


You can edit the script files(.gd) to add a specific trait when you have a slave selected in game. The caveat is that the Debug mod will attempt to keep going even if a lot of things break, which can corrupt saves if you ignore them and save your game. There are supposed to be log files anyways, but some crashes skip creating a log. If you are going to edit scripts, then I recommend using the Debug mod as that makes finding error messages a bit more reliable. Third, by increasing the person's charm by 20(or less if it would exceed their "charm_max" or the limit for their current "origins", which is called slave grade in-game) they finally have the complete trait. Second, by adding the appropriate effect for the trait to "effects" the person gains nothing, but if they were to lose that trait then they would lose 20 charm. First, by adding "Pretty Voice" to the "traits" list the person gains the job bonus and the interface listing but nothing else. Thus let us roughly consider the steps to edit a save file to add a new trait, in this case "Pretty Voice", to a person. Various spell, usable item, and tattoo effects: "./STRIVE_PROGRAM_FOLDER/scripts/effects.gd"

Gear effects: "./STRIVE_PROGRAM_FOLDER/scripts/items.gd"Įnchantments: "./STRIVE_PROGRAM_FOLDER/scripts/enchantments.gd" Traits: "./STRIVE_PROGRAM_FOLDER/scripts/traits.gd" There is no need to fetch those effects from the save file, they are all listed in script files. See bottom for file with list of slave specs. It's just used as a simple string check, so if you have the right spec, then you get a bonus for the current action. Spelling and case matters, but you generally won't know you got it wrong (if you mess up the state spec then it can crash if not using the debug mod). Specs can be edited at any time, but you have to match expected values. I may clean that up for the next version, but there is no policing of gameplay so feel free to exploit it if you wish. As such it is most likely possible for the player to benefit from both a player and slave spec by editing the save file, though the game will probably only report having one. Though this is more an oversight than a feature, so there will be no means of changing it mid-game. Due to old design quirks, the player has their spec stored in 2 locations. The save files are JSON formatted and quite easy to work with using online JSON editors or text editors with an add-on.Īnswer#1: You called the player's specialization a "starting spec", but only some of them provide a starting bonus and all of them provide bonuses throughout the game. The game's script files (.gd) are plain text and can be opened and edited(it reads them during runtime) with any decent text editor. The Discord( ) is a better place for answers on the inner depths of the game, but it'll probably be me answering them either way.
