200, up in the array by 200 sets.

      This will, of course, break E+ compatability. If you loaded your save into vanilla E+ after this, your first 10 pets (by ID) would have items from your old inventory. All other npc inventories would be wrong (shifted by 10 IDs). The current map would have items from some of the npc's (and possibly crash, without location data?). And 200 items would disappear from the map entirely.

      I am no longer the maintainer for Custom, so I don't have the say on what goes in the builds, but I was pretty set on not doing anything that would break E+ compatability (and I hope my 5 month or so absence showed why that's important, even if BloodyShade did pick up the build). But it is possible, and not insanely complicated.

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    • I agree with Anna's stance on this, I'm not willing to break compatibility either, this is an E+ "addon" of sorts, not a completely new mod, hence to me it makes no sense to do that.

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    • After the explanation on how it works and how to do it, even I don't want it anymore, such a thing is bound to bring a hell lot of headaches

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    • AnnaBannana wrote:.

      1) Expand the inv variable by another 200 sets (note that it's a 2D array)

      2) Update the save/load function to accomodate the additional 200 sets

      3) Modify the range of the player's inventory in the inv_getheader function (double it, in this example)

      4) Modify the start position and range of other npc's and the map inventories

      5) Write a script that will shift all items, starting from set 200, up in the array by 200 sets.

      After trying to figure out what is happening in this code, I think I figured a way to do it that *would destroy items after the 200th position if you try to load E+ after filling your inventory with more than 200* but would not break other inventories

      Something in the lines of extending all iterations of the inv variable with invext (which is just another inventory variable, which is saved as the last thing in the file). Something like replacing:

      defcfunc inv_getspace int inv_getspace_arg1
      inv_getheader inv_getspace_arg1
      p@m57 = 0
      repeat invrange, invhead
      if ( inv(0, cnt) == 0 ) {
      p@m57++
      break
      }
      loop
      return p@m57

      with

      defcfunc inv_getspace int inv_getspace_arg1
      inv_getheader inv_getspace_arg1
      p@m57 = 0
      repeat invrange, invhead
      if ( inv(0, cnt) == 0 ) {
      p@m57++
      break
      }
      loop
      repeat 0, 200
      if ( invext(0, cnt) == 0 ) {
      p@m57++
      break
      }
      loop
      return p@m57

      But after reading how the inventory works to begin with, I doubt that any change like that would be as trivial as I would hope it to be

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    • The inv_getspace function just returns 1 if there is open inventory space, or 0 if there is no open inventory space. It doesn't actually control the inventory itself. Your code has it check another variable (your invext) to see if it has space, but it doesn't actually do anything to it :P Although I did forget you would need to modify that function as well to expand the inventory. Even more things haha

      But yes, unfortunately, using a seperate variable for the extra space isn't trivial either.

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    • You guys are true heroes due to dealing with this mess of a code. But I guess HSP don't have the concept of classes and objects, so it must be kind of inevitable to become a mess

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    • Hello, there.

      ElonaPlus Custom 1 66 3HF1 PK 5 19 2017 10 36 10 PM00:26

      ElonaPlus Custom 1 66 3HF1 PK 5 19 2017 10 36 10 PM

      This time I would like to show an Automation tweak that related to savescumming. It's just for fun and I will not add this tweak in the formal version of PK. 

      Basically, this tweak combines the auto-use of items and the judgment of saving and loading based on whether a herb seed is generated. Simple idea, and doesn't contain complicated codes from what we already know. I suppose this tweak exactly does the job that Ano is aiming to prohibit in 1.67 haha... For this time he is right, I would be better use it quietly and alone.


      By the way, the first version of PK mod that I mentioned before has already been published in our community this week: https://tieba.baidu.com/p/5117884730 (Actually, publish only in this place  is quite enough for me) 

      I have written the credit information and incorporated both the links of this thread and Anna's E+C thread. Thanks again for your permission and the terrific works in E+C and E+CU. Meanwhile, I am always willing to contribute any codes or ideas that may help to Custom. Because It really makes me feel better if I could provide any help rather than just keep taking all the things away. (In future, PK still needs the latest version of E+CU). I suppose if you don't mind, maybe I could keep you informed about PK's current state? If there is anything you may get interested, then I will show more details in this thread.

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    • Thanks for the work on this, I really like the features for autofarming and autocooking - extremely handy and speeds up my farming routine by a lot.

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    • Hmm. I keep getting an error when getting past the intro text after charcter customization, it says Error 1 and a bunch of odd text. Is there any advice to dealing with this?

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    • I get the same error. Also when loading a character. Tried creating a character in plus which works fine. When loaded with custom I get error 1. I tried re downloading and extracting the files again and no change. You are not alone but I dont know what to try next.

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    • As a rule of thumb, if you are running windows 10, set the .exe to compatibility mode with windows 7.
      Make sure the scene .hsp files are in the same folder as the .exe too.

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    • That worked. Thank you.

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    • It might be a good idea to put "If you are running windows 10, set the .exe to windows 7 compatibility" in the installation instructions, since this error pops up pretty often.

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    • Yeah, good idea.

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    • -.- Wikia ate my message blerg


      Is this a intended flaw in elona customs' AI config?

      Where if your learning temporary degrades, pets lose ai gambit slots and dont use anything that was recorded in them

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    • I managed to increase the enemy spawns by modifying the mobdensity values in the source, but while trying to integrate it into the toggle menu I ran into some problems. I got it to show up in the menu properly, but couldn't exactly figure out how to actually make the toggle function without the game crashing upon dungeon generation. I tried a couple variations of this with no luck:

      if ( TweakData(2, 5) != 0 ) {

      mobdensity = mdata(10) + 4

      }

      I was trying to neatly package the code to donate to you, but I don't think I'll be able to. If you're bored, the spawn change is as simple as changing the / to a + in the 5 "mobdensity = mdata(10) / "#" " entries. I figure it could fit in the "gameplay tweaks" section. Backwards compatibility shouldn't be an issue, since the code is only active during dungeon generation. 

      I've tested it and didn't run into any problems though there's a chance that the spawns might be a bit too high, but that can be easily changed. I like it the way it is however, makes every floor of the void an intense struggle. 

      http://i.imgur.com/yvRWNDA.png

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    • Is it just me, or does pretty much all the text in the game (aside from the main cutscenes) need a serious editing / TL check pass? I'm going through the strings and seeing all kinds of mistranslations and grammatical errors compared to japanese.

      I'm not sure if it was like this with the original Elona, but I really think this game needs a serious edit run.

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    • I believe PK should have its own thread for the people interested since it seems like it'll become its own thing... as far as I'm concerned I agree with @73.60.126.201 on that we could use some more basic translation fixes and changes, which I believe is what custom was originally for?

      That's what I'd like to see at this point instead of feature bloat, personally.

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    • 190.17.48.41 wrote:
      I believe PK should have its own thread for the people interested since it seems like it'll become its own thing... as far 

      Well, I agree with you that translation is more important than the feature bloat. I don't have the intention to add a new thread for PK because all of the translations in PK are based on Custom and I am not a native speaker. Honestly, PK is not an independent work. All I want to do here is to see if I can provide any help to Custom, in a way that I am capable of.

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    • Was fix3 never declared stable? Very strange...

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    • It was intended to be an experimental patch.

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    • I want you to revise up a black market. Even if the expert gets money, I think that there is not how to use.

      I am glad to avoid an overflow of the AP when I have I increase AP quantity to save and cannot use it in common in a PC and pets or examine it.

