Sancho's Party Planner... semi-rant/thought process (long-winded)
Okay, since I had the project open anyway looking up all these things in all these posts I decided to give the Planner an honest analysis. I'm forgoing the planning grid auto-population theory as that is icing on the cake that hasn't been baked yet, so for now I'm working on a one-button version in testing.
Since I'm very concerned about keeping "cheats" as pure as possible (that nothing can be done in the mod that can't be done via unmodded play) I'm having to analyze a bazillion variables all at once with this damn mini-game. I also am coding this so as to not give a rat's ass if the Player has done anything on the grid themselves already so it can be fool-proof.
And that's the first real huge problem here... the planning girds. There's five different possible grids per Episode that are randomly chosen when the "Planning" process is initiated... FUCK!! Okay, more code analysis but doable, just a major PITA.
That said I started with the individual DIK member's happiness, stressing the lowest ones as priority and working my way up the chain until "normal resources" would no longer be available if not "cheating". I then cross check that with the particular grid's DIK member multiplier bonus possibility, using the VN's code (so as not to bork anything).
This is an example result (minus the Items and Efficiency which are still works in progress, see further below)... and yes, I take all your Party Planning money away you damn cheater!:
The result is a fully dynamic cheat that sets "happiness" and the bonus "multiplier" on a per-gameplay basis in a way that could only be achieved if playing unmodded (to keep your saves safe). Also note that, just like with all the other cheats, I'm not altering the VN's base code at all... I'm simply hijacking it, taking over, then giving control back to the VN to process. It's a real bitch to code this way but it's the safest way to create proper, professional cheats imho.
Now the extremely hard part: Analyzing the Items and Efficiency scores for each of the various grid patterns (this is going to be a real bitch to code). That's why you currently see both of those at zero in the above and why the final Rank is not better... but I'm working on it.