Sakura Dungeon

Sakura Dungeon

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OriginBullet Jun 22, 2016 @ 8:01am
Custom Character Mod Test
So I've been messing around with the game and I have managed to insert a character that was not originally in the game. I chose Chris from demon master chris for obvious reasons. I'm not sure how much interest there is for mods like these. Here's a demo: https://www.youtube.com/watch?v=xAgMWuhfGeI

It's possible to add new skills, items, maps. etc... On a side note, I'm not sure if the devs are okay with modding the game. Anyone know what their policy is?
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Showing 1-13 of 13 comments
shadowwolftjc Jun 22, 2016 @ 1:04pm 
Looks like we both have a shared interest in modding this game, though I do wonder how you were able to get all of this to work, including dialogue.
OriginBullet Jun 22, 2016 @ 1:51pm 
Originally posted by shadowwolftjc:
Looks like we both have a shared interest in modding this game, though I do wonder how you were able to get all of this to work, including dialogue.
Yeah, I read your post too. We should probably collaborate at some point.
shadowwolftjc Jun 22, 2016 @ 5:16pm 
I'm not entirely sure if we share the same interests as far as which mods we'd both like to develop, but I'd like to know how to edit .rpyc files in general, so that I could, say, add additional dialogue for the minor monster girls, or better yet, have more control over map editing than I currently have. (For example, it seems as if the destination points of stairs cannot be changed in the .tsv map files, even though the stairs themselves can be moved, but perhaps they can be changed within the .rpyc map files, if I could only figure out how to open them.)
Flerbert Jun 22, 2016 @ 6:14pm 
You can decompile them into .rpy with unrpyc. v1.0.6 release doesn't support vpgrid, so a few scripts don't fully decompile. A commit after v1.0.6 release adds vpgrid and will work fully on everything, but you will need to compile it yourself.

The level*_ev.tsv references the events in the level*.rpy script that get called at that position on the map. The destination of the stairs is part of those events. down2 event for example on floor 2 asks if you want to go down the steps, if so play the steps SFX, unload/load textures if changing dungeon type (unload cave, load castle in this case), etc, and change your position to be on floor 3 at X=9|Y=17 coordinates (the steps on floor 3 going up).

If it's a one time event it'll erase the event flag on the map afterwards with stand.replace(), replacing something like ev3_1 with a blank spot. stand.replace blanks out at the current position, but you can modify elsewhere on the map with Coordinate().replace(). Coordinate(level25,16,24,0,0).replace() blanks out the wall near the entrance of floor 25 to create the shortcut after fighting the succubus for example. I'm guessing you can conditionally add stuff to the map the same way.
Last edited by Flerbert; Jun 22, 2016 @ 6:23pm
Fearagator Jun 22, 2016 @ 7:05pm 
Conceptually, I think it'd be cool to be able to have extra content to play around with. I think the only setback to this kind of thing is how the game isn't exactly 'user-friendly' for downloading mods. But none the less, it would be interesting to see new content in the game, especially after finishing all the floors.
OriginBullet Jun 23, 2016 @ 2:45am 
Originally posted by fearagator:
Conceptually, I think it'd be cool to be able to have extra content to play around with. I think the only setback to this kind of thing is how the game isn't exactly 'user-friendly' for downloading mods. But none the less, it would be interesting to see new content in the game, especially after finishing all the floors.
That can be mitigated by creating a program that manages the installation and removal of mods.
OriginBullet Jun 23, 2016 @ 2:47am 
Originally posted by Flerbert:
You can decompile them into .rpy with unrpyc. v1.0.6 release doesn't support vpgrid, so a few scripts don't fully decompile. A commit after v1.0.6 release adds vpgrid and will work fully on everything, but you will need to compile it yourself.

The level*_ev.tsv references the events in the level*.rpy script that get called at that position on the map. The destination of the stairs is part of those events. down2 event for example on floor 2 asks if you want to go down the steps, if so play the steps SFX, unload/load textures if changing dungeon type (unload cave, load castle in this case), etc, and change your position to be on floor 3 at X=9|Y=17 coordinates (the steps on floor 3 going up).

If it's a one time event it'll erase the event flag on the map afterwards with stand.replace(), replacing something like ev3_1 with a blank spot. stand.replace blanks out at the current position, but you can modify elsewhere on the map with Coordinate().replace(). Coordinate(level25,16,24,0,0).replace() blanks out the wall near the entrance of floor 25 to create the shortcut after fighting the succubus for example. I'm guessing you can conditionally add stuff to the map the same way.
I wasn't aware that vpgrid issue had been pached. I had to fix my version of unrpyc, but it was just one line of python that needed to be added.
OriginBullet Jun 23, 2016 @ 2:56am 
Originally posted by shadowwolftjc:
I'm not entirely sure if we share the same interests as far as which mods we'd both like to develop, but I'd like to know how to edit .rpyc files in general, so that I could, say, add additional dialogue for the minor monster girls, or better yet, have more control over map editing than I currently have. (For example, it seems as if the destination points of stairs cannot be changed in the .tsv map files, even though the stairs themselves can be moved, but perhaps they can be changed within the .rpyc map files, if I could only figure out how to open them.)
I'm planning on perhaps making a program to facilitate the creation and editing of custom maps etc...but you need to decompile the rpyc files to make changes to maps events.
Last edited by OriginBullet; Jun 23, 2016 @ 2:56am
shadowwolftjc Jun 23, 2016 @ 2:36pm 
Originally posted by Flerbert:
You can decompile them into .rpy with unrpyc. v1.0.6 release doesn't support vpgrid, so a few scripts don't fully decompile. A commit after v1.0.6 release adds vpgrid and will work fully on everything, but you will need to compile it yourself.
And where may I find this unrpyc program?
sev Jun 24, 2016 @ 6:00am 
the internet[duckduckgo.com]
Dr. Atrocious Jun 24, 2016 @ 8:44am 
That's impressive.
sev Jun 24, 2016 @ 10:48pm 
off: people need to stop playing ♥♥♥♥♥♥♥ warframe so I am reminded how much I want to play it
shadowwolftjc Jun 25, 2016 @ 12:49pm 
OK, so I managed to get un.rpyc to turn the .rpyc files into .rpy files, which I can read perfectly using Wordpad, but now, I have another problem. I don't know how I can apply these changes to the game itself. Do I need to somehow recompile these .rpy files back into a .rpyc format?

Edit: Nevermind. The game seems to automatically copy .rpy files, and convert these copies into .rpyc files.
Last edited by shadowwolftjc; Jun 25, 2016 @ 2:30pm
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Date Posted: Jun 22, 2016 @ 8:01am
Posts: 13