      From the Elona birthplace by machine translation.

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    • I think @115.163.14.166 above is asking for some change to the black market vendor (better stuff?) to provide an effective gold sink.

      Not too sure if that should be covered in scope of Custom - sounds more like a request that should be made to Ano.

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    • Making any progress on a 1.68 version?

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    • Latest Version: E+C 1.68.1
      Notes for the latest version:

      • Several translations were added, alongside many translation and text fixes
      • NPCData exports were revised, a new dev tool was created to export all of them directly, making it easier to keep those up to date
      • For the NPCData itself, you can now use %onii% and %syujin% for it to respectively replace them with the proper "Big bro/Big sis" and "Master/Mistress" text
      • Properly fixed a small bug introduced with the Wide skills, which caused the "Open" key to appear with the Japanese text in the key list in the help menu. (replaces my workaround)
      • A new feature to highlight/filter items has been implemented and can be found under Tweaks>Convenience, thanks to GameGame123 for the idea.
        • There are 3 modes: 0 disables it, 1 highlights the items (different hues depending if they are id'ed or not), 2 highlights and filters everything else, meaning you will only ever see the items you have highlighted.
        • To use this feature, enable one of the two highlight modes and edit the ItemList.txt file, setting to 1 the items you want to have highlighted.
      • Another feature is when you try to pick up items that you don't own, if you have the pickpocket skill, a dialog will popup asking if you want to attempt to steal it (doesn't work on quest maps and moon gates).
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    • For a second there I thought that I would finally be able to highlight items with investing skill bonus.

      What is the use of highlighting items by ID? How are people expecting to use it? I feel like I am missing something and that it is way more useful than I think it is

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    • I just remembered. We still don't have a possibility to make a check for Atrophy status in Custom AI, and I need that to make my black cat use browbeat.

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    • Have you dropped the "unofficial" from the name?

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    • 177.154.139.201 wrote: For a second there I thought that I would finally be able to highlight items with investing skill bonus.

      What is the use of highlighting items by ID? How are people expecting to use it? I feel like I am missing something and that it is way more useful than I think it is

      Makes it easier to buy potions, scrolls, spellbooks, herbs, foods, etc. The filtering system is rather simple for now, but highlighting certainly is useful, at least I found it to be.
      I will talk to Anna about the suggestion to filter on attributes, however that is a pretty big challenge, the biggest problem I see is how to properly present that in a way to make it easy to change from inside the game itself.


      TankAirTuna wrote: I just remembered. We still don't have a possibility to make a check for Atrophy status in Custom AI, and I need that to make my black cat use browbeat.

      I haven't worked much with the Custom AI itself, but there are several things that need to be updated, like new evolutions and such, we will get to it eventually.


      189.62.194.162 wrote: Have you dropped the "unofficial" from the name?

      Yes, after talking to Anna we decided to do so, we are maintaining the project together now, hence it resumed being officially Elona+ Custom.

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    • Just to confirm, yes, myself and BloodyShade are working on it together now, so there's no need for an "Unofficial" in the title (not that I think it really needed it before either :P )

      Adding atrophy shouldn't be a big deal, but updating the evolutions is a pain because of how it's done. But I'll try to get those updated before the next version hits.

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    • Thanks for the E+C 1.68 version! Here are some suggestions for the filter tweak. 

      Similar to Spellbook reverse list, we can add a list for the players to change their item preferences. 

      http://imgur.com/a/X9682

      Moreover, add a Switch Type button so that the list can be filtered through their functions. (like items for eating, drinking, wearing, etc.). An external file (like ItemList.txt) can be used to load or save the configuration.

      I suppose this would be easier for players to adjust their item preferences in game.


      By the way, you can try the latest PK mod to see how the suggestions work. 

      https://pan.baidu.com/s/1bpqr5H9 (ElonaPlusCPKV1.02 for1.66.rar)

      For the easy shopping tweak:

      Players can input r button to display/hide the unimportant items in buying or selling list.

      Players can also input t button to fast buying or selling all the items shown on the list. 

      spell writer's shop is not affected be the aforementioned filter tweak. 


      For the adjusting of item preference:

      http://imgur.com/a/DZENW

      Talking to the maid at home, and choosing [I will tell you my preference for items] will come to the preference list.

      Input r button to switch the categories.

      Input q button to load the default preference which is written in code. 

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    • Hi Gamegame123,

      I will talk to Anna about it and we will see what can be done, perhaps a menu like that is a good idea.

      I can see it being useful, however we shouldn't make it exclusive to some specific NPC in your home, many people don't have/use a maid at all.

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    • Yeah, I agree that it's better to move the menu entrance to another place like here:

      http://imgur.com/a/0hJIx

      If it is needed, I will upload the related codes and the brief annotation to you as references. Hope it may help. 

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    • Since you guys are messing with items currently, I will repeat something I asked in the suggestion page.

      Add to the 'z' button sub menu that displays item elemental resistances, skill bonuses.

      z -> resistances -> skill set 1 -> skill set 2 -> skill set 3 -> etc...

      so that it's easier to check on your inventory or shopkeeper's if there is an item with bonus to investing/negotiation/jeweler, etc...

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    • After updating to 1.68 I've noticed some errors I didn't see (or maybe didn't notice?) in 1.67, during character creation:

      1. There is 2 different skills with the same name - Sexy Dance

      2. Description for Zin-ba is wrong (it's the same as kokou)

      Is there more of such stuff expected later? Should I use previous version for now?

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    • You just didn't notice it before, it has always been like that.

      It is something we still need to review/translate.

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    • 189.4.72.9 wrote:
      Since you guys are messing with items currently, I will repeat something I asked in the suggestion page.

      Add to the 'z' button sub menu that displays item elemental resistances, skill bonuses.

      z -> resistances -> skill set 1 -> skill set 2 -> skill set 3 -> etc...

      so that it's easier to check on your inventory or shopkeeper's if there is an item with bonus to investing/negotiation/jeweler, etc...

      It will probably take a while to figure out the abbreviations (limited to 2 characters per skill), but the implementation for this is written.

      Pictures

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    • ❤❤❤

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    • @Bloodyshade @AnnaBannana

      If I could, I'd like to request a feature: Namely, the ability to change the sprite for a specific item, e.g. scroll of oracle/faith/growth/flying. Currently it's only possible to change ALL scroll sprites(since they use the same one), but not a specific one's appearance.

      An ability to remap the item_n->sprite_n map would be nice, or perhaps some other system. Ideally, it'd be nice for it to just be copypasteable and not break between versions.

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    • Oh, Anna's back.

      Been a while, but can someone tell me what's going on with Sophia's dialogue at the end of the current 1.68+ content?

      Would be nice because I'm confused on what's the difference between the 4 and 6 choices given at the two branching dialogue.

      I spared the archer lass and reunited her with the guy previously. Dunno if that changes anything.

