Seal of Lutellaria - device integration

I’m going to release a v2.5 as then @Deern can look at what I’ve done and make changes to improve their Hardmode also so @thewataru can have their boss fights include H-scenes. So I haven’t done testing on the first two boss’s, only the last boss.

Link: Lutellaria Mediumcore mod v2.5 - Ratattack15

What’s included in this update (look at all changelog files for all changes compared to the original game):

  • Did you hate the death spawn sound effect being as loud as me? Well I figured out how to decrease the volume.
  • I’ve made an punishment system for those who want to play an porn game and avoid all the punishment porn (muahahaha) this does the following things if you attempt to escape before the enemy is distracted with fucking you:
Punishment system mechanics
  • HP loss
  • desire for sex loss (sperm/white gage)
  • increased progression of your own orgasm
  • death sound effect plays
  • All of the above occur for the first loop so you can still escape…well kinda as final thing the occurs is hardmode levels of escape difficulty permanently enable for that capture. So enjoy button mashing or the scene if you don’t want to get carpel tunnel.
  • Final change is that during boss fights when you get downed an random enemy should spawn that’s super fast but super weak, their purpose? To fuck you for the boss’s pleasure. Fake cleaner is not included as I haven’t looked into spawning them in their non-hidden state. As I had to learn/figure out how to spawn enemies I included in the changelog what my understanding of it is and thus how you should be able to do it yourself roughly.

Handy punishment is not included in this update :disappointed_relieved: nor is the ability to change internal window size so 3 different window size version are included once again. I’ll be looking into how to do these but currently I’ve just ended up breaking animations or the game so far.

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While I can’t work on it right now, I have a small idea to escalate the early struggle punishment for the nightmare mode. I COULD make it completely impossible to escape until the scene completes, although if I do that I’ll remove all the other penalties, since effectively the health penalty will be the damage of the H-Scene and the others wouldn’t matter. What do you think?

You do what you want as I’ve shared what I found possible so others can make their own change to their liking. (You can make it so that the first loop of the H-scene inescapable if escape is attempted as it resets after the finish of the loop)
You could also increase the other penalties of the punishment during the scene for nightmare mode so that while you can escape you are taking damage or are edging yourself closer to an orgasm (remember the succubus is an instant defeat) as you can make it so that HP won’t drop below a certain level and sperm can go negative though it will recover back to 0. I found it possible to make it so that the escape bar never depleted as long as your trying to escape. (react_pw) It’s easy to make it so that if you struggle too late then it’s impossible to escape as your too close to orgasm.
Hard mode is whatever you find to be hard, same as nightmare though I would instead jokingly name that Dark Souls.

(I slightly wonder as to if I can get the menu system figured out that I can then make it also possible to select a difficulty though that also requires me figuring out how the game calls upon different file’s variables, it’s an minor thing to do and more of an QoL change for a lot of work.)

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That’s a good idea! If we find out the menu thing then we might even be able to make custom configurable difficulty a thing, although it’ll be a pain in the ass. Worth a shot though.

In my mind changing the menu system is fairly difficult as the dev left behind a lot of useless code along with the fact that I’ve yet to figure out how to put just an code checking text on the screen to know if my code is working and if not, to what extent. I can get text to appear on the menu but not of how to make it usable though let alone change stuff inside the game.
I feel like it’s something that won’t be done in a day or two like I’ve been doing with these changes over the past 20 days (though a chunk was spent looking at my Handy). Same with the Handy punishment and screen size setting in terms of maybe looking at getting the other UI to scale up and the camera too.

(gml_Object_oConfig_Create_0 has the text at least under it since I changed bgm to have test on the end and it appeared and got an new option to appear via increasing general_max = 8)

Edit: I just had an idea to make Ammo, clothing and healing no longer…free as money is easy to get. Which might be somewhat quick to do if I do so.

EDIT2: Had a breakthrough once more with trying to deal with the Ammo that I noticed it calling a function which once I changed the string and such I had it displayed whatever I wished it to, here it is: sc_damage_notation(x, y, ((“Reloaded for " + string(ammo_pay)) + " gold”), 1) the number at the end changes the color between wood brown (2) and dark blood red (1), going to gml_GlobalScript_sc_damage_notation allows you see the color codes to change or add more options maybe but I haven’t messed with it yet to see what colors are possible.
Oh yeah I got ammo to cost money, muahahahaha.

