Monosomething, I'm fine-tuning some modules on... a 4th WIP character. Yes, I got pretty far on char 3 and want to wrap it up but embarked on a teacher with the goal of making a solid one and am working on interesting parts that I can put into useful modules. The 3rd character is featured with corruption evolution, style changes, some functional supernatural touches, and more. The teacher (4th) will be simpler but very featured and something I can share given the assumption that the player has downloaded the appropriate module pack, clothing pack, and personality mods. For that last bit, I can just make a version with a different personality for compatibility--4th char currently uses AA1 Faithful but I can reasonably set it to use AA2 Aloof.
One of the practical modules I'm working is in-dev named "Enticing Caress", which if the character that has this module successfully performs a caress (headpat) or touch (grope) action on an NPC, that NPC loses the Class Prez trait and gains the Easygoing trait.
However I need player gameplay info to balance an AI addition I have planned; I intend to make it so that if this character is an NPC and is targeting another NPC for an interaction and the target has the Class Prez trait, and their current action in queue is not a caress or touch, and if the target's love/like of this character is high enough, cancel their current action then try for either a caress or touch. Thus the "Enticing Caress" NPC can wipe the danger that a Class Prez trait NPC would pose. Note that this is going on a Teacher who might themselves have the Class Prez trait so they'll be a hypocrite, but I intend to change their personality through fine-tuning of the "Pervy Lover" module so they'll drop this trait and develop other lustful changes, including lowering their virtue from 5 to 3, and after more sexual activity potentially lower.
So the information I need to go along with this module's planning is: how much love/like/dislike/hate do you see for NPCs you do not treat as romance targets and only treat as classmates? What is the expectation for the average classmate's relationship to another average classmate for how many positive points one of them should have to attempt to "brainwash" away the Class Prez's alarm behavior?
I know Tsugumi indicated to just turn off interruptions if you wanna be lazy about it but I like interruptions because they bring chaos. I just want a semi-immersive and game-like way to nullify the Class Prez Teacher report alarm.