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    • Tc Tactics
      Wl Weight Lifting
      Tw Two Hand

      He Healing
      Mi Mining
      Sh Shield
      Ha Heavy Armor
      Ma Medium Armor
      Cp Carpentry

      Lp Lock Pick
      Dw Dual Wield
      La Light Armor
      Pp Pickpocket
      Ev Evasion
      Ta Tailoring
      Je Jeweler
      Dt Disarm Trap

      Sl Stealth
      De Detection
      Sq Sense Quality
      Em Eye of Mind
      Fs Fishing
      Ge Greater Evasion

      Li Literacy
      Gn Gene Engineer
      An Anatomy
      Mm Memorization
      Al Achemy
      Gd Gardening
      Ck Cooking

      Mc Magic Control
      Fa Faith
      Ri Riding

      Me Meditaion
      Ca Casting
      Md Magic Device
      Cm Control Magic

      Ne Negotiation
      In Investing
      Pf Performing

      Tr Traveling
      Sw Swiming

      Ls Long Sword
      Ax Axe
      Mt Martial Arts
      Sc Scythe
      Bl Blunt
      Po Polearm
      St Stave
      Ss Sort Sword
      Bo Bow
      Cr Crossbow
      Th Throwing
      Fi Firearm

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    • I've been getting an error1 whenever i load a save or create a new character on the current Custom build, Tried redownloading the files to a different folder and the issue persisted. The original Elonaplus.exe from 1.68 still works fine, which makes me believe it's a bug with the current Custom build.
      Error1

      Error1 when loading a save

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    • If you are on win10, please set the exe to compatibility mode with win7, all the other error 1 reports thus far are related to that, so I will assume this is the case here too.

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    • I'm on win8.1, but that nevertheless fixed the issue for me, thank you.

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    • Latest Version: E+C 1.69.1
      Notes for the latest version:

      • Fixed
        • Many typos and grammar, improved some translations.
        • Duplicated newlines when chat text already contained newlines (can be observed for example during sleep sharing, it creates newlines for each new selection, making the chat textbox continuously "grow" vertically).
        • Cancelling from race selection on character creation going back to alias selection instead of background selection.
        • Cancelling shape change still changing the sprite pic.
        • Properly fixed the "wild flower" duplication on names. "wild flower" now properly appear as text when it is a retrieve quest target.
      • New features
        • Extended 'z' key toggle for item info, it will also show the skills increased by the item.
        • Smart use for cooldown items, will search the inventory for items of the same type that can be used in case the one you try to use is on cooldown.
      • Misc
        • Translated quite a bit of text around the source
        • Changed some buff descriptions/texts, mostly to try making them properly account for the caster.
        • Changed some feat descriptions/names, most notably:
          • Kokou is now Independent
          • Zin-ba is now Mount Bond
          • The duplicated Sexy Dance is now Gravity Control
        • Started work on improving plurals for item names/item types/etc, if you notice very weird plurals it is probably this. WIP.
        • Re-enabled the net code for JP too, for those playing custom in JP.
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    • >Your download could not proceed because it would take you over the current free transfer allowance for your IP address.

      How nice of them.

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    • TankAirTuna wrote: >Your download could not proceed because it would take you over the current free transfer allowance for your IP address.

      How nice of them.

      Yeah, hate those limits too. Luckily every version is also available on my local repository, so you can download it from there if you want. (link in the Downloads section)

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    • Bloodyshade wrote:

      Yeah, hate those limits too. Luckily every version is also available on my local repository, so you can download it from there if you want. (link in the Downloads section)

      Oh, that's nice, it hadn't occured to me to check the first post. Thanks.

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    • In 1.69.1, I'm seeing a discrepancy between the red/blue colour of the hunger bar below stethoscoped pets and their actual willingness to eat food - pets with a blue bar aren't always eating food I hand over, or placed at their feet.

      If I wait awhile longer after the bar turns blue, they will eventually eat food as expected.

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    • I've got another error - this one happens at midnight. If I had to guess it has something to do with shopkeeper updates (I just picked a feat for the shopkeeper earlier in the day.)

      Running Win 10, but in Win 7 compatability mode as suggested.


      Error is a hrash crash, with the following appearing as a plaintext file:

      ---


      HspError 6 WinError 0 Ver 2940 Mode 6
      efId 451 efP 200 Area 4/1
      ci -1#54 ti -1#54 cc 54#41 tc 0#0 rc 54#41
      3. ctrlFile4 ct:0
      2. ctrlFile4/end ct:0
      1. ctrlFile3 ct:0
      0. ctrlFile3/end ct:0


      Sorry.

      ---

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    • Which feat did you choose? I'll try to reproduce it here.

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    • Finally stopped slacking and registered.

      I took the GP acrrual feat.

      I do have a save backup from before the feat change; I can help with further testing in a few hours if you want me to check anything at my end.

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    • Latest Version: E+C 1.69.2

      Fixed that bug, was a mistake on my part when I fixed the text for when the shopkeeper earns money passively.

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    • Thanks so much for the quick reply and fix, Bloodyshade.

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    • 'ey Bloodyshade, just to confirm, does this release include Atrophy as a status effect that can be parsed via Elona Custom AI?

      Thanks for your advanced replies!

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    • It does not, I have yet to actually work with the custom ai code, I'd rather wait for Anna to work on it since that code is quite complex and I'd rather not risk breaking anything else.

      That said, the custom ai stuff is certainly something we need to put some more focus on in the next releases, to update it for status/evolutions/etc.

      EDIT: Actually the status code seems pretty simple, I added it on my dev version here, I'll take a look at the evolution code, though Anna said that one is a pain to work with.

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    • I'm using the latest version of Elona+ Custom, 1.69.2. All the character dialogue in cutscenes is appearing on a single line. (There don't seem to be any other problems.) http://i.imgur.com/2ss6l5S.jpg

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    • Well, that might be related to the newline fix, will have to test, and see how we will approach the fix. We weren't sure this would cause problems down the line, but apparently it might have.

      EDIT: Ok, for now I made it ignore the fix when in scene mode and so far it seems to be working fine.

      I also took a look at the evolutions, it really is a pita since you need to work in/look at 4 different places, but the ones that added special actions/etc are now in as well.

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    • What name of the owner of security certificate of BloodyShade's Elona Repository tries to tell us?

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    • While that folder is my repository, the site is used by other people as well, mostly close friends when I need to share stuff. The site itself is personal, so you can just ignore it :P

      Also, all of that stuff is just random and for giggles.

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    • Dear Bloodyshade, 

      Thank you so much for keeping Custom alive! I wouldn't dream of playing Elona without all the added features. 

      One small comment about the latest addition of 'z' skill bonus info - it takes a while to scroll through to get back to where you want it to be (which is resists, usually), a way to "scroll backward" in addition to "scrolling forward" would be great - alternatively, enabling the player to view only the skills he's interested (parallel to ItemList exceptions, e.g. "Gardening" and "Carpentry" only) would solve the issue.

      In any case, adding skill view is a step in the right direction for Elona, for sure.

      Another small comment on exceptions through ItemList - is there a way of including cursed and blessed items to highlight? Magic shop, for instance, sells blessed as well as regular material scrolls, but I've only found a way to highlight the latter.

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    • I'll talk to Anna about the extended item info and try to come up with a better way to handle it, I don't think a new text file to filter skills is the way to go.

      For the item filter, it is specifically designed so that cursed, blessed and nodrop items keep their colors, otherwise they aren't easily distinguishable from their normal counterparts, and when testing I found that to be just terrible.
      Note however that the items still receive the * in front of the name even when they are blessed/cursed, hence they are still highlighted, it's just the color that remains the same.

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    • Bloodyshade wrote:

      Note however that the items still receive the * in front of the name even when they are blessed/cursed, hence they are still highlighted, it's just the color that remains the same.

      The blessed/cursed variants of highlighted items don't seem to come with a * when Japanese language is on (I didn't know that feature existed!). If that (or any other highlighting option for Japanese language) were addable in coming versions, that would be great!