Two updates in one day…I’m sorry for those that are probably going to be mad for this especially those that restart their save to experience these changes anew.

Link: Lutellaria Mediumcore mod v2.6 - Ratattack15

What’s included in this update (look at all changelog files for all changes compared to the original game):

  • I found a way to change text color and produce text wuhey, this helps me more in the future with bug testing and saying what’s going on. So punishment system now has text to pop up and tell you that you’ve attempted escape too early.
  • I’ve made ammo, clothing and health cost money to replenish/heal/put on because you don’t want to wear dirty cum covered clothing. I’ve made it so that you are told how much gold you spent or require and made the gold counter in the top right update as well. The system will also tell you if you have no need for it all except for clothing because you like clean clothing and certainly don’t want to bankrupt yourself via constantly swapping clothing…right?

Now I hope that I stop coming up with new ways of changing the game so I can finally focus and research how to do menu’s and the Handy so difficulty can be changed alongside internal screensize as I’m hating making these 3 versions each time. Also condense the changelog.

Dont even be sorry! I love that buying the clothing back idea it sounds great! you are doing gods work! I like mods that are a little more hard but like, more focused on the… hmm the more you get fucked the worst the consequences as opposed to mods that just make it super hard overall. Anyway, good job~ and thanks for your work! :revolving_hearts:

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Mine has been updated as well! Not only that, I also managed to successfully add in a Handy punishment. I added

scr_launcher_report(“player_damage”, “”)

into the punishment loop and it works well from what I’ve seen! I’ll admit, it’s not the best solution of all time, but it does the job until a better solution is found.

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image

Dang it @Deern , now I want to investigate the combinations and such since the gml_Script_scr_launcher_animation file code and the example it gives just…aaagggghhhhh as all I need to find is just something that’s about 2-3 seconds long of an intense burst…but I should really leave it and not end up putting out an third update in 24 hours…as I also need to look into the menu. The brain wants to do it but it knows it should not in the end.

However congrats on finding it and even getting something that works for now, may I ask how I tracked it down? (As I looked at the launch file code but didn’t notice or think to investigate the report command since it doesn’t at first look give anything to say it interacts with the handy)

Also I presume you’ll be tweaking the settings later to be more hard mode like or making an nightmare mode file (I did initially set the costs for the clothing and hp to be double what they are) since it probably took you a while to get your update done?

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As with all great work, it was made on the shoulders of giants… which is to say I stole it from the Setaria hardmode file since they both use the same player lol. I’ve gleaned lots from the Setaria hardmode file since the two games function similarly to one another. By the way, in the punishment script, I think you mixed the values for attn_pw and react_pw. Aside from that, I made those values double the normal strength for my version, which is half the value in reality.

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Ah curses though was a nice catch to spot that it could work and found a way to make it work, because as I said I doubt I would have found out. Makes the future much easier going forward as just need to backwards engineer the gml_Script_scr_launcher_animation is my best guess to finding what’s needed.

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Another value that would work is lazer_fire instead of player_damage. Could always try other firing animations too! My general understanding is that the player is set to pulse the handy in different ways for certain things like firing a bullet or melee attacks or taking damage, and so effectively you’re just making it think those events are taking place.

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I have no understanding at all in how the Handy works so your by far many steps ahead of me. I was thinking of using the pre-finish or finish movements of one of the enemies that’s a full up down movement like Archer, Succubus and Vigilante, not sure about Sandwarm.

I just noticed that you said above that I might have mixed up the values for attn_pw and react_pw, I’ve double checked what I’ve got in the code currently and changelog you have for the hard mode and they’re the same for your gml_Object_oHGage_Create_0 right at the top. I did get a bit confused at one point as to which one changed what. I do see in the changelog that for the punishment script you put attn_pw to 0.0004. (attn_pw is originally set to 0.004 and react_pw 0.1 for Hgage I believe)
Could you please explain further so I understand my mistake? :jigsaw: :grey_question:

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My mistake, it seems I have made an error, fixed my own error, and incorrectly attributed it to you without realizing. But yes, mine is set to 0.0004. You set them to the default for hardmode, which would mean nothing would happen in hardmode so instead I was going to halve them. That would make attn_pw 0.0005 and react_pw 0.01, but I decided to change 0.0004 since that’s 1/10 of their original values that way.

