So I delved into the code a bit to fix a few annoying issues
nkmod_20220126
Changes:
Fixed a null reference crash in the Random Dungeon
Fixed a conditional bug which caused the Heaven events to always show the same images
Additions:
(Dev only) added a ruby export script. The import option isn't working, but this at least gives the ability to look at the code in a real IDE
Added a floor select to the random dungeon (the menu is in a modified Map062.rvdata2, so the floor select isn't compatible with Arde645's mod)
I also included a save just post intro sequence. Meine is Level 5 and Lynn is level 13, perfect for starting the random dungeon. There's also a batch file with the correct AGTH parameters for this game
With this the random dungeon should be much more stable, and return trips to the dungeon should require a whole lot less grinding through low level enemies to get back to where you were. Keep expectations low though. This is a demo for an unfinished game after all. Nothing new down there, just the same mobs at a higher level
This mod is for Dungeons and Prisoners Demo_ver.4.01 (_fixed), the code lists the release date as 2016-07-25. Installation requires RGSS Extractor. Extract Game.rgss3, rename it to Game.rgss3.bak, overwrite files. This could be simpler - this game does have patch capabilities, loose scripts in the /Patch folder will run without issue, but I don't know enough about Ruby to know how to modify or overwrite existing code this way
The code is, well, a bit sprawled out, but to be fair it's a complicated game. I'm not a great coder but tracking these two bugs down was not too bad. The most egregious thing about the game is the way the data is stored. When the game underwent an engine change from RPGMaker VX to VXAce, large amounts of data remained in .rvdata files (contained in data/vx/data) which can't be viewed or edited without an ancient copy of RPGMaker VX. MaidenSnow did the same thing, it's just a mess. If Ill or anyone else were to continue developing the game (and I don't intend to) getting the data into a better format would be the first thing I'd do, and it might be necessary to translate more parts of the game