      A visual demonstration

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    • Ah I see, yeah. The item naming function is divided between both languages, I'll look into adding that into the JP part as well.

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    • Small new release for now.

      Latest Version: E+C 1.69.3

      • Fixed the issue with scene text having no newlines.
      • Added 3 new monsters to the CustomAI evolution action list (large bike, chaos seed and caterpillar sniper).
      • Added Atrophy as a status that can be checked by CustomAI.
      • Made it so that the "*" marker for item filtering also applies to items when in JP.
      • ItemList.txt has a new format now, both JP and EN names are in the same line and enabling it will enable the filtering for both languages.
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    • Working great. Thank you! 

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    • There is no server for Plus in Japan, reactivation of JP's netcode may cause problems. Thank you.

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    • 219.100.86.74 wrote: There is no server for Plus in Japan, reactivation of JP's netcode may cause problems. Thank you.

      There's no server for E+ outside of Japan either, however there is jdstroy's chat server project, which people in either language setting could use.

      Furthermore, that code was enabled throughout all previous version where those servers already didn't exist anymore, this only reverts the change that was made in 1.69 specifically, which is just a check to see if is being played in jp.

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    • Is there a way to let a pet check to see if there are multiple enemies nearby? I'm interested in this because of teaching swarm to a melee pet, only to be used when enemies within a certain distance are X amount.


      This would also be great for selecting ball spells or breath over bolt.

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    • The chat server needs to be more secure or something. Someone's been making arbitrary messages appear in-game, like a message claiming that bandits destroyed all the items in your house.

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    • Sableye wrote:
      The chat server needs to be more secure or something. Someone's been making arbitrary messages appear in-game, like a message claiming that bandits destroyed all the items in your house.

      Nasty falsifier! Ban him immediately!


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    • Sableye wrote:
      The chat server needs to be more secure or something. Someone's been making arbitrary messages appear in-game, like a message claiming that bandits destroyed all the items in your house.

      That's intended as humor. You should be able to differentiate game messages from chat messages.

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    • 200.108.35.45 wrote: Nasty falsifier! Ban him immediately!


      Eh, a ban wouldn't solve the underlying problem. The chat system needs escape characters or whatever to keep messages from showing up in the game log.

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    • My guess it's part of the crazy anti-Ano crusade that's leaking out of 2ch. Gaijin enjoying a game that we hate, can't let that happen can we.

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    • 62.85.88.46 wrote:
      My guess it's part of the crazy anti-Ano crusade that's leaking out of 2ch. Gaijin enjoying a game that we hate, can't let that happen can we.

      Channel leaks are worse than sewage leaks.

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    • Sableye wrote:

      200.108.35.45 wrote: Nasty falsifier! Ban him immediately!


      Eh, a ban wouldn't solve the underlying problem. The chat system needs escape characters or whatever to keep messages from showing up in the game log.

      Turning the network off does that. Try it.

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    • Guys, I'd like to request this thread to be kept clean of things unrelated to E+C.

      For the chat server related issues, a more appropriate place would be jdstroy's thread on the chat server itself. Although I'd appreciate, as he would as well, if that thread was also kept on topic.

      Thanks for understanding.

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    • I keep getting a popup that says something about NPCData not being present.

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    • 206.51.178.91 wrote: I keep getting a popup that says something about NPCData not being present.

      Have you put the externalize folder inside your elona+ folder, alongside the rest of the files?

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    • Elona+ & Elona+ is refused connection to the net server

      >Re-enabled the net code for JP too, for those playing custom in JP.
      It should not be

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    • Hello master BloodyShade.  I read the earlier comments that custom AI is a pain to work with, but is it at all possible to whitelist the "Melt Clinch" special action recently added to slimenoid evolutions for use as a customizable action in AI script?  The only action listed aside from normal is Acid Ground.  I was told that may be possible.  Feel free to call me an idiot, thanks!

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    • 73.171.159.65 wrote: Hello master BloodyShade.  I read the earlier comments that custom AI is a pain to work with, but is it at all possible to whitelist the "Melt Clinch" special action recently added to slimenoid evolutions for use as a customizable action in AI script?  The only action listed aside from normal is Acid Ground.  I was told that may be possible.  Feel free to call me an idiot, thanks!

      Certainly, thanks for pointing that out, I missed that change when I added the other evos to the action list, it will be in the next version.

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    • Appreciate it a lot, thanks!

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    • I'm not sure if it's rude to ask here, but since someone was asking about modding inventory size, what files are all the inventory variables in? I've never messed with anything other than the config file, so I don't know where to start, but I can read/write basic code, so if I manage to do it I could post the file up on the pastebin or wiki for those who want.

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    • Changing the inventory size isn't a basic change, it would involve rewriting a lot of code, elona doesn't have a specific variable holding the size of the inventory for example, instead it has an array and uses static/hardcoded sizes for everything, hence changing the inventory size would also mean rewriting pretty much anything that uses this array, not just the player inventory.
      This would also completely break compatibility with E+, which isn't something we want to do.

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    • I'm not asking you  to rewrite it. I'm asking what sections of the code to look at. I'm fine with breaking my own compatability  since I tend to restart  every few patches, and I'm not asking you to put it in your mod pack.

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    • Everything was basically laid out for you earlier in the thread, if you go back up and read it.

      At a minimum, to expand inventory, you have to do this:

      1) Increase the size of the inv variable (look for the dim statement).

      2) Modify inv_getheader based on your new sizes / specifications.

      3) Modify the save function (look at label game_ctrlFile). Your modifications here will be based on your modifications in step 1.

      4) If you want to port an existing save to this, you will need to write and run a bit of code to shift everything in the inv variable.

      That's about as in-depth as I'm going to go into it. To contradict BloodyShade a little bit (sorry!), it's not a technically difficult change, and if you spend any length of time examining the mentioned pieces of code, you should be able to figure it out.

      Note that I mentioned these are the minimum changes you would need to make. There may be additional ones that I don't know of off-hand, but I believe most other inventory functions rely on inv_getheader, so if you do the modification there properly I think most other things will work without modification. That's based primarily on my experience with working on other parts of the code that deal with inventory things, so it may not be entirely accurate. I'm not willing to investigate further at the moment, so anything past the steps I mentioned above, you're on your own unless someone else wants to step in.

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    • Thanks for the reply. I probably didn't clarify this well, but what files are the related variables in? Do I have to go through like every individual file and check for them, or are there specific ones  I can look at?

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    • There is a single source file distributed with Custom releases. That's where everything is. source.hsp.

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    • I  see, thanks

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    • Latest Version: E+C 1.70.1
      Notes for the latest version:

      • Fixed
        • Duplicated "bottle" in "bottle of X juice"
      • Added
        • Melt Clinch for slimes as a Custom AI evolution action
        • Flame of Rage and Blood Stream as Custom AI evolution actions for the respective monsters
      • Misc
        • Removed extra spacing in some item names
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    • Bless you.

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    • I'm getting error 1 but I did set win 7 compatibility for .exe. What should I do?

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    • just fyi, the e+ 1.70 zip on your site is broken.

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    • EverSoWicked wrote: Bless you.

      Thanks for the support :)

      95.160.228.194 wrote: I'm getting error 1 but I did set win 7 compatibility for .exe. What should I do?

      Describe what you are trying to do when it happens, also make sure you have followed all the installation instructions (mostly making sure you have all the files where they should be).

      45.59.95.156 wrote: just fyi, the e+ 1.70 zip on your site is broken.