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I just wanna nip this in the bud while I’m thinking about it, but since it is tied to player_damage, the stroke height depends on how you’ve configured “Damage length (ms)” and “Damage height (%)” in the “Actions” tab of the Setaria Player. Your mileage may vary.

You want me to test it to see what it does for me as I have an Handy? Or something else (no idea if you’ve got a handy as some don’t I’ve noticed) as I know that feeling you got…it’s the same one that’s made me keep going and churn out these updates within a day or two at most of realizing them. I know though that currently I’m too tired to do exploration coding work especially after two rounds, am about to head to sleep if I put down what I’m watching.
I’ve left nearly all my Setaria Player options set to default except the filler slightly, mainly due to not knowing in what way they’ll change stuff especially damage impact which is set to 250.

Edit: Welp I found the first bug after playing the game casually with the handy for the first time since my v1 update and uh yeah the bug is just a visual one that isn’t that is simply put the fullscreen H-animation of the Arakune and the key are covering up the text that I finally figured out how to make appear. I think it’s a priority layering problem as the text does appear (it is visible if you look for where the player character was last before the animation, so anywhere but the center of the screen) so it’s time to look at how the H-scene for those two are done to see how they specify their layer or whatever to make this occur and then see if I can fix it. This won’t cause me to release an update btw as the death audio still plays and the punishment system isn’t an one shot kill so you can wait out a few seconds more or the loop to reset for best escape chances. I want to only release the next update when Handy punishment or menu’s have been cracked unless unforeseen occurs. (Like the Hachina game releasing)

The casual play-through did make me realize that there is…one enemy technically that does release you after orgasm…or rather you capture it. The key, punishment system caused me to have to sit back and take the orgasm due to not enough gage left.

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Alright, I made a small patch. After some testing it seems that if you were punished it would continue to be hard to struggle even after the first orgasm. I simply added some lines to reset react_pw after orgasm and the problem is fixed.

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Huh interesting of that those code files reset the react_pw after one loop. I did say in the change-logs that it was an detail I noticed and warned about so you might want to remove it from what you copied over in yours as I see it on line 230. Since you’ve also renamed to nightmare mod I’m further surprised that you didn’t reset the whole system by just redoing the time variable.

I was tempted to have it reset but decided against it as part of the punishment as it didn’t feel right as a punishment system that it got easier to escape after triggering it, how I thought of it was that other penalties come from the enemy smacking you for trying to escape and permanently strengthen their grip or slightly bind in a way as a result, lasting effects for messing up. Though with mine it does allow for two escapes with it being fully activated…dunno how that actually worked for yours though. I didn’t like the idea of having someone trigger it for fun to just orgasm and not have it come with a cost that they don’t get a full reset of their orgasm bar or as much as they would if they just didn’t trigger it.

So it wasn’t unknown and actually intentional along with it being said.

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The problem is, it reset the attn_pw, but not the react_pw, meaning that it was impossible to escape after orgasm short of giving yourself carpal tunnel. I might look at resetting the entire struggle loop later, but for now this will do.

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Try adding for one of them the sc_damage_notation(x, y, “test”, 4) to see if that gets triggered, if so then try having simply time = 0 in one of the files or all of them. If that fails then the other idea I have is

 if (skeleton_skin_get() == "finish")
{
time = -100
punish_count = 0
}

I set it negative since I presume it will still go up to 0 hopefully by the time the start animation begins and thus roughly good for the punishment system to start watching once more. I might rework the entire system in the end as I learn more about the gamemaker code and how the game works as I did what managed to work after a bit of messing around. Though with the Handy filecode you found…it might be a way to sync it up to that in a way.

I’m making sure I take a break from coding for now since I’ve been doing so for a lot of overnights as a result.

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