      No idea how it got corrupted, I used it previously and it was fine, go figure.
      Either way, it should be fixed now. Thanks for the headsup.

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    • It happens after creating my character at the moment when I should be at my starting cave.

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    • 95.160.228.194 wrote: It happens after creating my character at the moment when I should be at my starting cave.

      Hmm, I just tested it here and it didn't crash for me after creating the new character and reaching that point, so I'd still bet on either compatibility mode or something being missing from the folder.

      Try also running it as admin, and if you set the compatibility option on a shortcut, try setting it on the .exe itself instead and see if running that directly works.
      This is unfortunately a kind of error that requires some trial and error to figure out, but so far every reported instance of it had to do with one of the two reasons (compatibility or missing files).

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    • 95.160.228.194 wrote:
      It happens after creating my character at the moment when I should be at my starting cave.

      This is usually because the scene files are missing. Do you have scene2.hsp and scene3.hsp in the folder with the executable?

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    • Weird, looks like resetting my computer  worked. Ok, thanks for the help everyone.

      You can also add to instructions that if something like that still happens after following the insctructions you should reset computer.

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      • restarting
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    • Sadly, the 1.70 download seems to be still broken, both the bloodyshade version and the mega version. 7-Zip manager shows one directory and many files, all of which are named "ElonaCustom 1.70.1". Why 7z, anyway? How about offering a .zip download? I so wanted to play! :(

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    • Nv4dispbluescreen wrote: Sadly, the 1.70 download seems to be still broken, both the bloodyshade version and the mega version. 7-Zip manager shows one directory and many files, all of which are named "ElonaCustom 1.70.1". Why 7z, anyway? How about offering a .zip download? I so wanted to play! :(

      The problem is certainly local to your machine, I have seem other people using this version and I checked it myself too. The file is pristine.

      Either your download is corrupting the file itself, or there is another problem on your end.
      I'm using the latest stable version of 7zip (16.04), if you are using an older version, try updating it.

      Not much more I can suggest since the issue really does seem local to you.

      As for why 7zip, why not? By now it is almost a standard and nobody seems to have a problem with it.

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    • Wow, thanks a lot, that did the trick :) Somehow I still had an age-old beta 7zip from 2007 on this PC. Updated to 16.04 and boom, it worked. Many thanks to you and Anna for making Custom! Now I'll play a wisp thief! :D

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    • May I ask you to consider whitelisting following actions:

      Ingame ID | Name | Reason to add

      477    Gem Power        New spell
      665    ShineSnail        NPC skill
      753    Psychic Wave        Sickful Older Brother NPC
      755    Over Long Throw         PC Skill
      770    Dancing Wire        ?<Ajetalio> the seminar lecturer NPC, PC Skill
      771    Eye of Stiffen        Cockatrice
      772    Eye of Illusion        Tezcatlipoca, magic hawk moth, erlkonig etc
      773    Extermination Breath        Only available to chaos seed evolution?
      776    Cowering Smile        PC Skill
      777    Smile Field        ?PC Buff
      778    Abyss in the eye        ?PC Buff
      779    Shield Parry        ?PC Buff
      783    Gravity Accel        ?<Mito> the seminar lecturer, PC Skill
      784    Giga Gravitation        ?PC skill
      785    Hyper Dash        Missing evolutions/NPC?
      786    Violent Garden        curse wood king, Insane Kumiromi, PC Skill
      787    Misteltein        tree incarnation and kumiromi, PC Skill
      789    Curtain of Smoke        ? PC Skill
      793    Formless Fetter        formless spawn

      Honorable mention:       
      690    Do nothing        Allow usage by default
      628    Change target        Same
      701    Rubbing            ?Roleplay Value, may break ranch


      Skills with ? even i consider questionable to add since they are mostly pc-only party buffs.

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    • Would it be possible to add Custom AI support for the "Distant Attack" action granted by whips?

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    • Freijie wrote:
      May I ask you to consider whitelisting following actions:

      Ingame ID | Name | Reason to add

      477    Gem Power        New spell
      665    ShineSnail        NPC skill
      753    Psychic Wave        Sickful Older Brother NPC
      755    Over Long Throw         PC Skill
      770    Dancing Wire        ?<Ajetalio> the seminar lecturer NPC, PC Skill
      771    Eye of Stiffen        Cockatrice
      772    Eye of Illusion        Tezcatlipoca, magic hawk moth, erlkonig etc
      773    Extermination Breath        Only available to chaos seed evolution?
      776    Cowering Smile        PC Skill
      777    Smile Field        ?PC Buff
      778    Abyss in the eye        ?PC Buff
      779    Shield Parry        ?PC Buff
      783    Gravity Accel        ?<Mito> the seminar lecturer, PC Skill
      784    Giga Gravitation        ?PC skill
      785    Hyper Dash        Missing evolutions/NPC?
      786    Violent Garden        curse wood king, Insane Kumiromi, PC Skill
      787    Misteltein        tree incarnation and kumiromi, PC Skill
      789    Curtain of Smoke        ? PC Skill
      793    Formless Fetter        formless spawn

      Honorable mention:       
      690    Do nothing        Allow usage by default
      628    Change target        Same
      701    Rubbing            ?Roleplay Value, may break ranch


      Skills with ? even i consider questionable to add since they are mostly pc-only party buffs.

      This pretty please. Especially the gravity actions.

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    • Sableye wrote: Would it be possible to add Custom AI support for the "Distant Attack" action granted by whips?

      OK, I just found out that it's possible to teach a pet Distant Attack through the "teach an ability" system. Sorry for requesting something that had already been added.

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    • Is it normal that pets can only shoot guns from 5 blocks?

      As of 1.70.1, If i try to make my android shoot targets at distances <=6, or <7, if she's on the 6th block she will fail to do anything.

      I heard pets can't do anything until at 6 blocks of distance, but since she's only attacking on a 5 blocks range, the melee pets with shadow step are attaking distant enemies much more efficiently, since they do it from a 6 block range.

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    • I heard pets can't do anything until at 6 blocks of distance,

      Anna's initial blog post about custom AI explicitly said that 5 tiles is the max range.

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    • The range limitation is copied from the default AI. Unless something has changed in the past few versions (the latest ver I have with me at work is 1.67), 5 is the max range.

      The limitation for shadowstep is not handled by the custom AI (for spells & spacts, custom AI just sets the action then calls the appropriate handler from the normal E+ code). So the distance discrepancy is there regardless of default/custom AI.

      if ( distance < 6 ) {
      	if ( fov_los(cdata(1, cc), cdata(2, cc), cdata(1, tc), cdata(2, tc)) ) {
      		gosub *FindRangeWeapon
      		if ( stat == 1 ) {
      			gosub *act_fire
      			goto *turn_end
      		}
      	}
      }
      
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    • The pickpocket items off the floor with "g" feature currently takes no stamina at all, but actually opening up the actions page and using the pickpocket action does.

      Floor Idea: a floor with several rooms in a sequence where every room section is a full monster room, and the staircase is at the end like the floors in the dungeon to Larna and Ancient Garden.

      I wish I could evolve my pets and have them keep their old sprite in an easier way.

      Some artifacts still show as a blank item when using oracle to check if they spawned. I didn't keep track though, unfortunately.

      Is there a full feature and changes list somewhere?

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    • Ah, so it was 5 blocks of range, not 6, my mistake.

      I think it's weird, tough, that the pets can do certain things over their arbitrary max range. Breaks the balance in my opinion.

      There should be a check(at least in custom AI) for distance before activating stuff with specific targets, such as using a skill on a specific enemy or the player.

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    • Would be great to have status aggregator 'hexed' which would be equal to 1 if character has any of the debuffs that could be removed with vanquish hex spell. AI slots are too valuable to use it on anything other than 1-2 especially annoying debuffs.

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    • Playing on a mac via wine, and I encountered an error. With elona+1.70, and E+C 1.70.1.

      Everything was set according to the descriptions, and this is what happened:

      HspError 12 WinError 2 Ver 2950 Mode 0

      efId 0 efP 0 Area 0/0

      ci 0#0 ti 0#0 cc 0#0 tc 0#0 rc 0#0

      3. Init buffer ct:0

      2. dim ct:0

      1. ctrlFile10 ct:0

      0. ctrlFile10/end ct:0



      Sorry.

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    • Sorry if the answer to my question is here and I just did not see it, but is there some documentation on the custom A.I feature?, I mean like, how pets respond to distance how to teach them spells and abilities, I'm trying to teach zero shoot to the android but the "learning" always stays at 0%, and when I set a command for them to use said ability they act confused.

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    • Dem Avalon wrote:
      Sorry if the answer to my question is here and I just did not see it, but is there some documentation on the custom A.I feature?, I mean like, how pets respond to distance how to teach them spells and abilities, I'm trying to teach zero shoot to the android but the "learning" always stays at 0%, and when I set a command for them to use said ability they act confused.

      Here's Anna's post documenting the custom A.I feature: http://elona.wikia.com/wiki/User_blog:AnnaBannana/New_Features_in_Elona_Custom_1.51.4

      Your question; Yes it is natural that they get confused. I quote Anna's entry:

      "Teaching a pet takes time - an average of about 4500 attempted uses (if my math is correct). A pet's chance to successfully use an ability or spell that they are learning is Progress/2, with a maximum of 20 and a minimum of 1. Then, for every successful use, there is a 25% chance that their progress will increase by 1."

      Here, at 0%, your android should successfully perform "zero shoot" 1/100 times. After the first succes, he should have a 25% chance to increase from 0% to 1%. Repeat that logic, but adjust the success percentage as quoted above.

      Hope this helps.

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    • Thank you, this helps a lot!

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    • Yo, these floating damage/status counters are looking good on OOM.

      https://youtu.be/ndgVYMCgUQk

      Any chance to add them to Elona+ with Custom?

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    • So when I talk to an NPC with no atract (the smiling faces) it should display:"NPC's name" isn't paying attention to you. and things like that, but instead it displays my name, I don't remember this happening before, so I'm wondering if that is something different with the game or I messed something up.

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    • Hi, my game works most of the time but I sometimes randomly get a crash with all Japanese words (I'm using Japanese Locale) when:

      1) Choosing game mode after character creation.

      2) Starting a hunting quest.

      3) Exiting an NPC shop.

      Yes, I have the game in compatibility mode and administrator (Both elonaC.exe and elonaplus.exe). Also I do have the scene files in my folder, scene1.hsp , scene2.hsp and scene3.hsp.

      Also made sure that both versions of ElonaPlus and Elona Custom are the correct ones.

      I'm currently on windows 8.1 64-bit.

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    • Another (very stupid) doubt:

      doing the (Sophia the Wise lv150)

      she told me to come back and talk to her on 8/7/529 and it is currently 529/6/8

      so i'm a bit confused as to the time format on the quest journal, is it  dd/mm/yyy or mm/dd/yyy?

      in my country we use the dd/mm/yyy format but Elona uses the yyy/mm/dd (wich I think is what japan uses) and in the U.S they use the mm/dd/yyy so now I'm kinda confused as to what the one in Elona Custom uses (I assume this quest is only translated in this)

      Edit: the quest uses the dd/mm/yy, its just a bit odd to not use the same as the game.

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    • This seems like a bug, <Rovid> uses the same dialog as <Arasiel> (the one talking about Lulwy visiting for tea) I think this is a bug because evry other evolved god pet NPC has translated dialog.

      and if his dialog was not translated I just expected the "sorry this is untransleted sentence".

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    • 187.58.188.210 wrote: Yo, these floating damage/status counters are looking good on OOM.

      https://youtu.be/ndgVYMCgUQk

      Any chance to add them to Elona+ with Custom?

      I'll have to see about this, would take some time I currently don't have, unfortunately.

      Dem Avalon wrote: So when I talk to an NPC with no atract (the smiling faces) it should display:"NPC's name" isn't paying attention to you. and things like that, but instead it displays my name, I don't remember this happening before, so I'm wondering if that is something different with the game or I messed something up.

      Please check using E+ without custom too, if the output is the same, it isn't a bug with custom.

      138.75.250.240 wrote: Hi, my game works most of the time but I sometimes randomly get a crash with all Japanese words (I'm using Japanese Locale) when:

      1) Choosing game mode after character creation.

      2) Starting a hunting quest.

      3) Exiting an NPC shop.

      Yes, I have the game in compatibility mode and administrator (Both elonaC.exe and elonaplus.exe). Also I do have the scene files in my folder, scene1.hsp , scene2.hsp and scene3.hsp.

      Also made sure that both versions of ElonaPlus and Elona Custom are the correct ones.

      I'm currently on windows 8.1 64-bit.

      Seems like a local issue since those are pretty basic operations and this is the first report of such a crash I've seen. Please make sure you have properly updated E+ before using a new version of E+C (for instance, scene3.hsp isn't used anymore, so that is old data there). I recommend backing up your saves/config, making a new folder and installing the proper E+ version, then installing the appropriate E+C version on top of it and copying you backup up data there.

      Dem Avalon wrote: Another (very stupid) doubt:

      doing the (Sophia the Wise lv150)

      she told me to come back and talk to her on 8/7/529 and it is currently 529/6/8

      so i'm a bit confused as to the time format on the quest journal, is it dd/mm/yyy or mm/dd/yyy?

      in my country we use the dd/mm/yyy format but Elona uses the yyy/mm/dd (wich I think is what japan uses) and in the U.S they use the mm/dd/yyy so now I'm kinda confused as to what the one in Elona Custom uses (I assume this quest is only translated in this)

      Edit: the quest uses the dd/mm/yy, its just a bit odd to not use the same as the game.

      Correct, the clock is using yyy/mm/dd. The translated dialog appears to be using dd/mm/yyy. I'd rather both be the same for the sake of consistency, so I'll change them to be yyy/mm/dd as that makes much more sense to me and reflects the current clock.

      Dem Avalon wrote: This seems like a bug, <Rovid> uses the same dialog as <Arasiel> (the one talking about Lulwy visiting for tea) I think this is a bug because evry other evolved god pet NPC has translated dialog.

      and if his dialog was not translated I just expected the "sorry this is untransleted sentence".

      Not a bug, Ano has this annoying habit of copy-pasting text everywhere and just changing the Japanese text, we've seen this time and time again. I wish he would just stick with the "untranslated" line.

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    • Talking about Ano's copy pasta of text; Any plans on cutting down (hah) on having so many seemingly unrelated actions just be "cuts foo's head and "

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    • Good afternoon everyone!


      I see there has been an update to Elona+ on 9/9/17!   Is there any plan to keep Custom updated as well?

      Also, I do not see the "Rub" action anymore on my skills list, cant find it in elosnack either.. I have the big brush in inventory as well but still cant figure out how to access the Rubbing thing anymore:(.

      Thank you in advance!

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    • Are you level 13 or higher and gained a level?

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    • Ahh....its level dependant:) I updated the wiki. Ty!

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    • No level requirement was in 1.70's source code' only 5 charisma

      You only need to level up to trigger the games' check for all possable skills you may beable to learn

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    • How long should it take elona custom to get latest update (1.71)

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    • It is basically done, I'm just waiting for a couple days to see if Ano will release a hotfix. I'll probably be releasing it by this time tomorrow if I don't see a version update here at the wiki.

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    • Thanks Bloody:)  When updating, can i just copy and paste over the current install or will that break saves etc?

      Also, and i know its not the proper forum, but I cant find the info anywhere else...

      On the clock dial, what does it mean when theres a bunch of fires around every clock position?

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    • 2601:46:C800:8F2:DB5:1828:3DAE:1181 wrote: Thanks Bloody:)  When updating, can i just copy and paste over the current install or will that break saves etc?

      Also, and i know its not the proper forum, but I cant find the info anywhere else...

      On the clock dial, what does it mean when theres a bunch of fires around every clock position?

      As far as E+C goes, replacing the files would be fine, just be sure not to replace your config/itemlist in case you have changed those.

      The fire around the clock is the "nefia fever" event added by Ano. Quoting from the changelog:

      There is now a phenomenon that may occur on the 15th and after of months that are not a multiple of 3. This will cause all Nefia to go into fever mode. Like the etherwind, this has a high random chance of occurring. It will not last beyond the end of the month. If Extra Help is not turned off in the settings, Norne will appear and give an explanation the first time this happens. In fever-mode Nefia, a [floor danger level]-dependent number of music tickets (up to 70 tickets) will be generated on tiles on which the floor's gold pieces have been placed. There will also be more material gathering spots, less fountains, and more altars generated. Items generated on the ground will have their level increased and be identified by default. Strength of enemies remains the same.

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    • Currently, each time a shift core is used, a window pops up to allow you to set up your temporary new appearance. It's necessary for the first transformation, but once you've got it set up the way you want, the window is just a nuisance. Would it be possible to have a "Lock shift core appearance" setting in Tweaks to prevent the window from appearing?

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    • Before Custom 1.71 is released...

      Was the thing that in 1.70 the prices for bulk identifying in wizard NPCs were super cheap even outside the fighters guild an Elona+ error, or a Custom error? Or maybe it's working as intended? It was way too cheap, to the point that identifying 2 items at once was practically half the price of identifying a single one.

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    • Sableye wrote: Currently, each time a shift core is used, a window pops up to allow you to set up your temporary new appearance. It's necessary for the first transformation, but once you've got it set up the way you want, the window is just a nuisance. Would it be possible to have a "Lock shift core appearance" setting in Tweaks to prevent the window from appearing?

      I'll have to check on that, shouldn't be too hard, but I don't think it will make it into E+C 1.71.1

      Pirone wrote: Before Custom 1.71 is released...

      Was the thing that in 1.70 the prices for bulk identifying in wizard NPCs were super cheap even outside the fighters guild an Elona+ error, or a Custom error? Or maybe it's working as intended? It was way too cheap, to the point that identifying 2 items at once was practically half the price of identifying a single one.

      I would recommend you run E+ itself and just check that, I don't think this is custom related.
      From what I tested here with my character in 1.71, both in E+C and E+, the price to identify everything (3-4 items) and the price to identify 1 item was the same (84g).

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    • Latest Version: E+C 1.71.1
      Notes for the latest version:

      • Added
        • Some more text fixes/translations.
        • Added missing heart trigger for fallen soldier evolution from 1.71.
        • Added some Custom AI evolution actions:
          • Added 1.71 evolution actions.
          • Added hyper dash for horse (all 5 types) and cattle evolutions.
          • Added fire a volley to xeren auto tank's evolution.
        • Added missing special actions to specific monster's Custom AI:
          • Dark Eye - Spiral King
          • ShineSnail - <Snail> the android rider
          • Blood Stream - H sister, blood golem, kali, performaid bloodress
          • Vindalian Jiu-jitsu - <Arma> the tour guide, ultimate golem, <Mary> the insect master, <Ajetalio> the seminar lecturer
          • Throw Greater Potion - Alchemist <Naplus>
          • Shadow rush - <Getuei> the ninja master, <Conductor Koala>, performaid cocruel
          • Curtain of Smoke - <Eila> the fugitive Kunoichi, red ninja, new citizen
          • Attribute - <Mary> the insect master, yellow fire dragon, <Vansesda> the ancient fire
          • Holy Veil - <Raizel> the old wizard
          • Contingency - death hamster
          • MP Breath - phantom of end, <Lazasye> the destroy, performaid bitchiack, dhwty
          • Super Armor - <Urcaguary>
          • Smash Ground - <Neres> the amnesiac
          • Multiple Gather - dread rabbit
          • Over-Ray - performaid desweeper, unitdead-joker
          • Fire a volley - <Lankata> the lightning of blue
          • Pressure, Tag Force - zanan old soldier
          • Blade Turbulence - stormbling
          • Blade Strings - hellstling
          • Shield Parry - <Alfred> the cangnan wind
          • Abyss in the eye - chaos serpent
          • Smoke Mirror - <Tezcatlipoca>
          • Resolution Hand - silver fox brother
      • Changed
        • Changed journal/dialog for Sophia's meetup date to the same as the in-game clock.
      • Removed
        • Removed "Display Pet Mana" tweak since Ano implemented the tweak into E+.
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    • Thank you for the release!

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    • Curious about whether Blessed Deed of X does anything under Elona+ Custom?  ty in advance!

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    • 2601:46:C800:8F2:DB5:1828:3DAE:1181 wrote: Curious about whether Blessed Deed of X does anything under Elona+ Custom?  ty in advance!

      There should be no difference between E+C and E+ behavior in this regard.

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    • Is it an easy change to make the "Magenta=fed" color on the new pet status bars into say bright yellow? trouble seeing red/green:(.  if its an easy code change I can do it myself, thnx

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    • Should i start fresh save to play the latest patch or using save file (1.70) will be ok?

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    • When you first load your 1.7 file, the converter will kick in and update it.

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    • 2601:46:C800:8F2:DB5:1828:3DAE:1181 wrote: Is it an easy change to make the "Magenta=fed" color on the new pet status bars into say bright yellow? trouble seeing red/green:(.  if its an easy code change I can do it myself, thnx

      If I'm not mistaken, the bars are in interface.bmp, so editing that with something like paint.net should do it.

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    • Can you change the way you teach pets magic? Kind of want to do a melee/ranged only playthrough an want to have a caster with me (as apart of my background in my story) that learns as they go, maybe have something like this:

      There are 3 ways to teach pets:

      1. If pets casting level is 15x the spell it appears in the teach postition (this is any spells that qualify under this) 

      2. If player has a spell at level 50 they can teach the spell to the pet

      3. If pets casting level is 7.5x the spell level AND players level of the spell is 25 they can teach the pet the spell

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    • Another thing:

      I am teaching my mage healing light, I have her set to cast in the following condition (it is the first thing she will check a turn)

      Self  HP  <  75%  Healing Light

      I have had her set to that for awhile and she will not cast it, she seems to throw magic missile even at 50% HP rather than attempting to cast Healing Light over and over until she is healed, any thoughts?


      Also do NPCs have levels of spells like me? Seems like she is doing a lot of damage lately lol

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    • I'd suggest making it a lot more guaranteed if you are trying to teach her the spell. Like hp equal or lower than 100%. It takes a long time for them to learn spells if you are not focusing on it. 

      Besides that... Make sure any spells you want to take priority are higher in the list. It sounds like you might have healing light lower than your magic missile. If you don't, I am unsure why she isn't attemping it.

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    • It is indeed at the top of the order, I set it to HP = 100% cast and skipped tons of turns in town but I guess enemies need to be nearby to trigger the AI? Idk, guess I will just have to live without her MM 1-shot KO for awhile (my pet team is a over leveled tank, a under leveled gunner, a under leveled 2-hander, a underleveled healer, and a overleveled mage (her). Will be fun to see my tank hold everything off alone lol (Itry to let everyone else fight since that way they can level).

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    • Yes Enemies need to be nearby to trigger the custom AI.

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    • It takes a longggg time to get a spell to 50 lol....and then teach it to a pet:(

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    • Gem power is slot 477

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    • It takes a longggg time to get a spell to 50 lol....and then teach it to a pet:(

      Not to mention they have to have casting level equal to the spells difficulty (so for fire bolt I believe it is 3?) x15! I have over 100 hours in my main char now and I am just hitting 60 spell casting ability :/ takes way too long for them to be able to learn it lol (I imagine it is balanced for the fact that they dont get spell stocks). Would be kinda nice for a script to be put in where the AI spell caster buys books (like how they buy a trainer) to fill stocks and they could run out, then they could learn whatever they are skilled enough to (so basically they would learn by themselves) would be kinda helpful. On the the note of trainers, I noticed my bots like to hire trainers even when at 400% potential on everything (waisting tons of money) they need a AI check that is something like:

      If 3/4 of skills and attributes = 400% potential then hire trainer = false

      Or something along those lines 

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    • Curious to know if its normal not to be able to see the very top row of tiles, despite trying all the various resolutions? Even tried setting it to 1920x1080...nope, topmost row of tiles are still hidden in both windowed and fullscreen.

      Is there any fix?

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    • 2601:46:C800:8F2:4177:52FB:C975:5EA4 wrote: Curious to know if its normal not to be able to see the very top row of tiles, despite trying all the various resolutions? Even tried setting it to 1920x1080...nope, topmost row of tiles are still hidden in both windowed and fullscreen.

      Is there any fix?

      Not really a custom thing, I believe this dates back to vanilla Elona even.
      However that is something that always bothered me too (you will also notice that is something that sort of happens with the left side (although in that case I think it looks more like a drawing order issue rather than a possible "off-by-one" issue.

      So, in short, I'll look into it and see if that can be fixed.

      @others on AI
      I'll leave the custom AI stuff to Anna, she understands it better than anybody since she is the one who created it. Changing the way it currently works will be a much more involved process and will affect balance.

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    • Would you happen to know a way to get that info I suggested to anna? Apologies as I am still sort of new to the community here 

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    • 208.114.92.178 wrote: Would you happen to know a way to get that info I suggested to anna? Apologies as I am still sort of new to the community here 

      Anna reads and posts on this thread, other than that I can leave her a message and when she's available she will reply to me.

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    • 208.114.92.178 wrote:

      I noticed my bots like to hire trainers even when at 400% potential on everything (waisting tons of money) they need a AI check that is something like:

      If 3/4 of skills and attributes = 400% potential then hire trainer = false

      Or something along those lines 

      If they have a single skill below 400% potential then they will go to the trainer, this was due to days when pet trainer only did a few skills at random rather then every single one;

      Soo i dont see why you have a problem with this 🐱



      Also i recall there being something about having the spell book for a spell helps with teaching it to a pet, its been a long time so i dont know if that was a feature or a request

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    • Request for Insight Lens to be made a permanent item. Ty!

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    • 2601:46:C800:8F2:4177:52FB:C975:5EA4 wrote:
      Request for Insight Lens to be made a permanent item. Ty!

      f12 (console) > type "wizard"

      'i'nteract target > "info"

      f2 (reload)

      (ps, don't hit f1 when doing this)

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    • Request:  Sniper Rifles need a buff. Zero penetration, inaccurate and there shooting range is no used by any Ally. Most of the time a shooting range of 10 is wasted.


      Request: The to hit penalty of the Skull Bow is probably overboard when compared to Longbow and Ballista.

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    • Repeating Bows name should be changed to Repeating X-Bow, makes it clear it uses quarrels instead of arrows.

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    • How to get Gardening on pet early game??

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    • 2601:46:C800:8F2:4177:52FB:C975:5EA4 wrote: Request: Sniper Rifles need a buff. Zero penetration, inaccurate and there shooting range is no used by any Ally. Most of the time a shooting range of 10 is wasted.


      Request: The to hit penalty of the Skull Bow is probably overboard when compared to Longbow and Ballista.

      Item balance changes like that are out of the scope of E+C, hence those won't be modified.

      2601:46:C800:8F2:4177:52FB:C975:5EA4 wrote: How to get Gardening on pet early game??

      Please keep in mind this isn't an Elona gameplay thread, this is reserved for E+C only.
      As for your question, gardening is one of the hardest skills to get to a pet, I mostly use Ents myself and that tends to be the last skill I get for them.

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    • Pets cant use Chainsickles distant attack? I would have thought it would be under the Self > Buff section since Magic Equip is.

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    • Zeofolium wrote:
      208.114.92.178 wrote:

      I noticed my bots like to hire trainers even when at 400% potential on everything (waisting tons of money) they need a AI check that is something like:

      If 3/4 of skills and attributes = 400% potential then hire trainer = false

      Or something along those lines 

      If they have a single skill below 400% potential then they will go to the trainer, this was due to days when pet trainer only did a few skills at random rather then every single one;

      Soo i dont see why you have a problem with this 🐱



      Also i recall there being something about having the spell book for a spell helps with teaching it to a pet, its been a long time so i dont know if that was a feature or a request

      The reason being is if they are waisting 20k+ on one or 2 skills at 350%+ (which doesnt happen a ton but does happen) then that 20K+ is gone and they really didn't get much from it, idk just seems they throw their money away alot, could be better used, perhaps have a toggle for this? Idk

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    • I mean if you 'really' wanted a toggle for this action, its kinda already exists, dismising them before you enter town and using call familiar to bring them back when you need em

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    • You should try a lot of traveling around to delay that problem and let them empty their wallets. The higher the level, the more they have to pay for those upgrades, so they are saving money in advance.

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    • Apologies! Is there a discussion forum to ask questions on gameplay and mechanics for ElonaCustom?

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    • The game now says "Death penalty won't be applied until experience level 10", but when my XL7 character died yesterday, despite getting that message I dropped a bunch of stuff, and when I walked back to retrieve them, the most valuable one (an artifact panty) had even been erased from the game entirely. I consider it very misleading to claim there was no penalty when in reality the worst penalty (potentially losing items forever, IMHO much worse than losing a couple stats and fame points which can be gotten back easily with a little patience) is still in full force.

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    • I figured out the "Distant Attack" thing with pets. First you have to equip a remote attack item yourself, then go through the dialog to "teach" it to your pet. Then equip pet with the distant attack weapons.  I dont know what happens if you dont equip them with the proper weapon....you can still set them to use "distant attack" in the custom UI though. Also, setting up distant attacks and melee attacks can be tricky. You will need like 5-6 slots to get the pet moving and attacking correctly.

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    • A FANDOM user
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